09-15-2010, 07:53 AM | #1 |
Join Date: May 2010
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Slang/Professional languages
I was walking with some friends, when we came across this skateboarding tournament. After listening to the announcer for a few minutes we suddenly realised something; we couldn't make sense of half the words that was he using. Sure, they were english terms, but used in such an alien way that we were not able to make sense out of it. And further, we realised that many other groups have this, if you hear some avid gamers talking for instance, it is hard to know what they mean by stuff like "HP" and "ST" if you aren't in the know. Or how about military speech, with all their specific nicknames and terms for things?
After a while, we got into the following discussion: How would a specific slang/professional language work in GURPS? We weren't quite sure, so I came to the following question: Would you stat it as a perk, for instance "Language(Gamer) [1]", ruling that it doesn't take up a perk slot? Or would it be a sepperate language, actually requiring you to learn it all the way? Or maybe just require a savoire-faire roll? Or are there other ways to go about this? |
09-15-2010, 08:05 AM | #2 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Slang/Professional languages
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Bill Stoddard |
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09-15-2010, 08:17 AM | #3 |
Join Date: May 2008
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Re: Slang/Professional languages
I'm having a hard time explaining how I'd go about this for some reason this morning (maybe that's why) so I'll just stick with a simple explanation.
Skateboarding slang (Already included in Skill: Skateboarding, Contacts: Skateboarders, or a good background describing affiliation with skateboarders) Engineering jargon (Included in Engineering skills) Gang slang (Included in Streetwise, Contacts or Ally Group: Gang, or a background including prison time) |
09-15-2010, 10:18 AM | #4 | |
Join Date: Jun 2006
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Re: Slang/Professional languages
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If you somehow do manage to lack it (say you learned the skill in an alternate history with a divergence point recent enough ordinary speech is intelligible but long enough ago the technical jargon for this particular skill is different) then you take a standard -2 unfamiliar equipment penalty to any skill rolls where you have to communicate something about the skill to people using a different jargon until you acquire familiarity with this particular information exchange tool. I suppose if you really, really wanted to understand a jargon without knowing anything about the skill there might be occasions it would be possible as a perk (a version of One Task Wonder I suppose). But probably not many of them. Understanding specialized terms pretty much requires you to know at least some basic stuff related to the IQ component of the skill.
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-- MA Lloyd |
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09-15-2010, 10:26 AM | #5 |
Join Date: Jul 2009
Location: Oklahoma City
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Re: Slang/Professional languages
If you don't have the associated Sports (or whatever) Skill, it's would be legitimate to refer to the Cultural Familiarity or effects on B23—which is really what's going on there, IMO—or treat is as "Accented" for language purposes.
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The Art of D. Raymond Lunceford, The Daniverse: Core Group Annex The Daniverse Game Blog |
09-15-2010, 10:39 AM | #6 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Slang/Professional languages
I ruled for Tactical Shooting that having even one point in Soldier, Tactics, etc. bestows knowledge of the gesture systems that go along with formal military training in the real world without (1) having to learn Gesture, or (2) having to roll dice. This is generally what GURPS assumes. If you actually have points in a skill, then you've spent at least the equivalent of 200 hours becoming familiar with its lingo, gestures, and shorthand. The GM is, of course, free to require skill rolls for communication where you and the person with whom you're communicating don't have the same training background, and to apply the usual modifiers for Languages and Cultural Familiarity to these rolls.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
09-15-2010, 12:35 PM | #7 | ||
Join Date: Jun 2006
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Re: Slang/Professional languages
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Quote:
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-- MA Lloyd |
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09-15-2010, 01:42 PM | #8 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Slang/Professional languages
It's probably into perk territory (1 point) for those without any training in the skills. I find it hard to imagine where one could learn Soldier or Tactics at TL7+ – as opposed to Delusion ("Games teach real tactics!") – without actually learning how the people training you give tactical commands in the field. However, I have no problem believing that some non-tactical personnel without those skills might still know the gestures used by their fighting friends. Cases like people who learn Tactics as cops using different gestures from those who learn Tactics as soldiers are handled by requiring skill rolls with penalties for lack of familiarity; I'd never charge points to shed those, as they're canonically something a few hours of practice can dispel.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
09-16-2010, 01:55 AM | #9 | |
Join Date: Apr 2005
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Re: Slang/Professional languages
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But the basic gestures give most of what you'd need in a combat situation, so that seems like it should be sufficient? |
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09-16-2010, 04:31 AM | #10 | |
Join Date: Sep 2006
Location: Chatham, Kent, England
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Re: Slang/Professional languages
Quote:
I would certainly say that Soldier covers it for the general stuff, but perhaps Savoir-faire (Own regiment/unit)? Or a sub-specialisation? It's unlikely (but possible, if a junior officer) that a character would be expected to serve within another unit and have to re-learn... interesting problem... |
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Tags |
languages, slang |
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