Showing posts with label Rules. Show all posts
Showing posts with label Rules. Show all posts

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.