Back to Crafty Games Welcome, Guest. Please login or register.
Did you miss your activation email?
May 18, 2013, 02:39:44 AM
Home Help Search Login Register
News: Welcome to the Crafty Games Forums!

Note to New Members: To combat spam, we have instituted new rules: you must post 5 replies to existing threads before you can create new threads.

+  Crafty Games Forum
|-+  Products
| |-+  Fantasy Craft
| | |-+  Incentivizing Language
« previous next »
Pages: 1 [2] Go Down Print
Author Topic: Incentivizing Language  (Read 855 times)
Agent 333
Control
******
Posts: 1973



View Profile
« Reply #15 on: August 08, 2011, 12:58:11 AM »

I've long thought about making language trees for my settings, so that if you speak one language that's similar to another you can make yourself known easier than if you don't speak any related languages. For a real world example, it's far easier for someone who speaks French to translate something from Italian than it would be for someone who doesn't speak any Romance languages.
The only reason I've never done this is because it's more complicated than its worth. Chances are my players would not appreciate the work I put into it.
Logged

When all your problems are nails, all your tools start looking like hammers.
Desertpuma
Control
******
Posts: 4151


Highest Level LSpy Agent 16th, almost 17th


View Profile WWW
« Reply #16 on: September 10, 2011, 11:55:50 PM »

I've always enjoyed the idea of having languages be important in a setting, especially a Fantasy setting. I think it is vital to have someone who is educated enough to talk in other languages, not just for Trade or Thieves but for different Cultures. I would go the SC2.0 route as well making them based on Culture or by Guild.
Logged

Crusader Citadel

Living Spycraft Mastermind Council Member

Crafty For Life!
Pages: 1 [2] Go Up Print 
« previous next »
Jump to:  


Powered by MySQL Powered by PHP Powered by SMF 1.1.13 | SMF © 2006-2011, Simple Machines LLC Valid XHTML 1.0! Valid CSS!