Languages
Languages
Layonara has a wery nice system for implementing languages in a workable fasion... They have a usable "ear" item, that when used activates the language, example if i have "ear" for dwarven and uses it ... and types in say window "hello me friend" everyone with "ear" for dwarven will see me say "hello me friend" ... while those not with the "ear" for dwarven item will get "crumf ce ratnug" scrambled text... i think this would benefit and contribute alot for the feel for alfa...
- Spider Jones
- Pit Boss
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Honestly, a great tool to promote RP during a DM session. As a player widget, I see it mostly just excluding more players from the session. We've too much of that now.
PC: Bot (WD)
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Fionn, im not sure i follow on exclude people... But having "workable" languages understandable only if you truely have them, will serve as great thrill, it sure will slow things down, as things need to be translated etc, but it will add alot for Rping, ewen for those that wish to sceme with a languages they think they are the only one to know...
I see literally only good aspects with it, if we can get it implemented smothly...
I see literally only good aspects with it, if we can get it implemented smothly...
I know Yav - unfortunately, I also see the other side. Young bright eyed player logs in, spends a week of frustration because he's playing a Human in Waterdeep, and the only one that will talk to him is the barkeep. Meanwhile, all the Tyrians are speaking Dwarvish to try to avoid being overheard by the Hin rogues and Elvish merchants. Finally, out of frustration, he either rolls up one of these factions, or quits.
I'm not trying to imply the above would be certain, widespread, nor common. It will be one more thing a new player will have to overcome to find and maintain a party. If we get enough new blood in ALFA, this may cease to be an issue. Right now, it is very much an issue.
I'm not trying to imply the above would be certain, widespread, nor common. It will be one more thing a new player will have to overcome to find and maintain a party. If we get enough new blood in ALFA, this may cease to be an issue. Right now, it is very much an issue.
PC: Bot (WD)
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I'd just like to say that in my opinion, this system either must be 100% perfect for our needs, or not used at all. Having a system that will be cumbersome or get in the way of players or Dms running a fun and fluid game is not what we want.
It would be interesting for certain, but if the mechanics make the facilitation of story any more difficult for DMs it should be thoroughly thought over before being implemented. Cool new features always should be balanced against ease of implementation and ease of use, especially when there are much higher priorities to be worked on at the moment.
It would be interesting for certain, but if the mechanics make the facilitation of story any more difficult for DMs it should be thoroughly thought over before being implemented. Cool new features always should be balanced against ease of implementation and ease of use, especially when there are much higher priorities to be worked on at the moment.
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http://rapidshare.com/files/420857982/Berendil.tga
All I can say is that the DMFI system works pretty neatly... and that Fionn raises valid concerns. However, as everyone should be able to speak common, I think the issue is less that of languages are more that of players not wanting to communicate / wanting to exclude others from their clique, quest or current interest.
There are both pros and cons to the simulationist approach to languages as well to keeping them as RP flavour only... personally I guess I'd draw the line with the regional dialects, heh.
There are both pros and cons to the simulationist approach to languages as well to keeping them as RP flavour only... personally I guess I'd draw the line with the regional dialects, heh.
The power of concealment lies in revelation.
I'd like to see this implemented for written languages before spoken ones.
When spoken language is an issue, there is usually, by definition, another human participant - and the players speaking in the funny language can always use tells if the want their secrets to remain secret and avoid meta leakage.
When dealing with signs, books and cryptic notes then there is no control over who can read it, no option for the writer to use a "tell". Players can pick up Meta information from writing quite easily, and Da Management of ALFA makes it quite clear that they don't trust players to ignore meta info.
But when I suggested we implement written language standard I was told to STFU as there were more important things to deal with.
*shrug*
When spoken language is an issue, there is usually, by definition, another human participant - and the players speaking in the funny language can always use tells if the want their secrets to remain secret and avoid meta leakage.
When dealing with signs, books and cryptic notes then there is no control over who can read it, no option for the writer to use a "tell". Players can pick up Meta information from writing quite easily, and Da Management of ALFA makes it quite clear that they don't trust players to ignore meta info.
But when I suggested we implement written language standard I was told to STFU as there were more important things to deal with.
*shrug*
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- Nyarlathotep
- Owlbear
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We'd have to include all the languages of course and the question of regional starting languages would need to be addressed. Additionally how would we handle the issue of recognizing languages, that is to say a person may not be able to understand what is being said but could recognize what language is being spoken. For example if two players were speaking elvish or chondthan most characters would be able to recognize what language was being spoken, however if they were speaking infernal or aquan far fewer would be able to place the origins of the language.
Lurker at the Threshold
Huntin' humans ain't nothin' but nothin'. They all run like scared little rabbits. Run, rabbit, run. Run, rabbit. Run, rabbit. Run rabbit. Run, rabbit, run! RUN, RABBIT, RUN! ~
Otis Driftwood, House of a Thousand Corpses
Huntin' humans ain't nothin' but nothin'. They all run like scared little rabbits. Run, rabbit, run. Run, rabbit. Run, rabbit. Run rabbit. Run, rabbit, run! RUN, RABBIT, RUN! ~
Otis Driftwood, House of a Thousand Corpses
- Arkan Bladesinger
- Frost Giant
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I have no idea how that DMFI widget works so take the below in that concept...
In theory the stuff sounds sweet as a peach, but if it´s not coded in a way that the DM´s will understand every language still knowing players are speaking a said language, there will be problems. Much like in a way how a DM can´t hear a whisper if not standing close, but in a larger scale.
If the above is already addressed, ignore what I said and I bow out.
In theory the stuff sounds sweet as a peach, but if it´s not coded in a way that the DM´s will understand every language still knowing players are speaking a said language, there will be problems. Much like in a way how a DM can´t hear a whisper if not standing close, but in a larger scale.
If the above is already addressed, ignore what I said and I bow out.
NWN2: Devon Sangraile
- Spider Jones
- Pit Boss
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This would be nice if the runes for the different alfabets, as printed in the FRCS. In some instances I have caligraphed old notes in elven or dethek runes in my PnP games.
So.. no. For possibly the first time I am gonna say no to someone's idea. To be honest I think hearing someone speak "gibberish" would take away from the immersion in the game. On the other hand, if this could be done to make the "gibberish" sound like a language and not just a drunk person with the flu, I might be for it.
So.. no. For possibly the first time I am gonna say no to someone's idea. To be honest I think hearing someone speak "gibberish" would take away from the immersion in the game. On the other hand, if this could be done to make the "gibberish" sound like a language and not just a drunk person with the flu, I might be for it.
On the other hand you have different fingers.