Languages are an element of the game I see very little use of. In
some cases, I've even seen groups completely forget about the
languages they chose at character creation. However, I think there
are a couple of things that can be done by using this feature of
tabletop role-playing games. I'm hoping that having them written down
will help people but also help me think of a few other things to do
with them, since it is such an infrequently used element from my
experience.
Ancient Tombs May Be in Different Languages
Languages tend to change over time and as a result something
previously understandable may become cryptic. Keeping this in mind
can add a great deal of atmosphere to an old dungeon. If there are
old books, they could be in a form that will require the party to
spend time or money on interpreting the texts they found. It could
also be in a completely different and now dead language, which could
make things harder.
With unknown, dead, or old versions of languages misinterpretation
could be a real concern. If this is the case, checks can be made
based on linguistics (insight I'd say) or based on previous knowledge
of the material. In the case of a failure, a mistranslation will
occur for that particular piece of knowledge (a letter may have a
location and a description of the item). You may even decide that you
need more material in order to properly translate, leading to another
quest. Of course, translating things and doing linguistics as the aim
will take a special group but it can still be used as an element of a
larger story.
Dungeons May Be in Areas with Different Languages
If players go far enough and have holes in their languages, they may
eventually find themselves in areas where they cannot speak the
language and know very little of the culture. In these kinds of cases
they could try to learn it ahead of time or, more likely, they can
hire a guide. I'd consider a guide who can speak the party's language
and the local languages a skilled hireling if it is uncommon (normal
people don't know both languages but some special adventurers or
learned individuals might) and unskilled otherwise (they may speak
draconic and their own local language in the area and the dragonborn
character can understand draconic).
Creole Languages
It is possible that creole languages develop in some areas with
multiple linguistic and cultural influences. In order to understand
this language, the interpreter will need to know most of the
languages that helped inspire the creole language.
Accents and Differences
Though not necessarily tied to language, you may decide that certain
areas have a certain special feature that makes it distinct from
another. It could be certain slang, certain pronunciation of sounds
or certain grammatical constructs unique to a certain area. If used
sparingly enough, it can help give locations a feeling of identity
but I find it's also quite hard on the Dungeon Master to remember all
of the accents and differences while in the heat of role-playing.
Still, I think it deserves mention.
Don't Want to Bother?
Everyone knows common. There, problem solved. However, I feel you
might be missing out on some elements, particularly if the party
travels far away into a vastly different culture.
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