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<blockquote data-quote="nopantsyet" data-source="post: 2034412" data-attributes="member: 3109"><p>Hmmm...no dissenting opinions. That's always a bad sign. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I've done that. In past campaigns. The bwahahaha moment, "You don't understand a word of what they're saying." But only on a limited basis, where it actually served a plot purpose. Never universally.</p><p></p><p>There's a game decision to be made as to how large a role you want language to play in your campaign. Were I of the same brand as Tolkien, I would create rich languages to wrap cultures around, and I weave present a rich tapestry as a backdrop for my campaign. Then my players would think I was the best DM in the world. Then they would show up, not be able to communicate with anyone, and leave.</p><p></p><p>It eventually reduces to an arbitrary obstacle. Either they know the language or they don't. And if they don't, everything is a lot harder and they curse themselves for wasting all those skill points on Diplomacy. Unless you're actually creating those languages and adding something to the richness to the world besides the name of a language and the fact that the party can or cannot communicate in it, there's nothing to balance the addition of another obstacle.</p><p></p><p>Now, maybe you want the game to feel more "realistic," and that's just fine. I've certainly done my own thing in the name of "realism" before. But at some point you've got to let go and give in to the abstract or else your game will have to take place in real time and the DM will have to become omniscient. Ugh! As for myself, I'd rather spend my time on plot, NPCs and interesting cultures and locales.</p><p></p><p>So there's your obligatory dissenting opinion. Your normal programming will now resume. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Clarification: I do fill my worlds with many diverse regions, each with its own demographics, culture, social structures, politics, economics, etc. But I don't give them different languages. There's Common, and there's, "Common with an accent."</p><p></p><p><em>Edited: Added Clarification</em></p></blockquote><p></p>
[QUOTE="nopantsyet, post: 2034412, member: 3109"] Hmmm...no dissenting opinions. That's always a bad sign. :) I've done that. In past campaigns. The bwahahaha moment, "You don't understand a word of what they're saying." But only on a limited basis, where it actually served a plot purpose. Never universally. There's a game decision to be made as to how large a role you want language to play in your campaign. Were I of the same brand as Tolkien, I would create rich languages to wrap cultures around, and I weave present a rich tapestry as a backdrop for my campaign. Then my players would think I was the best DM in the world. Then they would show up, not be able to communicate with anyone, and leave. It eventually reduces to an arbitrary obstacle. Either they know the language or they don't. And if they don't, everything is a lot harder and they curse themselves for wasting all those skill points on Diplomacy. Unless you're actually creating those languages and adding something to the richness to the world besides the name of a language and the fact that the party can or cannot communicate in it, there's nothing to balance the addition of another obstacle. Now, maybe you want the game to feel more "realistic," and that's just fine. I've certainly done my own thing in the name of "realism" before. But at some point you've got to let go and give in to the abstract or else your game will have to take place in real time and the DM will have to become omniscient. Ugh! As for myself, I'd rather spend my time on plot, NPCs and interesting cultures and locales. So there's your obligatory dissenting opinion. Your normal programming will now resume. :D Clarification: I do fill my worlds with many diverse regions, each with its own demographics, culture, social structures, politics, economics, etc. But I don't give them different languages. There's Common, and there's, "Common with an accent." [i]Edited: Added Clarification[/i] [/QUOTE]
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