Category Archives: Customs

Customs, conventions, and traditions of a group

Christmas Crowns, Cracker Jokes, and “Reindeer Poop”

Word of Mouth From my Mother

If you didn’t notice son, Christmas is a carefully choreographed tradition–I like to think of it as a mix of cozy ritual, a bit of British custom, and some parental magic. Every year, we manage to host your aunts, uncles, grandparents, and family friends under one roof, crowding them around a long dinner table for a meal that never changes: your father’s signature roast, buttery potatoes, and whatever else[she talked about as these dishes seeming to appear out of nowhere but feeling like they’ve always belonged]…

…You remember the main custom, before the meal begins, we all pop Christmas crackers, wear the paper crowns, and tell the corny jokes or trivia questions. Everyone has to wear their crown, no exceptions. [Something of a silent rule.] Inevitably, [Uncle name] brings the energy to the meal as he tries to guess the answer to someone else’s riddle before they finish reading it. It’s chaotic, silly, and comforting–exactly how it’s supposed to be…

…Remember on Christmas eve, we’d leave out a plate of cookies and a glass of milk for Santa, and you and your sister would go to bed, your father and I would leave out a few wrinkled dates in the front yard as “reindeer poop.” We’d also make sure that before Every Christmas morning, no matter how old you two[me and my sister] got, the milk would be half-drunk, the cookies nibbled, and the dates scattered. Even now, when you all know the “truth,” we still put the plate and dates out. It’s tradition…

Context

I interviewed my mom about our family’s Christmas rituals, and she lit up almost immediately. “It’s the one time of year when everyone is just… there,” she said. For her, Christmas was always about creating a sense of continuity–blending traditions from her own childhood with the new ones she and my dad created when we were young. The paper crowns and Christmas crackers come from my dad’s British side of the family, and they’ve been part of every holiday she can remember. “You can’t not wear the crown. It’s just part of the meal,” she joked.

She described how she and my dad would take turns arranging the Santa plate late at night–taking a careful bite of the cookies, sipping the milk just right, and tossing a few dates in the yard to complete the illusion.

These rituals weren’t grand or showy, but they were performed with deep consistency. Even now, with the kids grown, my parents still go through the motions–not because we believe, but because we remember.

Analysis

This Christmas tradition is an excellent example of domestic folklore: habitual, symbolic acts carried out within the family to affirm identity, belonging, and memory. While none of the individual actions–crackers, roast, Santa plates–are unique on their own, the specific combination of these elements, repeated year after year, becomes a form of narrative performance that binds the family together.

The Christmas crackers and paper crowns reflect a cultural carryover from British holiday customs, adapted into the family’s American context. They serve as both props and prompts–each one delivering not just a joke but a shared experience. The insistence on everyone wearing the crowns transforms a simple object into a badge of belonging, and the ritualized groaning at jokes adds a performative dimension to the meal.

The Santa cookies and “reindeer poop” represent another key aspect of holiday folklore: magical realism within childhood belief systems. These actions deliberately blur the line between fiction and reality, giving children something to believe in while also offering parents a way to perform care and wonder. Even as belief fades, the actions remain–now functioning not as proof of Santa, but as proof of love and continuity.

In this sense, the tradition has matured alongside the family: once a tool of imagination, it now functions as a nostalgic ritual that reaffirms connection across time. The ongoing performance of the Santa plate–even when no one is fooled–embodies the essence of folklore: shared meaning enacted again and again, not because we need to believe, but because we want to remember. It’s part of the ties that bind our family together and I will definitely continue this tradition–if not add onto it–with my own kids when the time comes.

Induction Pranks of Passage TTRPGs

The Informant

GL is a long time tabletop roleplaying game (TTRPG) player with years of experience as a Game Master (a special role in TTRPGs). When I first asked about Induction Pranks in TTRPGs, GL had some time to discuss with some other members of the community before our interview.

The Text

The informant reports a few different induction pranks and common shared experiences that qualifies someone as a member of the TTRPG community, distinctly differentiating two sets between GMs and players. For Game Masters, the common experience is dealing with the first problem player, a whole subset of narrative genres emerging from this experience can be found on the subreddit r/RPGHorrorStories. The informant cites chaotic and evil player characters, which is a distinct tradition of D&D alignment stemming from Original Dungeons and Dragons. When he exchanges stories with other GMs, while telling success stories can be fun, tales of how terrible a particular player was to work with is an effective way of relating to each other. For players, while the informant reports that the community is generally averse to gatekeeping in recent years due to the nerdy and niche reputation and history the game has, he recounts how older players in the OSR community will put new players through the “death funnel,” a meat grinder dungeon that will kill several player characters to get the player accustommed to the brutal game style of older games. We discussed how this reflects a cultural shift in the TTRPG landscape in the modern age where players become more attached to their characters and think of themselves as the hero of the story whereas older D&D is more about the dungeon crawl, with any given character not expected to live through the story.

We then talked about unique signifers of the TTRPG player identity, such as maps and miniatures, which led to our discussion of how conversely, despite being a “tabletop” game, most TTRPGs can be played without a map or grid or any miniatures at all with the “theater of mind,” which we agreed was very unique to TTRPGs as wargames tend to rely on a grid or map and the miniature sets. Extending from that, we discussed how owning a set of dice can identify a TTRPG player, particular the 20-sided dice, which is hardly ever used for any other game and iconic to D&D. If someone owns a cohesive themed set of dice from 4-sided to 6, 8, 10, 12, and 20, then that is a sure certain sign of a TTRPG player. In a way, the moment a player buys their own set of dice instead of borrowing someone else’s indicates a commitment and thus induction to the community. The other example he talked about was creating one’s own first character, which players nowadays are more likely to be attached to as mentioned earlier. Even though the character may never be played in an actual game, a TTRPG player can likely be identified by their excitement to share their character ideas, character sheet build, or even stories involving that character from a game.

Analysis

This was a particularly interview as the informant came prepared, giving a blason populaire about his own ingroup of fellow GMs and particularly problematic players who play chaotic and evil characters, citing a specific experience that identifies a particular community. Older players also have an “induction prank” for newer players when playing older systems to shatter their idea of TTRPGs before welcoming them to the experience, but it’s also interesting to note that this hobby doesn’t try to gatekeep newcomers with anything that could be qualified as hazing. Aside from the “death funnel” and Gary Gygax’s Tomb of Annihilation dungeon designed to kill player characters, we both thought of a particular video as an another example of this “induction prank” in D&D: https://www.youtube.com/watch?v=OBmNThMZJ1U

“Off record,” he joked that the real hazing is letting new players play 5th edition (a particularly divisve version of the game he dislikes but is otherwise a popular gateway game), but he notes that many other players in the community would disagree with the sentiment of the joke. Noting the uniqueness of TTRPG dice sets, a rite of passage presents itself in the form of buying the first set of dice, an example of Stuart Hall’s reception with the expression of community membership identity performance via consumerism. We laughed about how cheap it is to actually buy a dice set (you can get like a pack of 10 sets of 5 dollars), but at the same time, nobody else would bother with buying such a set of dice.

Less materialistic indications of membership are player characters, where a newcomer exploring the hobby might borrow a prebuilt character while TTRPG players committed to the hobby will not only have the knowledge to build their own characters but be actively invested in them as a proxy of themselves that they would like to roleplay as. In a sense, this is akin to a fantastical identity localized within this particular hobby or at a particular table, and modern players who focus more on the epic narrative of a band of heroes on an adventure invested in the safety and prosperity of their characters as an extension of the performed identity of the self. This is comparable to the process of an initiation ritual for community membership.

TTRPG Dice Superstitions and Rituals

The Informant

E.T. is a long-time tabletop roleplaying game (TTRPG) hobbyist and player who has played in several games at real life tables using real physical dice that must be tossed by hand as opposed to digital random number generators. TTRPGs rely on sets of dice of various face sizes in

Text

Amongst E.T.’s collection of dice sets include favored dice sets such as his “pansexual dice.” He insists on carrying the dice, or else “they’ll misbehave.” He “trains” his dice, ritualistically pulling them out one at a time, grouping and categorizing them by face number. Then, all the die are placed highest number up to condition them to roll that number more in the future. He notes that he does not utilize “dice jail” that often, only when a particular dice is especially egregious for a session. Although he reports that trained dice tend not to perform that poorly, the pansexual dice notably acts up every now and then. He insists that training dice work due to the estimated measurement comparison where his digital dice underperform compared to his trained physical dice.

E.T. has a cat that passed away a couple years back, and he uses her food bowl as the “dice jail” for misbehaving dice. The cat had no quality that would help the dice rehabilitate, but it’s a sentimental use for the bowl he’s held onto since. If he’s hosting a game session with players he is not fond of, he will give them dice that have a history of poor performance. Apparently, it is necessary to keep them in specific bags along with charms for “positive vibes.” The favorite dice gets a more spacious satin satch instead of the usual velvet one. He also reports a friend and fellow TTRPG player who puts dice in a mason jar under the full moon to absorb of the power of the moon. This can be either to cleanse unlucky dice or to bless dice.

Analysis

Dice rituals and magic can be fairly easily categorized as Frazer’s sympathetic magic, particularly contageous magic that associates good luck with particular sets of dice. The process of trying to enchant dice by imbuing it with moonlight is contageous magic that attempts to rub off the cosmic force onto the statistical random number generator by association. The idea that dice can be trained to roll higher numbers simply by “conditioning” them with deliberate face placement as a ritual similarly hopes that the time spent on the face with the biggest number will persist in future uses of the dice. Conversely, dice with historically bad luck becomes stuck with the contageous misfortune until a conversion ritual is performed, such as with the mason jar and moonlight. As a fantasy roleplay game, the medium itself lends itself towards players who are inclined and willing to partake in magical and superstitious practices, if not for genuinely belief, at least for fun and roleplay.

Seollal (Korean New Year)

Text:

Seollal is the first day of the Lunar New Year in Korea. On Seollal, you bow to your elders, play games, and visit your hometowns. Seollal(설날) is the Korean New Year, usually falling in mid-February. It is one of Korea’s biggest holidays, with many people taking several days off of work to spend time with families. Often, people travel back to their hometowns or visit family members/in-laws. There is also a ritual called sebae(세배), where people bow deeply before their elders and wish them a happy new year and good fortune, and in turn the elders give them money in envelopes.

Context:

The informant, having lived in Korea their whole life, participated in Seollal every year. At first, they were the ones to bow to their elders and receive money, but as they grew older, they began to be the ones to sit as their younger family relatives bowed.

Interpretation:

There is a lot of emphasis on filial piety, and more than that, respect for your elders and your ancestors. For example, you lay out food for your ancestors at the table or a memorial/shrine. I feel like there is a major emphasis on Confucian piety in Korean culture, as well as a reminder of the strength found in community. When you bow to your elders on Seollal, it is more than a bow–you are literally on your knees, head on the ground, essentially showing utmost reverence and respect for the elders’ wisdom and impact on your life. You(as the younger person) have the responsibility to visit your hometown, your origin, not the other way around, showing the idea that you never truly leave your family behind, which is a foundational concept in Confucianism. Through this practice, families reaffirm their connection to the past and show gratitude and respect to their ancestors and elders.

Foods like tteokguk (rice cake soup) are essential to Seollal. Eating tteokguk is believed to symbolically grant one a year of age, connecting food rituals to the passage of time. Furthermore, traditional clothing like the hanbok and folk games like yutnori also play a role, reinforcing cultural identity and intergenerational learning. This latter point is especially important; as Korea quickly evolves to match the demands of modernity, many traditional aspects of Korea’s culture are at risk of disappearing or losing their value. By participating in holidays such as Seollal, families are teaching the future generation the importance of remembering their history and culture.

Reyes Mago

Text:

“Basically it’s in early January and it’s supposed to symbolize when the 3 kings came and gave gifts to baby Jesus. The kids get gifts and a big dinner is held–Basically if ur kid you just get gifts and food, but if ur d enough you have to eat from a ‘rosca‘. The ‘rosca‘ will have little plastic babies hidden within, and if you end up pulling one, you now owe everyone else there a party where you’ll host dinner. This is done until all the babies are found. Kids can participate too, but their parents are responsible for throwing the party.”

Context:

The informant has participated in this since they were a young child.

Interpretation:

The celebration commemorates the biblical journey of the Magi—also known as the Three Kings—who brought gifts to the infant Jesus shortly after his birth. This religious narrative ties the holiday closely to Christian traditions, particularly Catholicism, which has been a dominant spiritual and cultural force in Spain and many Latin American countries. Furthermore, Reyes Magos centers on children, highlighting innocence, hope, and continuity. Families often gather for a special meal, share the Roscón de Reyes (a sweet bread with hidden figurines), and spend time together; this family-centric structure underscores kinship and tradition in Hispanic cultures, and emphasizes the importance of treasuring children, reinforcing communal bonds, and intergenerational continuity. And, by celebrating figures from a distant, symbolic past, Reyes Mago helps elevate storytelling, moral lessons, and myth as powerful forces of social cohesion to teach the next generation.