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How can I make an ancient language fun?
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<blockquote data-quote="howandwhy99" data-source="post: 6275194" data-attributes="member: 3192"><p>What is the game of learning the language?</p><p></p><p>For the following purposes I've assumed a text-only approach unless the language is stored orally somehow. Perhaps by blowing wind through pipes to create particular sounds? Or a series of Magic Mouth spells?</p><p></p><p>For fine detail: Do the players collect symbols, words, phrases, that represent something in the world they are exploring? Do they collect those symbols and then string these together to pass on lengthy information? Perhaps create scrolls in a kind of magical ur-language from the pieces? This could definitely be a game, but perhaps not the one you wish?</p><p></p><p>For standard language proficiency in d20, where grammar, vocabulary, syntax, and so on are abstracted, you might try:</p><p></p><p>1. Undeciphered texts with a Skill Roll by those who spend time trying to decipher them? Longer texts require more time or perhaps have more pieces that can be deciphered? Language use determines DC difficulty (e.g. the writer was writing more in jargon than common expressions). Modifiers are dependent on the PCs knowing of what the text refers to. People, creatures, places, ideas, etc. </p><p></p><p>2. Proficiency accumulation without rolling. Copies or the texts themselves are collected and "studied" in spare time. As more is collected the proficiency goes up. Of course this would advance very differently than normal language learning in 3.x. Players begin at Zero and advance through many levels or points of understanding maybe never even reaching the usual proficiency in the language. This ignores players with different texts being able to work together, but that could be abstracted / not played out. Not everyone enjoys the fine detail option at top.</p><p></p><p>Another game game might use option #2 with the more detailed method. Pieces of texts are collected and players can put them in different orders searching for redundancy and possible meanings. This wouldn't be at the text level, but a collection of generic meanings of each given with a successful skill roll for each piece. "Mothers" "Move" "Children" "Warriors" "Demons" "War" strung in lines and then those redundancies auto-learned on more pieces. Greater proficiency comes later and more concepts are revealed within each text as learning increases. Like a mini-game though I may be unclear here.</p><p></p><p>There is a lot that could be done. What's important is to express some picture of your ideas. What do you see the players doing during the game, even if not mechanically? Actually, it's perhaps better ignoring game design all together in your expression. Then posters might be able to work backwards to you and help recreate the opportunities within game designs for those experiences to occur to the players?</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6275194, member: 3192"] What is the game of learning the language? For the following purposes I've assumed a text-only approach unless the language is stored orally somehow. Perhaps by blowing wind through pipes to create particular sounds? Or a series of Magic Mouth spells? For fine detail: Do the players collect symbols, words, phrases, that represent something in the world they are exploring? Do they collect those symbols and then string these together to pass on lengthy information? Perhaps create scrolls in a kind of magical ur-language from the pieces? This could definitely be a game, but perhaps not the one you wish? For standard language proficiency in d20, where grammar, vocabulary, syntax, and so on are abstracted, you might try: 1. Undeciphered texts with a Skill Roll by those who spend time trying to decipher them? Longer texts require more time or perhaps have more pieces that can be deciphered? Language use determines DC difficulty (e.g. the writer was writing more in jargon than common expressions). Modifiers are dependent on the PCs knowing of what the text refers to. People, creatures, places, ideas, etc. 2. Proficiency accumulation without rolling. Copies or the texts themselves are collected and "studied" in spare time. As more is collected the proficiency goes up. Of course this would advance very differently than normal language learning in 3.x. Players begin at Zero and advance through many levels or points of understanding maybe never even reaching the usual proficiency in the language. This ignores players with different texts being able to work together, but that could be abstracted / not played out. Not everyone enjoys the fine detail option at top. Another game game might use option #2 with the more detailed method. Pieces of texts are collected and players can put them in different orders searching for redundancy and possible meanings. This wouldn't be at the text level, but a collection of generic meanings of each given with a successful skill roll for each piece. "Mothers" "Move" "Children" "Warriors" "Demons" "War" strung in lines and then those redundancies auto-learned on more pieces. Greater proficiency comes later and more concepts are revealed within each text as learning increases. Like a mini-game though I may be unclear here. There is a lot that could be done. What's important is to express some picture of your ideas. What do you see the players doing during the game, even if not mechanically? Actually, it's perhaps better ignoring game design all together in your expression. Then posters might be able to work backwards to you and help recreate the opportunities within game designs for those experiences to occur to the players? [/QUOTE]
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How can I make an ancient language fun?
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