Names have power. To name is to bind, as they say.
Rob's comfort with the AW naming conventions (which is to be found in most members of this forum) has to do with a broader "best practice" of subsuming individual creative impulses to those of the group, particularly given the incredible individual agency AW grants to a PC both over the fiction itself and their interactions with other PCs. We all have to die, pay our taxes, and choose our damn names off the damn list: that's the way it is. We're all in the same boat. It's the fucking apocalypse, y'know? This helps some people by immediately intervening at the hardest stage in character creation – naming the guy/gal/thing – and others by restricting selection away from Crazyville, creating an easy, unified game naming aesthetic from the get-go.
Of course, the
caveat that "your group may vary the naming thing if so desired" has also been acknowledged above.
Spiral Jacobs' discomfort with choosing names off the list, however, comes from our vague unease that by surrendering our very characters' names to a "system," we have somehow lost something important.
From my gut, I agree.
After reading numerous AP reports on this forum, and encountering there numerous incarnations of the same named individual – Jones, Burroughs, Hammer, Dremmer – I am suddenly stricken with a sense of semiotic
ennui. The signifieds matter less, because the signifiers can neither attract my attention nor concern. After all, the hero not only possesses a thousand faces, but a thousand names as well. We live in a world rich in language and possibility, and possibility through language. A place where a crowd-sourced name book (
http://www.lulu.com/product/paperback/story-games-name-project/3594462) is a real commodity, and where players can inhabit specific cultural fantasies under the auspice of a few uttered syllables.
I know there are many who would make the argument: "Hey, isn't it cool that a set cast of characters can have such radically different experiences?" Sure, but also lost is the sense of the literary lurking behind those experiences... especially in comparing between different AW games. It all blurs together into a semio-miasmic soup of the Same. Heck, even archetypes like in The Journey (
http://jeepen.org/games/thejourney/) – The Man, The Woman, The Daughter and The Stranger – are somehow more palatable because they tie into traditions of medieval Everyman plays, etc.
(It sounds like I'm verging on a literary analysis of AW here, which means I should stop and go back to my
dissertation and maybe boil my head.)