Rules that would be realistic, but be a real drag to have to use

Then again, I know 2 languages pretty well- English as a native speaker and German as a 3 year resident (with subsequent returns)- plus a smattering of a few others.

Great.

But there are over 5000 languages in the world, and in historical times the number probably climbed over 10,000. The existance of very wide spread langauges like English is a relatively modern phenomenom. Even more modern is the reduction in the range of ways in which a language is spoken, so that as a result of mass media, someone from Boston and someone from rural Alabama have a lot easier time understanding each other now than even 100 years ago.

Generally speaking there are in the real world more language families (like Latin, Germanic, Dravidic or what have you) than the number of languages normally spoken in RPGs.

'Common' proves to be a very reasonable simplificiation since not being able to communicate isn't particularly conducive to role-playing.
 

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Well, that's roughly 2000 miles by 21st century highways. A similar-length trip through Europe (say, from Madrid to Athens, which isn't much longer than St. Louis to Portland), again over 21st-century highways, passes through 8 countries, most of which speak different languages today (and a few regions that historically spoke different languages or at least dialects so distinct they used to be nearly incomprehensible).
That was my point, but clarification never hurt anyone. :D
 

Great.

But there are over 5000 languages in the world, and in historical times the number probably climbed over 10,000. The existance of very wide spread langauges like English is a relatively modern phenomenom. Even more modern is the reduction in the range of ways in which a language is spoken, so that as a result of mass media, someone from Boston and someone from rural Alabama have a lot easier time understanding each other now than even 100 years ago.

Generally speaking there are in the real world more language families (like Latin, Germanic, Dravidic or what have you) than the number of languages normally spoken in RPGs.

'Common' proves to be a very reasonable simplification since not being able to communicate isn't particularly conducive to role-playing.
English is a great example because you can trace it roots so clearly. But the English spoken today on three continents in six countries sounds very very different from each other (not even beginning to factor in regional dialects) and are so far removed from traditional modern English variations (ie Shakespearean English is "old" English to most modern speakers, but in linguist classification shares much more with its modern kin than the "olde Aengelish" of Beowulf) and even further removed from the Gealic/Norse/Germanic of the Anglo-Saxon progenitors of the language.

For example we can't even agree whether civilization should be spelled with a "z" (American/some Canadian) or "s" most of the rest of the English speaking world; whether is "Hacy-tch" or "Ay-tch" to pronounce the letter "H", Zee or Zed for "Z" or if fanny is your backside (America) or a woman's unmentionables (England) and don't even get me started on the differences of 'fag/fagot' .... Yeah the "real world" languages of a fantasy world would mean more battling among tribes, races and countries just because fork means an eating utensil in one country and something less savory in another.
 


Good points on the language dialects and such. There are a few games which handle that though.

One way I've seen is how GURPS handles it in which you have different languages (as per many games,) but you can also choose to use the rules for 'cultural familiarity.' What does that do? Cultural Familiarity is a one point advantage; the mechanical game term for saying that your character has an understanding of the practices and nuances of a particular culture. Some social skills take a penalty when used somewhere that you're not familiar with the culture.

It's not a perfect solution, but it's a way I've seen such a thing done that works.
 

Skill atrophy. That is, the tendency for one to become less proficient in a skill that they don't practice regularly. I personally like the idea, but I can never think of a way to make it work that doesn't require an insane amount of fiddly bookkeeping.

I used to have a great house rule for covering skill atrophy, but we stopped using it, and now I can't recall it... ;)
 

Hero system has a language chart and you can have up to 5 points of skill in any one language. The chart shows you how much carry over to a related language you are based on you languages that you are fluent in. Being fluent in a language is 3 points.

If someone is fluent in Spanish they can buy Italian at a reduced cost. 1 point get them fluent in Italian, because the two are very closely related, while picking up Chinese will cost 3 points because it is unrelated.
 

GURPS also has a neat rule for 'language comprehension' levels. There are four levels of language comprehension being: None, Broken, Accented, Native.

Funny things are for example two 'Broken' people trying to have a conversation and a failure results in a miscommunication meaning that the receipt doesn't understand the 'sender' but also hears something completely different.

Of course this system doesn't take in account a player choosing ~500 languages, but it has rules for defaults, meaning that having English Native, could result in a default Scottish of Accented.
 


The 'Caught short' rule, rolled at moments of high tension when a player hasn't indicated that they have taken proper precautions. e.g.,

GM: Okay everyone. Zoarth stands before you. His wings spread over you and block the sun. He lift's his snout to the sky and his roar leaves your ears ringing. He then lowers his smoking nostrils and looks at you with disdain - as if to say "ready when you are." (He grins at the players) Okay guys - this is finally it.Your chance for revenge. All of you will have to be at your best to defeat him.

Garry: ALRIGHT!!! I stare up at the Dragon and call Drakesbane to Aly'stro's hand. Let's DO thi...

GM: Hang on Garry. I haven't finished. (smiling the Evil GM SMILE) Chris, I need you to make a bladder check please.

Rest of the group: ?!!?!

GM: Sorry, but he didn't indicate he that he took a chance at the clearing. That was 3 hours ago. And he ignored a free bladder warning when you were crossing the canyon. You know the rules.

Garry: (to Chris) I can't believe you didn't go before we left. For Pete's sake. What level are you?

Chris: 20! Shuttup! I was busy at the clearing. And who do you think held off the Stone Hags in the Canyon?

Steve: Bull! You weren't busy in the clearing! You were on the phone to your girlfriend when we all erased our bladder points. I knew I should have said something. Your uric acidity was already up to seven and you didn't say anything. Seven! Seriously, you should have just pissed on the Hags - you would have done more damage.

GM: (interrupting) Quiet, everyone! Chris, ROLL. Now! If you fail you need to take a 1d4 rounds to go. If you succeed, you won't need to roll again. Unless, of course, the Dragon uses a Fear attack, or casts Uncontrollable Hideous Laughter at you...
 

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