Today's post isn't a rule change or new class. Instead it's just my brief thoughts on a particular aspect of role playing games.
In my getting-near 30 years of gaming, something that has always fascinated me in RPGs is language.
For me, language (including literacy) is a big part of what I think of when I think about good role playing.
In the real world, there are hundreds of current languages, and thousands of dead languages. There are codes and cyphers that act as languages. There are fictional languages. Language is everywhere and without it, we wouldn't be able to effectively communicate. We'd still be living under rocks and grunting at each other.
So using language in a game is not only a great thing to do, but I think increases the enjoyability of the game. Language adds tension, adds background flavor, adds complications, can escalate or de-escalate conflict.
Some games deal with language by not dealing with it; everyone can understand each other. Either by default or because of babelfish or universal translators or whatever. It's an uninteresting cop-out.
Other games provide a "common" language, with other languages existing in the world to a lesser degree. Many of these games provide a set number of languages a character "knows" from the begining of the game. Or a maximum number of languages a character can know in their lifetime.
So when they roll up their character, and have Common and 4 other languages to fill in, what do they do? Scratch in Elvish, Dwarvish, Goblin might come in handy, and uh... whatever demons speak.
The problem with this is A) why the hell does your first level fighter know the language of demons, and B) If you never have an opportunity to speak with demons, or elves, or dwarves, or goblins, you wasted those language slots.
Lamentations of the Flame Princess utilizes a skill mechanic for languages that fits my needs as a GM and my wants as a player. Namely, simplicity.
In LotFP, Language, as with all skills, are rated on a scale of 1 to 6, with success determined by rolling under the value with a d6. Intelligence modifiers add to your skill score. So a INT mod of +1 would add 1 to your skill, making your Language skill 2 in 6. Got it?
With the Language skill in LotFP, you start play speaking whatever language you want, although speaking the dominant language of wherever you are is a good idea. There isn't a list of additional languages. You don't start play with additional languages. Instead, whenever your character encounters another language, whether it be from the foreign trader, the ancient religious text, or the kingdom next door, you roll your language skill. If successful, you know the language and can utilize it from then on. If you fail, you don't know the language.
That's it.
It's quick, it's simple, it's intuitive, and it doesn't tie anyone's hands with poor decisions at character creation.
And it can be used in most other games with little modification.
That's it. Go read something else now.
In my getting-near 30 years of gaming, something that has always fascinated me in RPGs is language.
For me, language (including literacy) is a big part of what I think of when I think about good role playing.
In the real world, there are hundreds of current languages, and thousands of dead languages. There are codes and cyphers that act as languages. There are fictional languages. Language is everywhere and without it, we wouldn't be able to effectively communicate. We'd still be living under rocks and grunting at each other.
So using language in a game is not only a great thing to do, but I think increases the enjoyability of the game. Language adds tension, adds background flavor, adds complications, can escalate or de-escalate conflict.
Some games deal with language by not dealing with it; everyone can understand each other. Either by default or because of babelfish or universal translators or whatever. It's an uninteresting cop-out.
Other games provide a "common" language, with other languages existing in the world to a lesser degree. Many of these games provide a set number of languages a character "knows" from the begining of the game. Or a maximum number of languages a character can know in their lifetime.
So when they roll up their character, and have Common and 4 other languages to fill in, what do they do? Scratch in Elvish, Dwarvish, Goblin might come in handy, and uh... whatever demons speak.
The problem with this is A) why the hell does your first level fighter know the language of demons, and B) If you never have an opportunity to speak with demons, or elves, or dwarves, or goblins, you wasted those language slots.
Lamentations of the Flame Princess utilizes a skill mechanic for languages that fits my needs as a GM and my wants as a player. Namely, simplicity.
In LotFP, Language, as with all skills, are rated on a scale of 1 to 6, with success determined by rolling under the value with a d6. Intelligence modifiers add to your skill score. So a INT mod of +1 would add 1 to your skill, making your Language skill 2 in 6. Got it?
With the Language skill in LotFP, you start play speaking whatever language you want, although speaking the dominant language of wherever you are is a good idea. There isn't a list of additional languages. You don't start play with additional languages. Instead, whenever your character encounters another language, whether it be from the foreign trader, the ancient religious text, or the kingdom next door, you roll your language skill. If successful, you know the language and can utilize it from then on. If you fail, you don't know the language.
That's it.
It's quick, it's simple, it's intuitive, and it doesn't tie anyone's hands with poor decisions at character creation.
And it can be used in most other games with little modification.
That's it. Go read something else now.
No comments:
Post a Comment