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Do you use languages in your D&D game?
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<blockquote data-quote="Vaalingrade" data-source="post: 8803984" data-attributes="member: 82524"><p>My experience with language has been strictly Linkin Park -- in that I tried so hard and got so far, but in the end, it doesn't even matter.</p><p></p><p>Try to use it as an info gate? Either someone knows it and the gate is auto-passed or they don't and it turns into an annoying pixel hunt to find someone who does. There's no control for it unless you make up a language they couldn't possibly have taken or deliberately make it something they don't have and once I do that I feel like I have exited the realm of fair play.</p><p></p><p>So no info gate. How about just a plain old language barrier? Okay, so communicating with someone is now a pain, either having a translator, which eventually just becomes you narrating exactly as if no translation was needed, or not and the players end up hating the NPC because it's less about having empathy for someone who doesn't speak your language and more about going through rigmarole to ever deal with them.</p><p></p><p>So language barrier is kind of a poison pill. A bonus for characters who can understand enemy chatter? See the translator issue. either everyone just get the information anyway or I have to type more whispers for minimal return.</p><p></p><p>Ultimately, I feel like it's another of those things that works better in a non-interactive story rather than collaborative storytelling. Frustrating a character you control is a lot different from frustrating your friend who is just trying to have a good time.</p></blockquote><p></p>
[QUOTE="Vaalingrade, post: 8803984, member: 82524"] My experience with language has been strictly Linkin Park -- in that I tried so hard and got so far, but in the end, it doesn't even matter. Try to use it as an info gate? Either someone knows it and the gate is auto-passed or they don't and it turns into an annoying pixel hunt to find someone who does. There's no control for it unless you make up a language they couldn't possibly have taken or deliberately make it something they don't have and once I do that I feel like I have exited the realm of fair play. So no info gate. How about just a plain old language barrier? Okay, so communicating with someone is now a pain, either having a translator, which eventually just becomes you narrating exactly as if no translation was needed, or not and the players end up hating the NPC because it's less about having empathy for someone who doesn't speak your language and more about going through rigmarole to ever deal with them. So language barrier is kind of a poison pill. A bonus for characters who can understand enemy chatter? See the translator issue. either everyone just get the information anyway or I have to type more whispers for minimal return. Ultimately, I feel like it's another of those things that works better in a non-interactive story rather than collaborative storytelling. Frustrating a character you control is a lot different from frustrating your friend who is just trying to have a good time. [/QUOTE]
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