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Re: [BNW] Languages (was Weak Powers)





Steve Crow wrote:

>
> But...that's the problem with languages in a RPG.  You can't buy every
> language that may possibly prove useful for every adventure your GM writes.
> A GM is going to either A) build an adventure around the languages the
> players take (doesn't make much sense sending the PCs into an infiltration
> mission deep into German territory if none of them except the Translator
> speak German), or B) ignore the limitations and send them into (for this
> example) Germany anyway, and assume they have a working knowledge of German.
>   Neither one requires a Translator.

No, neither requires a Translator. But both of them would be a LOT easier if
there was a translator along. Just like fighting Nazi soldiers in the trenches
doesn't require a Blaster or Gunner, but damn... you sure wouldn't mind having
one! The Allies (nor the Axis) needed Aces to put up an adequate fight in the
skies, but hey, it sure doesn't hinder us any either. A Translator can use a gun
as well as anyone (except a Gunner) and, by and large, guns are just as effect
on Deltas as they are on your average Nazi schlub.

> Unless the GM forces them to take languages, the players have the final say
> in what languages they speak and (to a varying degree) what adventures they
> participate in.  Most GMs that I am aware of don't cede this level of
> control ("Hah, we're not going to take Japanese so you can never send us on
> Japanese-type adventures during world war II!").  So usually they rely on
> the convenience of "transparent" language translation.

If they don't think to take languages, and you have a pretty liberal stance on
them taking them, tough for them. Take advantage for not covering as many bases
as they could possibly (especially in a WW2 campaign where almost everything
you're gonna be doing is in a foreign nation). You have to look at all a PC's
weaknesses and strengths to make a good adventure, IMO. Sometimes you put them
in situations where their abilities are ideal and make life smooth and happy.
Other times... you put them in a living hell where nothing they usually rely on
is worth a pile of dung beetles. Make them figure that one out.

> The problem isn't limiting their ability to take languages:  it'll be making
> sure they have the languages they need to go on the adventures you design.
> Alternately, if they don't need different languages to get by in your
> campaign...what good is a Translator?

A translator is incredible. I wish I had the power to almost instantly
understand and learn any language in the world (or galaxy even!). I'd make mad
cash doing UN jobs. If I overhear a Japanese spy I can figure out what he's
saying and BING! Save my unit from that ambush coming over the hill there or
deliver the enemies movement plans to my general. Hell, I'm a hero and I didn't
even have to get shot at! Action is not the only way, though it is a perfectly
valid one, to make an RPG interesting. I know players who pride themselves on
having never engaged in a single fight in an RPG (especially people who love
courtiers in L5R). That sort of thing bores them, but the intrigue part fires
their blood. More power to 'em. More power to you if you enjoy the combat and
action aspect more. So long as we're having fun and not ruining anyone else's,
right?

> I understood what you mean, but it has nothing to do with the convention of
> translation in a movie, and how it functions compared to the awkwardness of
> translation mechanisms in an RPG.  Translation in _any_ kind of movie is a
> smooth, invisible effect.  Like 99% of Star Trek episodes, or a movie that
> has someone with sign language being translated for the audience's benefit,
> or subtitles.

The people in Star Trek have universal translator devices... just like the
Translator power... built into their comm systems. ;)

> Translation in a RPG is a long, laborious procedure that slows down game
> play and enjoyability. You can make it invisible, but if you do there is no
> reason to have a Translator as a PC.

If you want to make it a chore, yes. You can look up every word in Russian and
make your players find a way to translate it. Or you can tell them... 'You don't
understand what he's saying, but the way he's looking at you and shaking his
rifle you think he's asking you something pretty important'. Then they could
demonstrate, though their body language and hand motions, they aren't there to
fight (or they could blow him off the face of the planet and leave a pair of
smoking boots). Lack of communication can make for incredible and tense RP
situations where, if the players instantly understanding the basics of all
languages they realize his guy is asking who they are and what they're doing
here. It becomes much easier to disarm the situation and reduces the 'required
RP' level.

>
> The question here is what value does a Translator bring to your gaming
> session, both for himself and for the other players?  If he has to translate
> between players, then he slows down game play and restricts other players'
> ability to talk to each other (and in every group I've ever seen, players
> want to interact among themselves as freely as possible).

No. He doesn't need to slow down the players. With him you have a valid reason
to just keep speaking English and never think twice about a second language. He
-does- slow down the characters as he has to translate the words. Making tense
situations tenser if he can't spout off the words fast enough for quicker
decisions. What happens when a bomb shows up andi ts all written in Swahili...
I'm sure every PC has Swahili! I know mine do! ;)

> If the group is in a setting where knowledge of a language is required,
> they'll either have the language themselves (rendering the Translator
> unnecessary), or will be unable to interact for a large part with that
> environment because they don't know the language.

Hell, if I were a criminal mastermind/villain I'd write everything in an
uncommon, little known language. Like mandarin or some backwater African
language that barely has an alphabet. Who in the world knows that sort of stuff?
Less than one tenth of one percent of the population... but the Translator
doesn't even blink.

>
> If the group is in setting where they don't know the language and it is
> required, but only for a single person, then they will be forced to sit
> around and listen to the Translator not just make a single die roll (like a
> Hacker or Charmer or Sneak), but role-play out conversations.

That's the point. They should be -forced- to RolePlay the situation and not make
a dice role. At least, that's my philosophy. You like rolling dice? Roll dice.
Whatever makes the game more enjoyable for you and your friends.

I hope some of my ideas help you think of ways to make the Translator an
interesting and, at least helpful if not vital, part of the game.