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<blockquote data-quote="shadow" data-source="post: 1191078" data-attributes="member: 2182"><p>Okay, I'm finally getting ready to play my campaign world that I've been planning for some time. Although at the core, the world is the standard D&D fare, I've made a few changes in style. One of the biggest changes is the lack of a common language. As a linguistics major, I hate the idea of a common language with no variation whatsoever. The idea that everyone speaks exactly the same is absurd. So I've created a lot of regional languages and dialects. Obviously speak language will be an important skill. I'm also using the Kalamar language rules (found in the KoK Players Guide). However, I'm becoming a little concerned. One of the players admitted he was a little worried that the game will focus too much on communication. I'm wondering how I can keep languages from bogging down the game play. I've been thinking of some solutions. </p><p></p><p>1.Have a universal "Trade Language" - This is really an artificial solution. A trade language becomes just like "common" found in most games. However, I do have a language in my setting called Sarynth, which is a dead language used by scholars, the church, and the educated in writing (like Latin in the middle ages), but not everyone speaks it.</p><p></p><p>2. Just ignore the language problem. Assume the important NPCs speak the PC's languages. Again, a rather artificial solution.</p><p></p><p>3. Go with the language system as is. The PCs will have to rely heavily on translators and magic. This is my prefered solution. It can lead to some interesting roleplaying opportunities. However, certain players in the group are more interested in action, not role-playing getting a translator.</p><p></p><p>Has anyone else played a campaign without a common tongue? How did you handle it?</p></blockquote><p></p>
[QUOTE="shadow, post: 1191078, member: 2182"] Okay, I'm finally getting ready to play my campaign world that I've been planning for some time. Although at the core, the world is the standard D&D fare, I've made a few changes in style. One of the biggest changes is the lack of a common language. As a linguistics major, I hate the idea of a common language with no variation whatsoever. The idea that everyone speaks exactly the same is absurd. So I've created a lot of regional languages and dialects. Obviously speak language will be an important skill. I'm also using the Kalamar language rules (found in the KoK Players Guide). However, I'm becoming a little concerned. One of the players admitted he was a little worried that the game will focus too much on communication. I'm wondering how I can keep languages from bogging down the game play. I've been thinking of some solutions. 1.Have a universal "Trade Language" - This is really an artificial solution. A trade language becomes just like "common" found in most games. However, I do have a language in my setting called Sarynth, which is a dead language used by scholars, the church, and the educated in writing (like Latin in the middle ages), but not everyone speaks it. 2. Just ignore the language problem. Assume the important NPCs speak the PC's languages. Again, a rather artificial solution. 3. Go with the language system as is. The PCs will have to rely heavily on translators and magic. This is my prefered solution. It can lead to some interesting roleplaying opportunities. However, certain players in the group are more interested in action, not role-playing getting a translator. Has anyone else played a campaign without a common tongue? How did you handle it? [/QUOTE]
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