Sunday 7 February 2016

Dungeon Master: Using Languages

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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