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<blockquote data-quote="rpgHQ" data-source="post: 1194248" data-attributes="member: 12219"><p>hehe thats sorta my view too, in our own world guides are hired/bought/enslaved more for being able to communicate with the other native folks along the way and to keep from making too many cultural mistakes that might insult than for their ability to guide you to a specific destination. </p><p></p><p>You hire someone as a scout/guide to keep you out of trouble/act as the middle man on your way to whever your going or exploring. If a merchant or explorer doesnt feel like learning a new langauge or learning about a cultures tabu's/traditions they hire someone to do it for them.</p><p></p><p>And like you say it opens up lots of hooks for adventures and plots. </p><p></p><p>I just wish more folks would discuss the game mechincs part of it here though, finding a way to make it balanced and acceptable by the majority of a groups players, something flexible enough that theres defined rules and usage like with many skills but enough leeway that the GM can either as much or as little as he needs during an adventure to cover different situations or even the groups mood during play at the time. I think the way I am going as I stated in a prior post is a good way to go but with no one making comments on the mechanics side of it and mostly talking about how they do or dont use common doesnt help anybody who actually might want to figure out some decent rules for doing languages and get away from all these common tongues.</p><p>With talk of a couple different rpg's having plausible langauge rules I think I might end up spending an afternoon at my hobby store browsing the KoK book and such to see what type of rules their using to see if the rules I am working out follow similiar lines or even better than what I am working on.</p></blockquote><p></p>
[QUOTE="rpgHQ, post: 1194248, member: 12219"] hehe thats sorta my view too, in our own world guides are hired/bought/enslaved more for being able to communicate with the other native folks along the way and to keep from making too many cultural mistakes that might insult than for their ability to guide you to a specific destination. You hire someone as a scout/guide to keep you out of trouble/act as the middle man on your way to whever your going or exploring. If a merchant or explorer doesnt feel like learning a new langauge or learning about a cultures tabu's/traditions they hire someone to do it for them. And like you say it opens up lots of hooks for adventures and plots. I just wish more folks would discuss the game mechincs part of it here though, finding a way to make it balanced and acceptable by the majority of a groups players, something flexible enough that theres defined rules and usage like with many skills but enough leeway that the GM can either as much or as little as he needs during an adventure to cover different situations or even the groups mood during play at the time. I think the way I am going as I stated in a prior post is a good way to go but with no one making comments on the mechanics side of it and mostly talking about how they do or dont use common doesnt help anybody who actually might want to figure out some decent rules for doing languages and get away from all these common tongues. With talk of a couple different rpg's having plausible langauge rules I think I might end up spending an afternoon at my hobby store browsing the KoK book and such to see what type of rules their using to see if the rules I am working out follow similiar lines or even better than what I am working on. [/QUOTE]
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