Showing posts with label Language. Show all posts
Showing posts with label Language. Show all posts

Wednesday, April 6, 2011

Language in DnD: Part 4- Revenant Converse!

And now, at last, we come to the concluding post in the Languages in DnD series. In previous posts I covered: my issues with languages in DnD, particularly common; the cultural considerations driving the Tinderbox campaign, and how these affect the available languages; and the available languages for my campaign, alongside their mechanical benefits.

Well, I covered most of the available languages. I saved one for this post (Which will also have a passing mention of telepathy, though none of the players in either party decided to roll psionic) because its implementation relies on some additional rules I added for the campaign. These rules allow characters to learn more languages as a natural consequence of leveling, albeit at varied strata of proficiency. I feel that it's a natural and necessary balance to the strict linguistic barriers I erected for the campaign.

Wednesday, November 3, 2010

Language in DnD: Part 3- Headless Turtle

(My turtle is sleeping on a pair of my pajama pants right now, but with her head tucked into her shell.)

Now, the mechanical benefits section could be taken as odd or unnecessary, especially if I've already convinced you of the need for language revolution with all of my appeals to setting richness and roleplaying.

However, many of the benefits are simply psychological; someone likes to be addressed in their own language. DMs can certainly apply circumstance bonuses to reflect this, and I'd encourage it; but in the case of goblins, for instance, the effect is even more considerable. Even if I were awarding a player a +2 bonus on a Diplomacy roll for an impassioned plea for mercy from a Despot Goblin holding a spear to his throat, I'd still also give them the bonus for speaking Goblin to a goblin. The Despot is moved by the eloquence of his captive, but further moved that his captive is managing to be eloquent in Goblin. I'd apply both bonuses even if the character was also a goblin, since in that case there's the added empathy of staring into a like face.

The Draconic and Elemental Tongue bonuses (and possibly the Spirit tongue, which I'm mulling over as I type this sentence) have a bit of that extra mystical flare to them. They aren't just psychologically appealing, they're essentially appealing, in that they speak to something at the core of the audience member. The effects will presumably come into play less often in the Tinderbox campaign than the benefit of knowing Goblin. What makes them powerful, though, is their capacity for use in situations where the audience can't talk. The krask are a good borderline example, as krask are fairly unintelligent and almost never know any language other than Draconic. A player has no hope of convincing a krask to halt its charge if he calls out in Dwarven, for example; but the same command delivered in Draconic gets a boost. Players, even non-rangers, could use similar tactics when beset by guard drakes, which are a fairly common creature in the Tran Empire.

Thursday, October 28, 2010

Dungeons and Dragons: The Problem With Language Part 2- Sunflower Bullets

So. Apparently blogger interprets unordered list bullet points as sunflowers. I'm not sure if I change that through asking the html to display a different type of bullet, or by fiddling with my stylesheet...but now that I've titled this entry as I have, I can never change them without it no longer making sense.

This is part two of my discussion of language in DnD and how I plan to change it; specifically how I plan to change it within the 4e rules. In part one I described my goals for this project...and I say project but I put it together over about an hour, most of which was typing. So perhaps we'll call it "this whim," but then it hardly sounds well-considered. So we'll call it...this ish.

My goals for this ish, nicely bordered by little sunflowers, boil down to making language both sensible and significant in the kind of realized fantasy world that has actual, different cultures who might not see the merit in bowing before the needs of Man and learning common.

Lockout: The Problem With Language Part 1- Suntory Time

There's a great scene in Lost in Translation (albeit an apparently difficult one to find on Youtube) where Bill Murray's character finishes delivering a line in a commercial, only to be subjected to a rapid-fire, very intense stream of commentary (in Japanese) from the director.

Which is translated as "He wants you to turn, look in camera. Ok?"

And Bill, wonderful, unflappable Bill (Who did such an amazing job of portraying a weary actor in that movie I was convinced it would be his last role ever, and the comedic idol was going to die...this movie came out in '03) asks "Is that all he said?"

The concept of language in Dungeons and Dragons suffers from the same translational problems. Specifically, DMs and players tend to skim over questions of communication and assume that everyone understands everyone else all of the time. While this is certainly convenient for gameplay purposes, and avoids some of the problems that not handwaving linguistic differences away creates, I find it deeply dissatisfying.