Tuesday, October 29, 2024

The Articles of Dragon: "Fantasy Philology: Playing the Fluency Percentages"

Clearly, issue #66 of Dragon (October 1982) was a memorable one for me, because I'm – once again – devoting a post to one of its articles. To be fair, both of the previous two posts concerning this issue were also about a favorite topic of mine, languages, so it was probably inevitable I'd write about them. Even so, I'd hazard a guess that there will be comparatively few issues to which I'll return multiple times in this series, which probably says more about my own tastes than the quality of individual Dragon issues.

"Fantasy Philology: Playing the Fluency Percentages" by Arthur Collins (an author I hold in particularly high regard) is among a handful of articles I remember quite vividly, right down to being able to quote portions of the following dialog, which kicks it off:
Collins uses this dialog to illustrate what he thinks D&D sessions "ought to sound like (sort of)" but rarely do. His point isn't so much that he expects every player, let alone the referee, to make use of "accents and characteristic speech patterns." However, Collins does believe that "language differences can add a lot to a campaign, especially in terms of the challenge of communicating with people (and monsters) who speak other tongues and dialects." The dialog above is intended to show that these differences might extend even to members of common character classes and races. 

Collins then goes on to propose that each Dungeon Master get a handle on all the major languages in his campaign and how they relate to one another. Like A.D. Rogan, Collins is a fan of using language trees to aid in understanding the relationships between languages. However, unlike those in Rogan's article, which are mostly just ornamental, Collins's trees serve a purpose in the new language rules he proposes. These rules are the real meat of his article and why I was so taken with them back when I first read them more than four decades ago.

Under the standard rules of (A)D&D, a character either speaks and understands a language or he does not. Whether he does so is a function of his Intelligence score, his class, and his race. For most people, I suspect that's fine, but it's not what I wanted for my games. By this time, I'd been playing Call of Cthulhu for some time already and I liked its language rules. I wanted something similar in my D&D games and this article provides that. In fact, it provides more than that since, as I said, it takes into account how closely related on language is to another to determine a character's ability to understand and be understood. 

I make it sound more complicated than it actually is. Collins gives each character a fluency percentage in each language he knows, based on his Intelligence score, his level, and a few other factors. These establish how well he can make himself understood to speakers of the same language. These percentages are modified when trying to speak to someone fluent in a related language, depending on how closely related it is. The more distantly related it is, the harder it is to make oneself understood. It's a very straightforward set of rules – simple really, but still more complex than anything in any edition of Dungeons & Dragons with which I'm familiar.

One of the conclusions to which I've come, after decades of playing RPGs, is that we all use the rules we think are most important to the kind of play we want and tend to downplay or even outright ignore the rest. I've never cared a lot about combat, so I prefer simple, uncomplicated systems. On the other hand, I like dealing with languages and communication, so I appreciate attempts like this article to model better the nature of learning, speaking, and understanding different languages. Based on my own experiences, most gamers don't feel the same way, which is probably why I tend to remember articles like this one when they appear. 

13 comments:

  1. I love that they all seem to have failed their roll to disbelieve against the illusionist except the wizard.

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  2. Language rules, like encumbrance, are "more honored in the breach than in the observance" in my experience. They really only seemed to come into play when the plot demanded it, so no one ever really worried about it, even as our player group ranged all over a fantasy Europe.

    On the other hand, in rpgs where you gained points for having mental or physical disadvantages, we ended up banning any player from choosing "mute" or "deaf/mute." It was amazing how attractive not being able to communicate seemed to be for new players, and what a total PITA it was to deal with mute characters in actual play.

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  3. A "fluency level" based on intelligence score, power level, and really anything else added in sounds... well, it sounds very _gamer_. I'm trying to be polite here.

    I can't think of any RPG setting or any RPG ruleset that handles language use (let alone multiple languages) in a less than ludicrous way -- which is not to say that some don't handle it in a satisfactory-for-gaming way :)

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    1. I went through a phase of playing with languages a lot, but you're right. Nothing I have seen is really satisfactory. We sort of get along OK in RuneQuest where the characters have several languages with percentages for each. And then we forget to account for language barriers.

      Part of the problem is that things can suck when a character doesn't have the relevant language, and with much realism, there should be many languages. So either you get enough language points to pretty much know them all at which point the knowledge really isn't meaningful, or you have a PC that is unable to communicate.

      In some ways, they work best for random bonus because a character can read a scroll or other writing and that unlocks some information, or a character is able to listen in to some foes planning.

      With that, a Common, that is spoken pretty much in all the civilized lands helps a lot. But you lose cultural detail.

      And what does a fluency level really mean? Maybe it's better for languages to just be binary, you have it or you don't. And maybe you add a pidgin level where you can book a room and a few other basic tasks of travel but you can't carry a conversation or get information. Or just assume that PCs are travelers who will quickly learn some pidgin (and innkeepers deal with enough travelers that they also have some pidgin in other languages). Toss in a 1 in 6 chance of miscommunication that adds some complication.

      But even then, you need to deal with how to acquire proficiency in a new language.

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    2. Speaking of RQ, my peak gaming days in Glorantha included extremely heavy reliance on a trollkin interpreter -- a glib and gifted polyglot, but timorous and shifty (obviously).

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  4. In thinking about it, I kind of like how Star Wars handled languages: not everyone speaks a common tongue (Wookie, Huttese, droid chirps, etc.) but everyone seems to understand each other. Which, come to think of it, makes C-3PO kind of useless.

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    1. In fairness to Star Wars translator droids actually do appear to have some functionality.

      Han can understand Chewie from when we first meet them in A New Hope, as can 3PO, but Luke and Leia seem to pretty clearly not be able to but seem to learn it later.

      3PO can speak to R2 (and other droids that don't speak Basic), but no one else can initially. Luke seems to learn it sometime between then and Empire.

      In ROTJ no one but 3PO can speak Ewokese or whatever Leia is speaking when disguised as a bounty hunter and it seems implied that Huttese is somewhat well known but not enough so that Jabba doesn't keep an interpreter around.

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    2. It's very inconsistent: Han is able to understand both Greedo, and, in the special edition of ANH, Jabba (and vice-versa!)

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  5. How do you handle languages in the House of Worms?

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    1. All characters started the campaign with knowledge of Tsolyáni. Some, as a function of class, knew other languages, too. If they want to learn more, they need to hire a tutor and spend time – months usually – to gain proficiency. This has come up several times in the campaign. The characters frequently employ translators or local guides to help them deal with situations where they don't know the language. None of this is systematized, though. I don't have specific rules for it.

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  6. Doing funny voices is something that no longer has to be encouraged, exactly. Given the popularity of actual-play, it's a well known table trick, at the same time tolerated and cringed at: "that's D&D, folks."

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  7. PS: I've just realized that it might be the last acceptable survival of the "dialect comedy" genre that packed 'em in at 19th century music halls. It's OK to go around saying "I bane Yon Yonson, yah" if you're a fantasy viking...?

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  8. If you’re going to bother with that level of realism in language fluency, you should include a factor for lost fluency due to disuse.

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