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	<title>Comments on: No Common Language</title>
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	<link>http://worldofalidor.com/4th-ed/2010/04/27/no-common-language/</link>
	<description>A RPG FANTASY WORLD BLOG</description>
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		<title>By: Languages in the Sea of Stars and RPGs &#171; Sea of Stars RPG Design Journal</title>
		<link>http://worldofalidor.com/4th-ed/2010/04/27/no-common-language/comment-page-1/#comment-1223</link>
		<dc:creator>Languages in the Sea of Stars and RPGs &#171; Sea of Stars RPG Design Journal</dc:creator>
		<pubDate>Fri, 30 Apr 2010 12:08:11 +0000</pubDate>
		<guid isPermaLink="false">http://worldofalidor.com/4th-ed/?p=2233#comment-1223</guid>
		<description>[...] to be much discussed right now, starting with World of Alidor asking if people had tried games with No Common Language.  Oddessy carried on with that theme, discussing ideas about how a campaign with no common [...]</description>
		<content:encoded><![CDATA[<p>[...] to be much discussed right now, starting with World of Alidor asking if people had tried games with No Common Language.  Oddessy carried on with that theme, discussing ideas about how a campaign with no common [...]</p>
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		<title>By: shent_lodge</title>
		<link>http://worldofalidor.com/4th-ed/2010/04/27/no-common-language/comment-page-1/#comment-1222</link>
		<dc:creator>shent_lodge</dc:creator>
		<pubDate>Thu, 29 Apr 2010 13:50:41 +0000</pubDate>
		<guid isPermaLink="false">http://worldofalidor.com/4th-ed/?p=2233#comment-1222</guid>
		<description>@Josh, The percent chance to understand a language is a great idea. Because even if you have a common language you will always get a player that chooses not to take it.

Thanks for all great comments and suggestions.

Jon</description>
		<content:encoded><![CDATA[<p>@Josh, The percent chance to understand a language is a great idea. Because even if you have a common language you will always get a player that chooses not to take it.</p>
<p>Thanks for all great comments and suggestions.</p>
<p>Jon</p>
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		<title>By: Mark</title>
		<link>http://worldofalidor.com/4th-ed/2010/04/27/no-common-language/comment-page-1/#comment-1221</link>
		<dc:creator>Mark</dc:creator>
		<pubDate>Wed, 28 Apr 2010 20:44:42 +0000</pubDate>
		<guid isPermaLink="false">http://worldofalidor.com/4th-ed/?p=2233#comment-1221</guid>
		<description>The system I wrote has no common language.  This has a couple additional implications which dovetail nicely with the way I want the world to work:
-it&#039;s not high fantasy
-languages work like any other skill
In high fantasy, it&#039;s pretty common to have a PC party with no two players the same race.  In low fantasy it isn&#039;t or shouldn&#039;t be.  No common tongue encourages players to pick the same race, and anyone who doesn&#039;t has to blow almost 20% of his starting skill points just to be able to communicate with the rest of the group.  Since it&#039;s only in playtesting, I have yet to see how huge this impact is.
I have eight (or nine, depending on how you count) distinct nations or cultural groups, but only seven languages.  The shared languages illustrate a shared history, like Germany and Austria.</description>
		<content:encoded><![CDATA[<p>The system I wrote has no common language.  This has a couple additional implications which dovetail nicely with the way I want the world to work:<br />
-it&#8217;s not high fantasy<br />
-languages work like any other skill<br />
In high fantasy, it&#8217;s pretty common to have a PC party with no two players the same race.  In low fantasy it isn&#8217;t or shouldn&#8217;t be.  No common tongue encourages players to pick the same race, and anyone who doesn&#8217;t has to blow almost 20% of his starting skill points just to be able to communicate with the rest of the group.  Since it&#8217;s only in playtesting, I have yet to see how huge this impact is.<br />
I have eight (or nine, depending on how you count) distinct nations or cultural groups, but only seven languages.  The shared languages illustrate a shared history, like Germany and Austria.</p>
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		<title>By: Josh</title>
		<link>http://worldofalidor.com/4th-ed/2010/04/27/no-common-language/comment-page-1/#comment-1220</link>
		<dc:creator>Josh</dc:creator>
		<pubDate>Wed, 28 Apr 2010 20:08:31 +0000</pubDate>
		<guid isPermaLink="false">http://worldofalidor.com/4th-ed/?p=2233#comment-1220</guid>
		<description>7th Sea is the first thing that came to mind when I saw this, as everyone always wants to play different nationalities and rarely is there 1 common language that the whole party speaks. They also did something pretty interesting to overcome this with mechanics for pidgin languages that were semi-functional mash-ups of two different languages. It was something to the effect that you had an 80% chance to understand the language if it was spoken to you, and a bit lower (maybe 50%) if it was written. 

More importantly, language barriers are a pain in the butt for GMs and players.</description>
		<content:encoded><![CDATA[<p>7th Sea is the first thing that came to mind when I saw this, as everyone always wants to play different nationalities and rarely is there 1 common language that the whole party speaks. They also did something pretty interesting to overcome this with mechanics for pidgin languages that were semi-functional mash-ups of two different languages. It was something to the effect that you had an 80% chance to understand the language if it was spoken to you, and a bit lower (maybe 50%) if it was written. </p>
<p>More importantly, language barriers are a pain in the butt for GMs and players.</p>
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		<title>By: Sean Holland</title>
		<link>http://worldofalidor.com/4th-ed/2010/04/27/no-common-language/comment-page-1/#comment-1219</link>
		<dc:creator>Sean Holland</dc:creator>
		<pubDate>Wed, 28 Apr 2010 18:57:53 +0000</pubDate>
		<guid isPermaLink="false">http://worldofalidor.com/4th-ed/?p=2233#comment-1219</guid>
		<description>Once, I did that for a fantasy campaign based on Europe in the Reformation period.  It was a huge hassle making sure the various characters could communicate, the French and Latin-equivalents being the most common shared languages, but it was a problem to track especially as the characters traveled.  The occasional communication barrier can be fun but when it starts getting in the way of a good adventure, it can be a problem.
.-= Sean Holland´s last blog ..&lt;a href=&quot;http://seaofstarsrpg.wordpress.com/2010/04/28/new-magic-item-strength-of-spring-potion/&quot; rel=&quot;nofollow&quot;&gt;New Magic Item – Strength of Spring Potion&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>Once, I did that for a fantasy campaign based on Europe in the Reformation period.  It was a huge hassle making sure the various characters could communicate, the French and Latin-equivalents being the most common shared languages, but it was a problem to track especially as the characters traveled.  The occasional communication barrier can be fun but when it starts getting in the way of a good adventure, it can be a problem.<br />
.-= Sean Holland´s last blog ..<a href="http://seaofstarsrpg.wordpress.com/2010/04/28/new-magic-item-strength-of-spring-potion/" rel="nofollow">New Magic Item – Strength of Spring Potion</a> =-.</p>
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