Showing posts with label role playing. Show all posts
Showing posts with label role playing. Show all posts

Thursday, November 30, 2023

The 'Common' Language in RPGs - Some Thoughts

 

Disclaimer. I'm not a linguist. I'm not a sociologist. I'm not any kind of '=ist'. What I am is someone who plays different RPGs and discusses them online. I know that makes me a geek/nerd but I'm not sure if it makes me anything else.

There was a bit of a discussion about having a common language in a game setting. Most of them do for the purpose of having an easy way for everyone to talk without a problem. Very rarely do PCs not have Common as a default language and very very rarely does even the most basic village not speak Common. Anyone else find it weird that there's a single language that everyone in the world seems to understand?

That got me thinking about the situation and what shenanigans could happen if Common wasn't what players expected. That's what this post is about.

It would make more sense that Common was more of a trade language than a full featured one and that's a pidgin language by definition. There may be some negative connotations to the word (or not) but it seems like it would be the best way to consider Common, if we were looking at it from a more real world viewpoint.

That would mean a lot of things in a role playing game. Characters would only get to express complex ideas in full languages. Entertainers would be in various languages. Everyone would be stuck for conversation if they were in an area where no one spoke the local language.

Now this might be a really fun way to role play. I can see a game of telephone through several people as they translate more complex statements. Frasier had a bit of that in one episode and it worked very well for comedic effect. The same thing can happen in game but only if one of the links is an NPC. Otherwise the translation is flawless unless the players decide to muck it up. It would make the game longer and after a few times it would get tedious, maybe.

I like the idea of keeping Common as a strict, basic language. Having the players reformulate their questions into simpler language would be quite fun occasionally. Having them do the telephone translation thing would also be fun occasionally. It would certainly keep them on their toes and remind them that they're out in a much larger world.

It would take GM planning to make it work. Having a local NPC that speaks one of the languages negates the telephone aspect since they can talk to them directly. Having another adventurer that has the bridge languages can do it. Rolling for accuracy will also help with how well the translation chain works.

It's something to think about in a game. How does it work when the characters are in a location where there is no common language they share with the locals and no single person can translate within their group? It's tricky but it can be done. It takes the right setting, the right location, and the right group.

That 'right group' is the other variable. You need to be sure the group is going to find the game of telephone as engaging as you might. If you know one of the players is going to flip the table at an extended attempt to get information they feel should be a simple question and answer session then you may need to set it aside. If the rest of the group is having then then that player needs to sit down and accept that the game isn't all about them. As with so many things it's up to the GM to balance it based on the players.

I would never expect my players to actually speak in that form of Common. I'd be their guide to let them know when they need to rephrase things more simply and to give occasional incorrect answers based on the questions. But it's like asking the bard to actually perform when they say they're going to do it. Players are not characters and should not be expected to be able to do what the characters can do.

Anyway. Think about it and how you might want to use a less built out Common language in your game. To learn more about it, since GMs tend to have very odd search histories, here's a link to the Wikipedia article about Pidgin so you can get a feel for what it is and what it isn't. That may help you decide if you want to bring it into your game or not.

I don't recommend thinking of it as Esperanto. Just .. don't.

Monday, December 24, 2018

The One Page Backstory, Explained

When I run games I limit the backstory a player can write to one page, 12 point font, 1 inch margins. Yes, I know players. I also add the caveat that there be no tropes.

Why do I do this? Why do I limit my players' creativity and ability to tell me the full story of their character? Why don't I let them use certain story elements? Let me tell you.

I'm not limiting them as much as making them think in a certain way. I start my games a low levels so there shouldn't be a lot of time to have a story anyway. I want to know where they came from and why they're out adventuring. That's really it. Everything from there will be developed as the game progresses.

Why don't I allow tropes? Because they're cop outs. They're what players use when they don't want to make fully fleshed out characters. Saying you're out for vengeance on a race because they killed your family isn't really original and it has no depth. Find a story that will work out in 'the real world' of adventuring. Give your character some originality.

Another reason for this is I don't allow players' backstories to drive the game. So no major plot points are allowed in backstories. You're not searching for your family's stolen signet ring. You're not looking for your long lost brother. You're not railroading the game to focus on you. Sure you can have those things in the backstory but don't expect me to run the game so you can achieve them. I have other players there who don't give a darn about your little drama.

I do read the backstories. I try very hard to weave them into the game. I give bonuses and/or items to players to fit in with what they would have had when they walked into the game. If they're going to write it I'm going to read it. Which is another reason I want them kept short. I have enough to do without wading through pages and pages of self-aggrandizing story that the player will expect to have integrated into the game.

So think about that if you're starting up a new game and starting players at lower levels. Let them give a sketch of their history and make a painting at the table.

Saturday, October 12, 2013

Serenity RPG - First Reading

For whatever reason I got a bug that I needed the Serenity RPG.  More on the bug in a moment.

Unfortunately Paizo seems to have half the books in stock and seems to be in no rush to get the other half back in stock.  I happened to be on Amazon buying a different book when I decided to look around.  Yeah.  My seven dollar purchase turned into more.

I did my first read through of the rules tonight.  Mind you, it wasn't scouring the rules so I knew everything there was to know about the game.  What struck me immediately was how closely they resembled the rules for Savage Worlds.   I would almost say Serenity is Savage Worlds in Space with Licensed Characters.  This isn't a bad thing because the Savage Worlds rules are fun and flexible and it's nice that they're similar in nature so that knowing one gives you a leg up on the other.

A few things got old quick.  Quotes from the movie litter the book.  References to Firefly episodes are scattered throughout the text.  The writing style tries for the vernacular of the series/movie.  It's like they were trying to make SURE that you knew this was a Licensed book by using as much as they could.  Given that they probably paid quite a bit for that licensing I can't say as I blame them.  Yes, I just did the same here.

I'm on the fence about this now that I own everything.  They do provide pre-gens for the Characters as well as pre-gens for characters, if you get my drift.  If anything I could see running this as an RPG at a convention using the Characters but I don't know how it would hold up for a campaign.  Trying to stay as close as possible to the canon means it's very possible to come up with characters even more useless than a bard in a core group.  Someone is going to want to be Inara and it just may be the 50 year old guy.  Creepy but true.

The bug.  The reason this all came about was someone asking about the game and minis in a forum.  It doesn't seem like there's a good set of Character minis out there.  There's some attempts but I haven't seen The Crew and the singles I saw weren't of the greatest quality.  This is where the bug comes in.

I've been meaning to try sculpting.  I took some classes at ReaperCon when I still went and I've got extensive notes and pictures.  It's something that I've almost done many times.  Now I've got a project with detailed artwork I didn't have to provide.  I'm not sure when I'll start and now that I've read the rules I'm not feeling the push to do it immediately.  We'll see how things go with creative leanings.  If a miracle occurs and I turn out good figs then I can decide if I want to start a "Space Cowboy" line in my store to go along with the rules.  That's really a pipe dream but I'm not ruling it out.  I won't pay to have others sculpt them but if I can do it myself it's a possibility.

Tuesday, February 19, 2008

The fountain is complete!

Yes, after much angsting the fountain has been completed.  Overall I'm quite pleased and will have some pictures later with it combined with my modular dungeon.  But for now, behold it in all its glory!

The tinted water is a nice effect, I think.

There's a statue in the middle.  Some day I'll be able to take a picture that shows it.



Edit - detail shot that was requested on one of the forums so I thought I would add it here too.



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Sunday, February 10, 2008

Quick update, no pictures

Too busy doing stuff to stop and take pictures.  Actually, either the item isn't able to be moved to a good place to take a picture, isn't dry, or isn't interesting enough yet.

The fountain has been reassembled.  I finally took the time to remove the old epoxy and put it back together.  That takes just as long as making it in the first place!  I'll make a note of that for future reference - don't break.

The bookshelves that are shown below with the books and scrolls just don't work for the books.  The shelves aren't tall enough to let any of them stand upright.  ~sigh~  Measure twice, cut once.  To be honest, the shelves were made waaaay in advance of the books.  So I kind of have an excuse.  So I made new ones.

The new shelves are made from balsa instead of the Hirst Arts wooden plank mold.  I'm finding wood easier to use than the plaster pieces for things like this.  Especially cutting and sanding to fit.  The new shelves were assembled, detailed and stained.  The stain will take overnight to dry completely so I'm just leaving them alone.

The books are done.  I finished the last dozen or so on Saturday.  I'm starting up a D&D3.5 game and some of my players were rolling up characters.  Since we're using the straight rules I didn't have much to do besides tell them what region of Faerun they were from.  They took the rest from there.

Finally, I cut the blocks for the new cabinet units to go behind the counter in the magic shop.  Right now they're just blocks of wood.  I need to add the fake drawer fronts and make them look much better.  But I'll show a progress picture when there's something beyond a block of wood.

Good news is that Mega Miniatures has some figures I can use as shopkeepers and my friends want to combine an order so we get a break on shipping.  If you haven't looked into John's figures I highly recommend you do so.  They're a nice figure at a great price.

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Thursday, February 7, 2008

Update on the tedium

Yes, I said tedium.  Making terrain isn't all sweetness and light.  Sometimes it is boring, grueling work.  Or at least repetitive.  I personally don't like making a lot of the same thing at once but there are times when that needs to be done.  So I sign onto my favorite chat channels and chat while I do this.

Here's how some of the books look with the covers completed.  Please note, only a very few of them will actually have the covers showing.  So the ones that look really odd and/or really bad won't be at the front of the stack.  I looked at this as a time to practice my freehand.  Yes, I know more practice is in order.


There's less than 1/4 of the original amount left to complete.  Which is good.  Because I'll be working away nicely and find my inspiration has gone somewhere .. else.  So that means I pack it up for the night.

Also, since I couldn't really fit the books into the existing bookcases I have new ones being built.  They're on the magnet board tonight and should be ready for detailing and painting in a day or so.

This thing might actually get done!

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Sunday, February 3, 2008

Some books are done!

I'm having problems keeping the patterns and designs random.  Especially the spine decorations.  So if anyone has any hints go ahead and post them in a comment.

For reference, the shelf is 2 inches tall by 1 3/4 inches wide.

I used gel pens to decorate the books and alchemical symbols for the writing.  Since the spines are going to be what's visible on most of the books I'm trying to get those looking good.  And the books with good covers will be used more prominently.

I think this is going to work out very well!


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Saturday, February 2, 2008

And the magic shop has a shop girl!

Yes, I know that they aren't shop girls any more but this is a fantasy game and I can call them whatever I want!

Anyhoo...

She's done except for her coats of varnish.  A quick paint job but an effective one I like to think.  She'll look quite nice behind the counter of the shop.




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