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How immersive do want a campaign setting to be?
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<blockquote data-quote="Rothe" data-source="post: 3438325" data-attributes="member: 39813"><p>The amount of detail, for me, depends on how much they are going to charge for it.</p><p></p><p>I don't expect them to create a whole new language. Chances are they would do it poorly and the names generated would sound even sillier than they often do. I do see the professor's point about using a language to base names and words off of, made up words often sound that way and ring false for several reasons. Yet, to really invent a sufficent language requires one to be a linguistics professor. </p><p></p><p>What I do expect/like is the designer just brib names from actual languages and many decent name generators. REH did a wonderful job of making up evocative names that were based on actual languages. A good world design would be to coose different real world languages for different game cultures and consistently use those. With the internet there is little excuse not to have inuit based names for people A, norse based names for people B, abd bushman based names for people C, etc. </p><p></p><p>On geography, population density, etc. I don't expect multiple PhDs but they are making a world and it should be internally consistent and the logical consequences of their monkeying with physics and throwing in magic thought out. One safe way to be internally consistent is to stick to real world examples as much as possible.</p></blockquote><p></p>
[QUOTE="Rothe, post: 3438325, member: 39813"] The amount of detail, for me, depends on how much they are going to charge for it. I don't expect them to create a whole new language. Chances are they would do it poorly and the names generated would sound even sillier than they often do. I do see the professor's point about using a language to base names and words off of, made up words often sound that way and ring false for several reasons. Yet, to really invent a sufficent language requires one to be a linguistics professor. What I do expect/like is the designer just brib names from actual languages and many decent name generators. REH did a wonderful job of making up evocative names that were based on actual languages. A good world design would be to coose different real world languages for different game cultures and consistently use those. With the internet there is little excuse not to have inuit based names for people A, norse based names for people B, abd bushman based names for people C, etc. On geography, population density, etc. I don't expect multiple PhDs but they are making a world and it should be internally consistent and the logical consequences of their monkeying with physics and throwing in magic thought out. One safe way to be internally consistent is to stick to real world examples as much as possible. [/QUOTE]
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