Languages in your game

I completely agree with Hussar about never spending more than 5 minutes with one or two players separated from the other players. The first thing I was going to say was keep these separations short--as DM you need to encourage the players to speak fast if and when you talk to the apart from the others in order to keep up the flow of your game.

Now, way back in the Dark Ages, well before you were born, when I was your age playing D&D (our faces all covered in acne, half of us wearing polyester shirts), laptops weren't around, and sometimes instead of separating the players for situations like this, the DM passed handwritten notes. I still do this with my players, even though we all have technology.

As a matter of fact, here's a nifty DM trick if to employ if you are certain that such an encounter is going to take place: make notes for the players ahead of time. This is a good idea for all kinds of situations, in fact, since in real life different people see different things. One example--the player characters ride into a strange village of people from another culture. One player sees them gathered around a fire chanting, thinks they are casting a spell. Another player notices that some of the children in the village are bored and aren't really singing along with their parents. The PC Fighter notices none of them are armed. The Cleric or Druid in the party recognizes that they aren't casting a spell, but are instead singing a traditional song and ritual which is in essence a prayer to the gods to make their crops more fruitful in the coming year.

And, by the way, I often will just tell everyone straight up what the other language speaker says if it is routine information, as someone else suggested.
 

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When using notes or IMs, I suggest being careful to inform the other players of anything they observe. When you find out a conversation happened that your PC would have observed but that you never knew about, it can be annoying. Just because you don’t understand the language doesn’t mean that you wouldn’t react to it or glean some information from body language and such.
 

These days, I carry it even farther. I think players should be encouraged to give each other advice on playing their characters. e.g. Just because a character isn’t present or is dead doesn’t mean the player must be muzzled. It only means that player can’t speak or act in-character at the moment.
But if you have a fuzzy rule that states that whatever you-as-player say is what your character says, this falls apart.

I also really smack down on players giving advice or suggestions to characters who are doing things on their own, or where said players' characters would have no reasonable way of knowing what was going on. An example might be a Thief scouting ahead on her own...the only voice I want to hear is that of the Thief's player. (unless, of course, communication is possible e.g. via telepathy)

Lanefan
 

But if you have a fuzzy rule that states that whatever you-as-player say is what your character says, this falls apart.

Good thing I don’t have such a rule, eh? Switching between in-character and out-of-character at whim has been a staple of every group I’ve been a part of.

Personally, it’d drive me nuts if out-of-character chatter were eliminated or even heavily discouraged.
 


Good thing I don’t have such a rule, eh? Switching between in-character and out-of-character at whim has been a staple of every group I’ve been a part of.

Personally, it’d drive me nuts if out-of-character chatter were eliminated or even heavily discouraged.

Yeah, when I'm playing (not DMing) at my Science teachers house (I know its weird) he insist we say when we're being out of character ...
 

Yeah, when I'm playing (not DMing) at my Science teachers house (I know its weird) he insist we say when we're being out of character ...

I like to think that most people can tell what's in character, what's declaring an action based on the context of the statement.

When I say, "I attack the orc" most people know that I declared what my PC is doing, and that my PC didn't say "I attack the orc"

Thusly, when I say, "are there any cheetos? Can I have a Mountain Dew", that I am talking out of character and my PC is not saying those things.

When I say, "Sir Knight, please grant us safe passage through your domain", people know my PC is talking and saying exactly what I said.

When I say, "I ask the knight to grant us safe passage through his land", they know I'm generalizing what my PC said, and it would have sounded something like my previous quote.


Now on the issue of languages, for the OP, most folks have already said it:
1) don't spend too long on a scene for 1 player, minimize private scenes unless there is a good reason
2) don't bother with private messages/conversation unless the intent is for the other players to not know what was said (assume the PC translates or summarizes after the conversation)
3) Assume the NPCs know common for conversations that don't need to be private (don't create issues if there's no gain)
4) only do private conversations when you wish to create suspicion or confusion or misinformation (the exception clause to 1-3)
5) tell the players that's how you handle these situations in your "house rules" guide.
 

I like to think that most people can tell what's in character, what's declaring an action based on the context of the statement.

When I say, "I attack the orc" most people know that I declared what my PC is doing, and that my PC didn't say "I attack the orc"

Thusly, when I say, "are there any cheetos? Can I have a Mountain Dew", that I am talking out of character and my PC is not saying those things.

When I say, "Sir Knight, please grant us safe passage through your domain", people know my PC is talking and saying exactly what I said.

When I say, "I ask the knight to grant us safe passage through his land", they know I'm generalizing what my PC said, and it would have sounded something like my previous quote.


Now on the issue of languages, for the OP, most folks have already said it:
1) don't spend too long on a scene for 1 player, minimize private scenes unless there is a good reason
2) don't bother with private messages/conversation unless the intent is for the other players to not know what was said (assume the PC translates or summarizes after the conversation)
3) Assume the NPCs know common for conversations that don't need to be private (don't create issues if there's no gain)
4) only do private conversations when you wish to create suspicion or confusion or misinformation (the exception clause to 1-3)
5) tell the players that's how you handle these situations in your "house rules" guide.

Yeah, well, once I said, I'll kill you all (in OC)my friend embarrassed me,)) and I didn't say OC, so my DM thought I said it to a priest and his clergy, ... that was bad

1) I agree, and I can't think of a good reason, unless to tell them something that only they would know, and its hard to explain.

2) Like in 1).

3) yes well, if they're one of the base races, they do ...

4) ... I don't understand ...

5) ... Yes well, ... I do (mostly).
 
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And when it is (rarely) in doubt, a quick, “Was that in-character?” clears it up just fine.
Still doesn't help stop 'em talking about real-world politics or the latest internet craze during what's supposed to be a game session...

(they're not all bad; but some nights it takes us far too long to get going...)

Lanefan
 

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