Kerr devotes a lot of attention to phonemes, which is to say, the sounds of a language. Heaton did this, too, but Kerr's discussion is more sophisticated and grounded in the academic study of linguistics. I can't say for certain, but it's quite likely that this article was the place where I first encountered consonantal groupings, like labials, dentals, alveolars, etc. The article includes a useful table of the different sounds and how they're made by the human mouth. Some might not unreasonably suggest that this is pointless pedantry. For me, though, as a nerdy 13 year-old, this was pure gold. It helped me to understand the differences between consonants and the sounds they made, which, in turn, informed my ability to think about constructed languages.
In a similar vein, Kerr categorizes languages themselves, based on their broad grammatical structure. For example, she talks about isolating languages, whose words don't change much or at all, depending on usage, and compares them to inflectional languages, whose words change to varying degrees based on usage. She talks about grammatical gender, number, possession, and place, among many other related topics. Kerr also taught me the word "infix," which I have never forgotten in the decades since. Taken together, she puts a lot of effort into showing that languages differ from one another not just in their sounds but also in their forms and these differences should be considered, even if you're only interested in coming up with plausible names for use in a roleplaying game setting.
As a kid, I learned a lot from this article. I found myself heading to the local library and checking out books about foreign languages, especially dictionaries. Just a few months after "All Games Need Names" appeared, I was in high school, learning Latin and French, which further increased my enthusiasm for making use of languages, both real and constructed, in my roleplaying campaigns. Kerr's focus here was on plausible (and interesting) names for RPGs and I certainly followed her advice on that score. However, it also gave me the itch to expand beyond that and try my hand at something closer to a full constructed language.
My main complaint about the language is that, unlike Heaton's discussion of Orcish, Kerr gives only very fleeting examples of how to use all the information she presents in her article. It's mostly theoretical in its content and, while that was great for a person like me, I can easily see how it might be inadequate for others. I imagine that's why Dragon published the two articles side by side and even dubbed them "Language Lessons," parts I and II. Together, they provide a decent tool box for referees hoping to make languages and names a bit more coherent and believable. They're no substitute for more academic study of these topics, naturally. For most of us, though, they're more than sufficient. I loved them both in my youth, especially Kerr's article. Good stuff!
My wife has said, on several occasions, “I think you enjoy creating games and settings more than you do Playing RPG’s”, and she may be right!
ReplyDeletePart of my love for creation is the knowledge I gain in my efforts to create a logically consistent setting (how Waterdeep maintains itself as as a metropolis located on a rocky, barren, out of the way, northern coast, has always baffled me).
Whether it be languages or the economics of a manorial estate, trade routes or cultural migrations, myths and religions or technological advancement of a primitive society, I love diving down an intellectual rabbit hole.
Worth noting that Kerr wasn't an academic herself (she dropped out of college before achieving even a bachelor's degree) and this article reflects a mix of self-teaching, experience and what undergrad courses she did take. She'd been writing professionally for the gaming industry for a while by 1983, but we're still three years out from her shifting to being a full-time fiction author with the first Deverry novel. Her long writing career (she's over 80 now, and apparently still has outstanding contracts for two more novels) no doubt further polished her linguistic skills.
ReplyDeleteHmm, I had missed she was involved in gaming before writing...
DeleteProfessionally, anyway. No idea what kind of amateur press stuff she might have been involved with before 1986 when the first Deverry novel dropped. She got into RPGs around 1979 at the age of 35, so she had quite a bit of time to be doing who-knows-what before then. Her biography suggests she was a part of the San Francisco counterculture, civil rights and feminist movements during the 1960s, so she was certainly keeping herself busy after leaving Stanford early.
DeleteMildly disconcerting to know she's been roleplaying a couple of years less than I have, and started almost a quarter of a century later in her life than I did. Kerr's literally the same age as my hopelessly senile mom is. Hope she's doing better, health and quality of life wise.
I did a random name/word generator on Abulafia that used consonants and sounds instead of random letters, and was very pleased with it. I think I took the entries from a very old book (scan & OCR), but insofar as I can tell, I didn't save any of it on my computer. Lost it all when Abulafia went down/crashed. Along with a bunch of other generators.
ReplyDeleteTechie-leaning readers interested in this might enjoy looking at Mark Rosenfelder's apps for conlanging, like "gen" (https://zompist.com/gen.html); or his "Language Construction Kit" is a good intro for linguistics-newbies who want to put their hand into the game. And Mark is, for the record, a gamer himself -- his whole repertoire of conlangs (which are excellent) and conworlds seem to have grown out of a college D&D game (IIUC).
ReplyDelete* I am not Mark and am not being paid or otherwise compensated for making this comment, for which he has no moral or legal responsibility.
Katherine Kerr's articles were always a high point of Dragon magazine for me. :-)
ReplyDeleteI have a BA in linguistics largely due to the spark this article lit in me.
ReplyDelete