Languages in Your Game
For me languages are an incredibly interesting part of RPGs. I think this comes from the fact in the real world I have always been bad at learning them. Most of the characters I play excel at learning languages--my current character has almost every modern tongue on Golarion available to him at this point, both human and non-human. However, I think languages are oftentimes glossed over. Whether it’s the fact that diplomacy gets overlooked by a lot of dungeon crawls, or ignoring the fact that accents can cause linguistic faux pas, I believe languages can play a bigger role in many RPGs.
For me languages are an incredibly interesting part of RPGs. I think this comes from the fact in the real world I have always been bad at learning them. Most of the characters I play excel at learning languages--my current character has almost every modern tongue on Golarion available to him at this point, both human and non-human. However, I think languages are oftentimes glossed over. Whether it’s the fact that diplomacy gets overlooked by a lot of dungeon crawls, or ignoring the fact that accents can cause linguistic faux pas, I believe languages can play a bigger role in many RPGs.
Since my system mastery is mostly in Pathfinder 3.5 and
World of Darkness, I can only speak with authority on these systems. Although I
enjoy both systems immensely I think there are a few failures in the
linguistics portion of the rules. I understand this is mostly just to
streamline the game, and I haven’t house-ruled myself to make changes, but here
are some things to think about that these systems don’t touch on.
Speaking a language isn’t a binary state. In Pathfinder
you put a point in linguistics you learn a language. If you raise your int
score and thus its modifier you learn a language. In World of Darkness, if you
put a point in linguistics you can learn a number of languages. In truth, there
are levels to linguistics. Basic ability would probably allow you to find your
hotel, a bathroom, order food, tell people your name, and other such things. A
conversational speaker could probably communicate, although maybe not at
length, with someone about a variety of topics. Fluency in a language will
probably allow you to speak to almost anyone. And the last level, native
speaker, means you are far more likely to understand slang, idioms, and other
such things that only someone born to a language will get.
Accents are another part of language that are barely
touched on. One of my players is from near Manchester and I’m from New York
City, and sometimes I have no clue what he’s saying. It’s not even dialect,
which is something different, it’s just his very thick (to me) accent. Even in
the US, which is all the same country, accents vary—sometimes as far as region
to region, state to state, city to city, or even neighborhood to neighborhood.
So let’s talk about languages in Pathfinder. The common
tongue, which makes life easier for play purpose, really takes away from the
difficulty of region by region communication. I’m glad they decided on more
than one ‘common’ language; Taldane for Avistand and Garund, and Tien for the
island nation of Tian Xia. The Tien language is an older language that still
gets spoken by everyone, even though most places have their own regional
tongues that may or may not have been spoken when Tien itself was the official
language. Taldane is considered a trade language. Because Taldor at one point
spread its influence pretty much across the face of Avistan and most of Garund
it has been picked up by peoples worldwide to facilitate trade.
When speaking either of these ‘common’ languages you
should look at the people who are speaking them. Does a Garundi trader use the
same aspects of the language as an Ustalav noble? How have regional dialects
altered the language? Have other languages native to the land influenced words
in the trade tongue? Again many of these things get glossed over for ease of
play, but misunderstandings in language can lead to some great roleplay
moments.
Alphabets are also a part of language and shared
alphabets can make it easier to understand an unknown language. In 3.5 there
were very simplistic alphabets, the dwarven alphabet was used for dwarven,
giant, orcish, gnomish, goblinoid, and the earth elemental language. In this
respect I’m glad Pathfinder’s Golarion setting has expanded on this. Taldane
uses the ancient Jistka alphabet, numerals from the Keleish, and grammar for
ancient Azlanti. Some of the other languages lay out their grammatical origins
but I think in this one aspect Paizo could do a better job outlining linguistic
similarities in both speech and writing.
But let’s say you’ve decided to add these nuances to your
game, or at least to your character. There are some fun ways to really rack up
the languages. Tengu, gnomes, and aasimar all have a racial trait that allows
for gaining two languages instead of one when taking a rank in linguistics. For
tengu this is a core racial feature. For gnomes and aasimar it is an alt racial
trait. But how do these abilities manifest. For tengu it’s easily seen as
birds, particularly ravens, mimicking sounds.
With the aasimar it’s a minor version of the celestial ability of
truespeech. In both of these cases I can see accents being near perfect.
Gnomish ability comes across as just a focus for their inquisitive nature, and
can be played as either well accented or not.
There are half a dozen or so traits that give you a bonus
to linguistics, with some even giving you bonus starting language options.
These traits are a great way for you to be learned in some ancient tongue or
uncommon language. The cosmopolitan feat also grants additional languages as
well as class skills, and illustrates how living in a larger city allows for
exposure to more and varied languages and dialects.
How have you used languages in your game as a GM? Do you
like playing multilingual characters as player? Do you incorporate accents and
regional dialects when you play?
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