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How often does language come up in your game?
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<blockquote data-quote="Thimble the Squit" data-source="post: 1411121" data-attributes="member: 6756"><p>Language has had a very varied effect in my games; while it's not usually that important in my <u>Forgotten Realms</u> D&D stuff, I did once run a Gloranthan <u>RuneQuest</u> game wherein the PC party were sent out by their tribe's shaman to find out about the world, and why it had apparently changed overnight.</p><p></p><p>According to the setting (which is truly excellent, by the way, and far superior to anything produced for D&D, including Planescape), the Fronelan spirit of communication, the God of the Silver Feet, was murdered 200 years ago and the other gods punished the peoples of Fronela by placing them under a Ban, separating them off from one another. The Hsunchen barbarian tribes weren't guilty of this god's murder so they were sent to sleep for several generations. When they awoke, as the Ban started to get lifted, their clan shaman looked up at the sky and saw that the stars had moved. Their world had changed and the clan needed now to learn what was what in this new time.</p><p></p><p>The shaman chose his cleverest and strongest warriors to go forth and learn about their new world, instructing them to report back regularly through the Spirit Plane. To help the brave adventurers deal with the various people they would encounter, the shaman gave each a Gourd of Godspeech, powerful magical items that would allow them to speak with whomever they shared water.</p><p></p><p>It got quite amusing when the party tried to mime offering trolls and dwarfs a drink...</p><p></p><p>The campaign was probably one of my most successful ever, mostly because the players were required to deal with most situations through negotiation and diplomacy rather than violence.</p></blockquote><p></p>
[QUOTE="Thimble the Squit, post: 1411121, member: 6756"] Language has had a very varied effect in my games; while it's not usually that important in my [u]Forgotten Realms[/u] D&D stuff, I did once run a Gloranthan [u]RuneQuest[/u] game wherein the PC party were sent out by their tribe's shaman to find out about the world, and why it had apparently changed overnight. According to the setting (which is truly excellent, by the way, and far superior to anything produced for D&D, including Planescape), the Fronelan spirit of communication, the God of the Silver Feet, was murdered 200 years ago and the other gods punished the peoples of Fronela by placing them under a Ban, separating them off from one another. The Hsunchen barbarian tribes weren't guilty of this god's murder so they were sent to sleep for several generations. When they awoke, as the Ban started to get lifted, their clan shaman looked up at the sky and saw that the stars had moved. Their world had changed and the clan needed now to learn what was what in this new time. The shaman chose his cleverest and strongest warriors to go forth and learn about their new world, instructing them to report back regularly through the Spirit Plane. To help the brave adventurers deal with the various people they would encounter, the shaman gave each a Gourd of Godspeech, powerful magical items that would allow them to speak with whomever they shared water. It got quite amusing when the party tried to mime offering trolls and dwarfs a drink... The campaign was probably one of my most successful ever, mostly because the players were required to deal with most situations through negotiation and diplomacy rather than violence. [/QUOTE]
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