Just an aside, and entirely unrelated to the rest of this post, but yesterday was my 100th post to this blog. Not really meaningful or important, but I think it’s a little bit cool. — kjd
Sometimes we overcomplicate things in the design of role-playing games in an effort to be realistic. One place I’ve really noticed this is in language rules. I have seen a great deal of effort put into managing language, and I think it’s probably not at all needed.
In the real world there are a huge number of spoken languages in use. In the medieval period there were fewer people but it could be said there were functionally more languages and dialects in use than there are today because of the homogenization of language over time. For instance, if I remember correctly from when I studied German in university, in Germany today the ‘standard language’ is Hoch Deutsch (‘High German’). The regional dialects are still present but not as prevalent as they were centuries ago, when people from north and south Germany could find each other’s speech almost incomprehensible.
Assuming fantasy settings can be modeled after medieval Europe, this suggests that there should be literally scores, if not hundreds, of languages in an entire game world the size of Earth. I think trying to model this accurately in a fantasy role-playing game would be difficult at best and probably a waste of time and effort.
Language Rules in a Few Games
This is not an area I’ve put a lot of research into, so I’ll just list a few approaches I’ve seen in different games (a couple editions of D&D and HERO System).
Dungeons and Dragons
D&D has a fundamental weirdness, I think, in assuming that each race has its own language, rather than splitting languages on regional or geographical basis. It makes it easier to explain in the rules, but it still seems weird to me.
If I remember correctly, in BECMI D&D PCs started knowing Common, an alignment language, and perhaps a racial language if they were not human. A high Intelligence score let you know one additional language per point of Intelligence bonus.
In AD&D 1e PCs typically knew Common, an alignment language, and a racial language if not human. Additional languages could be learned based on the character’s race and Intelligence score. As I recall the number of additional languages was not directly related to any bonus score calculation, instead being looked up on the Intelligence table.
In AD&D 2e PCs typically knew Common, an alignment language, and a racial language if not human. Additional languages could be learned based on the character’s Intelligence score (I don’t remember if race really came into it). I don’t remember if the number of additional languages was based on the Intelligence bonus or looked up in the Intelligence table. You could also spend a rather precious nonweapon proficiency slot (if playing with that optional rule) to learn another language.
In D&D 3e PCs typically know Common and a racial language if not human, plus a number of additional languages equal to their Intelligence bonus. They can also learn additional languages by ‘buying ranks’ in the Speak Language skill (one language per rank, paying class or cross-class costs as appropriate). They also simplified the language structure somewhat – giants of all kinds speak Giant, the goblinoid races speak Goblin, and so on.
I lack specific knowledge here so will not comment.
HERO System invested a fair bit of effort into devising a system that tries to be fairly realistic. The rules try to handle not only a large number of languages but language families and degree of similarity between languages. The diagram presented for real-world languages is… not easily redraw from memory.
For what it’s worth, I have found language rules in role-playing games mostly irrelevant. Except in a few cases (mostly modern-day mystery or spy games) where language can often be a plot element, either everyone speaks a common language or there are powers to make the fact that they speak different languages meaningless.
The choice of additional languages is often meaningless as well. Either you chose the right languages in the party so you can communicate with the creatures you run into, or you didn’t. I remember coordinating with the other players to try to ensure we covered the widest range of languages possible just in case.
Realistic rules are overkill for a game, but ignoring the issue entirely doesn’t set well with me. I think there’s a reasonable middle ground, though.
I read some time ago a suggestion that there are only a handful of languages needed in a typical fantasy role-playing game. The list read something like:
- Here and Now – the locally-common language
- Long Ago – often used in old manuscripts and academic settings
- Far Away – a recognizably foreign language used by exotic visitors (often neutral or friendly)
- Green Meanies – used by the local threats (could be Orcish in some settings, could be French in a medieval English setting)
- Magic – language spoken by arcanists and other magic-using characters (could be draconic, Elder Tongue, whatever)
While not particular realistic or detailed, each language can have a distinct purpose and use in a story. In a more complex story (that is, more complex plot than my players typically look for in an adventure) you might have two local threats that are probably not friendly toward each other.
The above list makes selecting languages spoken by characters pretty straightforward. Everyone speaks ‘Here and Now’ (Common, in D&D), academics and those interested in the before times might speak ‘Long Ago’, travelers or the like might speak ‘Far Away’, and those who regularly deal with the local threats probably speak that language (though my son did ask “why do they need a language, if you’re just going to stab them in the face and take their stuff?”… and I can’t say he doesn’t have a point). I honestly don’t have a real use for ‘Magic’, but I suppose it might be used for recording spells and the like, and in spell casting. It sounds cool, but it seems to me that it would be a dangerous language to hold a conversation in.
I understand the desire to have many languages in a setting. In a simulationist sense this makes sense because it conforms to our own world. I’d be inclined to change the language divisions to be regional rather than racial, but that’s a minor issue (and not even relevant if the races control different regions anyway).
From a narrative perspective, though, within a single story I find it fairly uncommon that you need more than the languages identified above. The specific definitions of the languages can change from story to story (different Green Meanies, probably), but unless the story focuses on language you probably don’t need too many languages overall. The gamist perspective probably often finds more than the above to be entirely overkill.