10-29-2019, 09:35 PM | #11 |
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Join Date: Oct 2007
Location: Indianapolis, IN
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Re: Harsh realism for languages
And most of our gaming experiences don't even get bizarre such as having to find common ground with methane breathing tentacled blimps.
I may work alien languages into a set of adventures dealing with exploration of ruins and a search for any sort of primer or keys to a species' language. Linguistics works in the background at this stage except for forays to places to get more data. A Champollion will break something free eventually and then we get to test it out. I like the periodic table as a clue to this. SOP for alien ships showing up is to leave and take a circuitous route home. No sense in making contact in the rough as it were and risk calamitous misunderstandings. if I need to introduce aliens sooner I might do a rapid progression play where PCs have accidentally had an encounter and aren't leaving anytime soon. Six moths later those working with aliens have some basics down.
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Joseph Paul |
10-30-2019, 04:56 AM | #12 |
Join Date: Apr 2005
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Re: Harsh realism for languages
An alternative is the real-world translator/fixer alternative -- the NPC who knows both languages and cultures at some level and serves as the intermediary. Typically in fiction, the translator has his/her/its own agenda.
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10-30-2019, 06:51 AM | #13 |
Join Date: Jun 2006
Location: Earth, mostly
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Re: Harsh realism for languages
Also that way, if first contact goes pear-shaped (the new contacted species is ludicrously warlike, for instance), you're not giving a potential deadly enemy the location of your homeworld. That's part of the reason for the Cole Protocol in the Halo games (after contact with any Covenant forces, the UNSC craft is to take a series of completely random FTL jumps before heading for Earth or any major colony), and why in James White's novel Star Surgeon Sector General was the location of battle between the Monitor Corps and the humanoid-alien interstellar empire (the Jump coordinates for most worlds of the Federation are classified, and available only to ship pilots - but almost every spacegoing individual knows the coordinates of Galactic Sector Twelve General Hospital...).
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If you break the laws of Man, you go to prison. If you break the laws of God, you go to Hell. If you break the laws of Physics, you go to Sweden and receive a Nobel Prize. |
10-30-2019, 07:53 AM | #14 | |
Join Date: May 2005
Location: Oz
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Re: Harsh realism for languages
Quote:
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Decay is inherent in all composite things. Nod head. Get treat. |
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10-30-2019, 02:31 PM | #15 | |
Join Date: Feb 2014
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Re: Harsh realism for languages
Quote:
https://books.google.com/books?id=9o...d+loud+english |
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10-30-2019, 02:39 PM | #16 | |
Join Date: Jul 2007
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Re: Harsh realism for languages
Quote:
And I just learned that, appropriately for this thread, it was also "credited as one of the first (if not the first) instances of a universal translator in science fiction."
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-- Burma! |
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10-31-2019, 06:53 AM | #17 | |
Join Date: Jun 2006
Location: Earth, mostly
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Re: Harsh realism for languages
Quote:
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If you break the laws of Man, you go to prison. If you break the laws of God, you go to Hell. If you break the laws of Physics, you go to Sweden and receive a Nobel Prize. |
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10-31-2019, 07:38 AM | #18 | |
Join Date: Jun 2013
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Re: Harsh realism for languages
Quote:
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GURPS Overhaul |
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10-31-2019, 08:26 AM | #19 | |
Join Date: Aug 2007
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Re: Harsh realism for languages
Quote:
https://www.amazon.com/Omnilingual-H...1YV1BRM1EDCW5Q
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Fred Brackin |
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10-31-2019, 11:59 AM | #20 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Harsh realism for languages
In my current campaign, Tapestry, I've made repeated use of encounters with people who don't share a language. The PCs have dealt with them in varied ways: silent barter; finding someone who speaks a language they know; Gesture rolls; and more recently, use of spirit based magic to do an end run around language barriers (I'm not sure that allowing that was a good idea, but now it's a precedent). There is some gaming utility in nonlinguistic communication scenes. But it does limit the kinds of things that can be done in an adventure or campaign.
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Bill Stoddard I don't think we're in Oz any more. |
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