Introduction
New blog year, new series.
Where the previous rubric focused
on rule expansions and reinterpretations for universal acts such as
climbing, that I would endeavour to keep
constant across settings and tables, this series too is to deal with rules homebrewing
but as applied to lending a setting a distinct character, honouring the concept
of “fluff is crunch”.
Despite intending to dip my toes
into more lore driven forays later on, I’m settling for now on the utilitarian
approach to setting building. This will imply modular mechanics for aspects of
a setting that need not remain constant across time or space, primed on the belief that, when wishing to
invoke otherness, exoticism and a sense of place for the benefit of the players
at the table, knowingly employing one of the primary bridges – that of the game’s
structure – to tackle this problematic can be greatly effective. Thus rather
than just saying that something is different, one is best served by having it
*play* differently.
Angling for subtlety, a little can go a long way. As before, all of these rules are merely tentative and, of course, completely untested. The threshold of simplicity, for
the sake of me not trampling all over these like a slobbering husky in the heat
of the running, remains: “rollable at a moment’s notice, behind the palm of the referee's hand if need be ”.
Ideoglossia
Language use gets a real bad rep
as it is seen (correctly, I must add) as an inhibitor rather than enabler of
action and interaction, a stonewalling that the real world throws up at us and
that is never fun, to the point that it has been pretty much abolished by escapism
in whatever format, with exceptions as the shibboleth
special episode of the Old Testament only serving to highlight the rule.
In Dnd, the afterthought of
language use as written in the rules manifests itself with mindnumbing
predictability, as once a party counts a given language’s speaker in its ranks,
effective communication with a huge demographic cross-section of an entire
fantasy setting is all but assured: if you’ve got someone who can speak elvish,
you can talk to all the elves you ever happen to come across, from tallest
mountain to deepest wood.
For a basic rulebook I can
understand that the above is sufficient, but it just seems disingenuous for me
to put forward even the most tentative sketch of a setting and tell players
with a straight face: “don’t worry, everyone here understands everyone else
just fine”. If you can contemplate that sentence and not wince at the positively granitic dumbing down implied by it then
I’m afraid we can’t be friends.
Localism above
The essence of an old school
running hinges among other things on the assumption that cultural microclimates exist, rather
than the unified and overbearing cosmopolitanism of settings implied by later
editions of the game, where “common” serves as the dovetailed excuse for
trivializing any and all manner of cultural barriers, namely linguistic ones. This
means tribes, kiths and clans sooner than it means kingdoms, fiefdoms and
empires.
(As a side-note, it won’t be the last time you find me linking Manola’s blog, if only because he must’ve built himself a treehouse for all the nails he’s hit square on the head.)
Since before the advent of the
city, the human tendency to divide and set itself apart linguistically (and
culturally in general) stemmed from both geographical accident but also the immanent
desire to point to the competing tribe that dwelled across the river and clearly
broadcast, through all possible signifiers – ritual, tradition, law, personal
fashion – that “we are not like those
other people over there”.
Framed by the above and tempered then
with the addition of even just a sampling of different fantasy races to this bubbling crucible, language
begets this hazier quality, embracing a quasi-mystical and certainly anti-scientific
paradigm: the Gods’ divine will is pretty much what determines if one can
understand a given creature or not; for despite a character knowing the rudiments that
enable him to understand one barbarian tribe, such does not mean he’ll
be in any way guaranteed to understand the next one, three miles south as the
crow flies.
Underworld below
Then we get beneath the earth.
Mind the dinossaurs.
Truth be told, I find excessive
talkie interactions to devalue the act of the descent, forming a familiarity
that quickly evaporates wonder and leads to gonzo or philosophical questioning
of the motives of every single hapless creature found dwelling under the
ground, all of it conspiring to offer up the most hated interaction by me as
both player and referee: the in-depth hostage questioning.
As personal refereeing style
goes, my default assumption is ever for creatures in the underworld to be either unwilling or incapable of cogent communication, barring exceptional setpiece
social encounters (i.e. characters with something interesting to say), preferably
with a weird slant.
So the understanding comes to be that finding a creature you can have a conversation with in the underworld ought to
be a prized exception, almost treasure.
“Common, motherfucker. Doth thou speak it?”
Aim’s to naturally select for
slapstick avoidance as this isn’t about building a sitcom generator, rather
about offering some small measure of setting immersion while keeping the play
flowing: It is presumed that all of the semicivilized (read playable) races and
cultures can understand each other to a workable degree when not under
pressure. If milling about town, always assume that either one of the
characters with the matching language knowledge understands the local speech or
that a translator can be fetched handily.
In the wilderness of the
borderlands however, over a tense mid-road encounter with a band of roving foreign
mercenaries or faced with the discovery of ancient script lining a foreboding
entryway while the sand runs out is where a party cannot count on the luxury of
assured communication.
The Rules
Let's forget for a moment my railing
against oversimplification in language use with one breath as with the next I dive with gusto into making some insulting simplifications and draw wild correlations between intelligence
and average literacy levels (as applied to the exceptionality of the PC
condition).
- Reading, writing, orality and even
gestual signs are all contained in the knowledge of a language family.
- Having a language listed on the
sheet is merely the gateway to rolling and finding out if a character can actually
grab at least a toe-hold on communication with a creature that shares a speech
drawing from that language tree.
Languages known as determined by Intelligence total:
Intelligence
attribute
|
Language
Knowledge
|
3
|
Speech impediment
|
4-5
|
Unable to read or write
|
6-7
|
Has not learned to read or write
|
8-9
|
Has not learned to write
|
10-11
|
Literate in one’s own mother tongue
|
12-13
|
One additional common language known
|
14-15
|
Two additional common languages known
|
16-17
|
Three additional languages known, one possibly exotic
|
18+
|
Four additional languages known, two possibly exotic |
- When encountering NPCs in a tense
or stressful situation or in any interaction with monstrous characters, determine
the number of language families common to both parlaying groups and make a
single roll:
Shared
linguistic families
|
Die
roll
|
Degree
of communication
|
Common
|
d20
|
4+: No verbal exchange possible and even gesticulation
is misunderstood; Reaction roll adversely affected.
3: Basic understanding, present tense only,
strongly aided by practical gestures.
2: Functional understanding, including future and
past tenses allowing for conditionalisms.
1: Complete understanding, allowing for formal,
subtle and artful speech; knowledge on how to read and write the language, if
applicable.
|
one
|
d12
|
|
two
|
d10
|
|
three
|
d8
|
|
four
|
d6
|
|
five
|
d4
|
|
six or more
|
lowest of 2d4
|
|
Roll
result:
|
Specific language knowledge
dispenses with rolling and same goes for having a reliable interpreter. The
domains of man are each accorded a distinct language while the diluted pseudolanguage
known as ‘common’ is actually rare.
It does have a use keeping disparate parties afloat within the tenuous glow
offered by distant beacons of civilization as a mercantile lingua franca, a civilizational legacy of a long-forgotten past.
This opens the postern for
injecting all manner of languages as set-dressing without increasing the
complexity overhead, from isolated tribal dialects to splinter sect religious
cant. Of course, the dials can be tuned to adjust the implied level of
isolationism presented in the setting so that the number of languages shared may increase the
chances from a d12 straight to a d8 or understanding can happen on a higher
base number.
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