Flexible System for Learning Languages

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Flexible System for Learning Languages

Postby Malcadon » Fri Dec 28, 2012 5:37 am

I have been thinking about handling the learning of languages in settings where cultures are mixed and isolated, and languages are too deserved to be listed. Namely, for settings like Gamma World/Mutant Future and Carcosa. Then it hits me: Why bother making lists of languages, when I can roll to see if the characters know the language of a newly encountered NPC (and the people of that NPC).

This assumes that even if a character does not know a given language, he can construct the language from other languages he is familiarity with, so that a character can easily know a patchwork of languages and dialects. It also assumes that the languages in general, within the setting, are simple and easy to learn. In chaotic environments like Gamma Earth and Carcosa, the characters would need to be flexible with their linguistics skills!

How this works, is that when you encounter a new group of NPCs or intelligent mutant monsters, you roll 2d6 and (after applying adjustments) consult the table below to see the extent of how well you you can speak to them. Once your level of understand is established, you can communicate in that way from now on. After a full week of contact, you can roll 2d6 (plus adjustments) to see if you can become better at their language. On a 10 or more, you get better by one grade, or two grades on a 12 or more. On a 3 or less, you are stumped, and you require a full month of contact before you can make further progress. Further more, the ML may rule that you have a permanent (but superficial) accent or speech pattern with that language, even when you become a fluent speaker. This could be the dropping or swapping of a random vowel or consonant, or even a lisp, rasp, hack or grunt. Speech patterns includes things like dropping or swapping some words, contractions, talking backwards like Yoda, and so on. Mind you, all this is also about adding some flavor to the game.

Adjustments
+2 Your Intelligence is 20 or more.
+1 Your Intelligence is 16 or more.
—1 Your Intelligence is 4 or less.
—(1-3) You are a different race (use race-base Reaction Adjustment*, but as a minus).
+1 The language is crude/primitive.
—1 The language is complex/elaborate.
+1 You have some context to understand it (a related language or lexicon).
—1 It is too foreign to you.
—2 It is totally alien to you (as in space aliens, angelic/demonic creatures or Cthuloids).

(*Pure Humans have a —3 instead of a —2, with Mutant Plants)

2d6 Result
2-3 — "I do not comprehend at all?"
4-6 — "I do not understand, but I'll figure it out."
7-9 — "I think I understand you... A little?"
10-11 — "I speak it fairly well."
12 — "I speak it fluently!"

"I do not comprehend at all?"
The language is too complex to understand. It will take you a full month of contact before you can speak it a little.

"I do not understand, but I'll figure it out."
You do not understand the language, but its not too complex to figure out -- after a week of effort.

"I think I understand you... A little?"
You know the language enough to convey only simple terms or ideas. e.g. you can say "I need food.", but you can't say "Have you eaten blue-fungus soup before?" Because you speak so poorly, you get -2 to all reaction rolls.

"I speak it fairly well."
You are familiar enough with the language to speak it normally, but with a noticeable accent or odd pattern. Complex concepts, like jokes, poems and metaphors maybe hard to understand or expressed.

"I speak it fluently!"
You can speak it as your own tongue. You speak it so well, you get a +1 to all reaction rolls!
Last edited by Malcadon on Sun Dec 30, 2012 3:19 pm, edited 1 time in total.
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Re: Flexible System for Learning Languages

Postby Aplus » Sun Dec 30, 2012 7:51 am

In regular D&D I also omit language lists and just give 10% chance to know a language for each point of INT above 10, but I like how your system goes into more depth with retries and mastery and so forth.
people them with monsters of various horrid aspect
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Re: Flexible System for Learning Languages

Postby Malcadon » Sun Dec 30, 2012 3:25 pm

Aplus wrote:In regular D&D I also omit language lists and just give 10% chance to know a language for each point of INT above 10, but I like how your system goes into more depth with retries and mastery and so forth.

Thanks!

Your approach is nice and simple. Not to mention, its as old-school as you can get.
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