Glyfair
Explorer
I was recently reading one of Moon Design's Runequest reprints. One of the extras is a letter from Greg Stafford (creator of Glorantha/Runequest) that was in response to Professor M.A.R. Barker (creator of Tékumel/Empire of the Petal Throne). From Greg's comment you can gather that Prof. Barker suggested that Greg should have created a language so that Glorantha's naming conventions would be consistent, and non-earth like.
Also, in another thread there has evolved a discussion about Planescape's "cant." In my case, it's has been one of the handful of things that creates a distaste for Planescape. I find that having to learn a slang specifically to play a game to be too much immersion.
There have been comments made on these forums before from people who dislike word puzzles in RPGs. They feel their characters must be speaking in another language, and thus the puzzle wouldn't apply (without even getting into interaction with multiple fantasy languages).
While all these deal with language issues, the principle applies elsewhere. I've seen comments from people critiquing campaign settings where they complain about unrealistic elements (population, terrain, etc) that it seems they expect any campaign setting designer to be a Ph.D. in all sorts of areas (geology, anthropolgy, etc).
What level of detail do you want in a campaign setting? How much effort do you want the designer to put in?
Let's take some extremes. Would you have any interest in a campaign setting that had created a language of the setting (ala Klingon) and expected everyone to be familiar with it? How about a campaign setting that goes the other direction and makes it explicit that the "common tongue" is English (or whatever language is native in your area)?
Also, in another thread there has evolved a discussion about Planescape's "cant." In my case, it's has been one of the handful of things that creates a distaste for Planescape. I find that having to learn a slang specifically to play a game to be too much immersion.
There have been comments made on these forums before from people who dislike word puzzles in RPGs. They feel their characters must be speaking in another language, and thus the puzzle wouldn't apply (without even getting into interaction with multiple fantasy languages).
While all these deal with language issues, the principle applies elsewhere. I've seen comments from people critiquing campaign settings where they complain about unrealistic elements (population, terrain, etc) that it seems they expect any campaign setting designer to be a Ph.D. in all sorts of areas (geology, anthropolgy, etc).
What level of detail do you want in a campaign setting? How much effort do you want the designer to put in?
Let's take some extremes. Would you have any interest in a campaign setting that had created a language of the setting (ala Klingon) and expected everyone to be familiar with it? How about a campaign setting that goes the other direction and makes it explicit that the "common tongue" is English (or whatever language is native in your area)?