Re: Harsh realism for languages
One of the players in my original GURPS science fiction campaign ran an SF first contact game which was also the first GURPS adventure she ran. In it, the space aliens knew our language, but we didn't know theirs. My human PC was a spy/linguist whose primary job was to translate the alien's language (we had some technology to help).
But in that adventure, we really didn't deal with the aliens much directly even though their ship was docked where we were at. So almost everyone we actually dealt with spoke our language.
I was also in a time-traveler-meets-primitive-humans game where I had to try to communicate, but that was a one- or two-session adventure with just me and the GM.
I think it's really difficult to make a "we can't talk to them and they can't talk to us" playable for more than a session or two.
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