Apr. 17th, 2013

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The Daily Report

Yesterday was pretty much an unexpected dead day. Error 404, brain not found all afternoon. I'd expected to expand the chapter for the day a bit more before it was posted, but I decided it was fine as is. Didn't get much else done.

Today marks one month using Office 2013/SkyDrive, and yep, I'm a believer. The last chapter of Tales of MU that I wrote, I even wrote it in Office rather than on Google Drive. It came surprisingly natural. I used to do all my writing in a Microsoft word processor (sometimes Works, sometimes Word), going back to when I was a teenager... I started using Google Drive to keep my work safe and accessible in the event of computer failure, but I've had ongoing problems with getting it to work consistently while offline, which limits its value when I'm traveling and poses a problem when the internet is being too distracting.

SkyDrive keeps the files locally and then syncs them, so that wouldn't be a problem, and it has a pretty nifty way of handling conflicts. I doubt I'm done with Google Drive... it's really good for random notes. But I think Office might be my new office suite.

The State of the Me

Doing okay.

Plans For Today

I'm a bit "behind" on my writing, insofar as I've had a day or two where I'd planned to write a chapter and haven't managed to. I also have found that the farther out I get, the sketchier my drafts become. Which actually makes a lot of sense, but in any event, I'm going to be trying to shore up the future chapters. I think I need a new numbering scheme for my drafts, too, as a couple of times now I've inserted a chapter between two I've already written.
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Fantasy roleplaying games generally simplify languages, which is not really surprising, because language is complicated. Languages are complicated. If every time the players needed to talk to someone from the other side of the mountain they had to pass a dialect check and look up the results in the critical translation fumble table, it would really bog things down.

So languages are usually treated as a binary thing: you know it or you don't. Which means if you come across a sign in a cave that says "DON'T WAKE THE DRAGONS" in Draconic, if someone in the part knows Draconic then you know what the sign says. Otherwise you only know that there's a sign.

But think about real life. I don't know Latin. Do you know Latin? I don't.

But if I saw a sign that said "Caveat [something]", I might think, "that could be a warning," because I've heard the phrase "caveat emptor" and I know it's a warning. Similarly, you can only see so many signs that say "ACHTUNG!" before you put together that this is a thing that Germans often put on warning signs.

So, in A Wilder World, when you encounter writing in a language that no one in the party can read, you make a Mind Check to try to decipher it anyway, with tiered targets for general idea ("This is a warning."), subject ("This is a warning about dragons."), and meaning, ("It's warning about sleeping dragons.") The Storyteller won't give you the exact text for something you don't know the language of, "It's warning about sleeping dragons." has -some- room for ambiguity, but it's still plausible that someone who doesn't actually *know* the language could recognize or reason out enough words to get that from the sign.

I like this approach, because not only does it seem more realistic, but it gives an intellect-based adventurer a sort of task that's comparable to the nimble-fingered role of opening locks and disarming traps: "Hey, what does this say?"

A similar approach can be used with spoken language, though things are slightly different because that's two-way communication. But I'll get to that.

The other thing about languages in fantasy roleplaying games is that there usually aren't many of them, and they're more often coded by race (that is, intelligent species) than by culture or region. Elves speak elvish; dwarves speak dwarvish. Humans, ever the unmarked class in white-created, Eurocentric fantasy worlds, don't speak humanish... their language doesn't need a name, as it's the common language that everyone is expected to speak in addition to their own

This is the approach that's been codified by D&D, the grandparent of every fantasy roleplaying game on the market. 4th Edition, while keeping and even further streamlining the idea, fully acknowledges that language doesn't work this way and takes the mythic approach: each racial language is basically an echo of the way a different group of celestial/primordial beings heard the primal language of creation; "A God/Wizard Did It" applied to linguistics, basically.

I don't recall if it's acknowledged in the core books, but D&D 4E's informal assumed setting implies another explanation for the "Common" lingua franca... the backstory is that you're living among the shattered remains of a once great empire, now fallen and its constituent parts gone back to being scattered petty fiefdoms. The presence of an empire, either recent or current, does go a long way towards explaining one language being more prevalent than others across a wide area.

I'm still working on the default setting details for AWW, but the character creation rules as written are going to include three meta-languages that take the place of "Common": Local, Trade Tongue, and Imperial, with Imperial being optional depending on whether or not an empire exists in the particular game you're playing. Beginning characters choose one, with the assumed default being Local. If your character's a merchant or someone else Not From Around Here, you'd take one of the other two. A trader who speaks the Trade Tongue might have another language that's their actual native tongue, but if it's not likely to come up in the game they don't have to spend any character resources on it or record it on their sheet.

Obviously a world will have more than one languages that qualify as Local, but every game starts somewhere. The assumption will be that everyone who speaks Local can basically understand and basically be understood in the Trade Tongue and the Imperial language, because these languages will be spoken all around the place and words get borrowed and loaned among them... there's a penalty to any verbal interaction that requires a roll if you don't actually share a language, but you don't have to roll a die just to talk to someone. So, if you're in the market place you can say "Hey, how much are these apples?" without having to roll dice or act out any cumbersome translation sequence, but if you want to haggle, you're at a disadvantage.

Trade Tongue and Imperial are similarly interchangeable... it can probably be imagined that they share more vocabulary, but the penalty comes from differing syntax, emphasis, and etiquette.

The Storyteller has wide latitude to decide how far away people will still recognize the local Local. If no one in the group wants to deal with other languages to begin with, it's easy enough to decide that the same basic language is spoken everywhere you're likely to reach when walking around looking for adventures, or to set the campaign in a "local sandbox" style rather than an "open road" style.

Otherwise, places where another language is spoken can function in one of two ways. If the language is close to yours, it's like going from Local to Trade Tongue, as described above. If it's farther away, you may need to make a comprehension check to understand it and be understood. But rather than having the encumbrance of rolling every time you talk, a successful comprehension check when you're talking to someone means you've reached a level of understanding with that person and can continue to communicate basic ideas with them. Only when you're talking about something complicated or really specific is another roll needed.

(If the campaign is a wide-ranging one, player characters will probably want to pick up on Trade Tongue or Imperial as they grow in experience. If it's very wide-ranging, they might outrun the edges of the empire and the Trade Tongue that they know.)

Now, the above is still treating humans as the unmarked class. There are still also racial languages, but they work in the same fashion. If your character is a dwarf, you might speak Local Dwarvish, which allows you to speak fluently with local dwarves, and haltingly with other locals or with distant dwarves.

Obviously within the world of the game (or a world of the game, since there's no fully-fledged official game setting), the languages aren't called things like "Local Dwarvish". They have their own name. That's why I called these meta languages. The terms here are game system terms.

Another meta-variant is "Old", as in, "Old Dwarvish", which are disused antecedents of the language. Nobody speaks them anymore, but if you're poking around an ancient dwarf mine it's more useful for reading warning signs and instructions and mystical scrolls of power. Old and modern versions of the same language aid in comprehension of each other, if you only have one or the other, but are different enough to always require comprehension rolls for the one you don't have.

Picking up new languages is normally done by picking Details. Details are a minor character element, similar to Feats in D&D but also occupying the creative slot given to things like secondary skills, perks, and even extra equipment in other roleplaying games. It's not as simple as one Detail = one language. There are multiple Details that can give another language, like Polyglot (pick any two languages to read and speak, or three that you can either read or speak), Ancient Alphabets (pick any two Old languages to read, and a bonus to deciphering any text, modern or old), Imperial Citizen (Imperial language plus some social bonuses when in the empire's sphere), Trader (Trade Tongue plus knowledge of trade routes and haggling bonus), and so on.
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Just as a note to begin: I've decided to adopt the term "Folk" in place of "race" to describe the types of magical fantasy people in a magical fantasy world. This isn't done to erase discussion of race from the world, but to make room for it... we white fantasy writers have a tendency to assume that there's no reason to talk about race in any other sense once we've established that there are elves and dwarves.

The default Folk type is Human. The game system's rules are based around ideas of the sorts of things that human beings tend to be able to do and not do (e.g., we can't see in the dark or fly), so if your character is a different type of Folk, that's a notable exception.

Other Folk types are represented by Qualities, which people who've been following my design process as it's meandered back and forth know are the top level character resource, similar to "character class". You can have more than one of them, so you can be an Elf Warrior or a Dwarf Wayfarer or a Goblin Acrobat or whatever, with emphasis on "whatever" because the game doesn't lay out certain combinations as favored or prohibited.

You can also choose to stick to a single Quality (with the option of branching out later), so if you want to focus entirely on developing the things that come along with being an Elf, you can be an Elf. ("Basic" D&D did this, once upon a time. I tell kids this today and they don't believe me.)

Now, you might be thinking, "If no combinations are prohibited, what's to stop anybody from playing as an Elf Goblin?" And the answer is: nothing. Nothing at all.

Each Quality consists of a list of special abilities, some of which increase with level and some of which can be trained up. Actually, it consists of three separate lists representing individual tiers. When you take a Quality for your character, you get the first tier. It's not inevitable that you will rise to the second and third tier, even if you play your character to the deep end of the experience pool... you could keep the base abilities of one Quality while developing another, for instance.

This is significant when talking about Folk Qualities because I'm going to use the Elf Quality as an example and I want to make it clear that the progression I'm describing isn't inevitable.

Elves in A Wilder World are the descendants of a race of true immortals who visited from another world. Long term exposure to the mortal plane diminished them, making them mortal... some left, but some stayed and became mortal themselves. Their descendants are Elves.

The most numerous Elves are called Common Elves. They're found all over the world, and they've intermarried with mortals (mostly Humans) for centuries and so they tend to resemble the local Humans in skin tone and facial structures... for all intents and purposes, the race of a Common Elf can be said to be the same as the race of whatever Humans they're closest to.

There are other races of Elves, though, that are separate and distinct from the races of Humanfolk. For this, I drew heavily on the "inverted dark elf" idea I've blogged about before. The black-skinned Sun Elves trace their ancestry back to a group called the Three Monarchs In The Sun. They are known for their pride, their mirth, and their beauty... the sun brings out scintillating undertones in their dark skin. When human poets speak about the beauty of the Elves, they usually mean Sun Elves.

The Forest Elves are brown-skinned. They're thought of as shy... think of Thranduil's wood elves in The Hobbit who abandon their revels whenever the dwarven company draws near.

The Gray Elves are harder to explain in a single high concept than "shy forest-dwellers" or "outgoing sun-lovers". They're the Elves of twilight... among themselves, they live a crepuscular existence, being active in the hours just before dawn and just after dusk, though they can easily adapt to a diurnal existence to participate in other peoples' societies. Their theme is boundaries and interstices. They're inquisitive and drawn to mysteries.

And then there are the Fair Ones... the others don't even call them Elves, and in fact many people don't speak of them if they don't have to. They're the ones mothers warn their children about, who live underground and shun the light of day.

There's no mechanical effect or character requirement to say that your Elf is a Sun Elf or a Fair One, that's just as much a choice as eye color or gender. There are a number of Details (the low level character resource; think "perks", "feats", or "secondary skills") that represent cultural traits. D&D 4E took a similar approach to handling the sub-groups of dwarves and elves in established settings with a note that if you take something belonging to X Elves, you can't take anything for Y Elves. AWW Doesn't include any such restrictions, because there are things like mixed heritage... Common Elves by definition have mixed heritage, that could easily include traceable amounts of more than one Elven race.

Now, I mentioned a tiered progression. The first tier of the Elf Quality gives you what people basically expect from a D&D Elf: small bonus to hearing and sight, small bonus when aiming ranged weapons, small bonus to quickness and lightness of feet. Those small bonuses can be trained up as you go, for a character who's more focused on elveny things... basically taking a D&D Elf (pointy-eared human with a few attribute bonuses) and turning them into Movie!Legolas (elf-themed superhero).

Separate from training up the tier one abilities, you can advance towards the second tier, which I'm currently calling Elf Arcanist. At this point, your character has made contact with their supernatural roots, reigniting the spark of magic and immortality within them. The least important thing that happens is aging slows, extending your lifespan from a couple of centuries (longer than Humans) to thousands of years. That's not even counted as a game benefit, though, because what campaign lasts that long?

The main things Elf Arcanist actually gives you is a bonus to magic used to confuse and deceive, and an ability called "Elven Step", which is sort of like teleportation that only works when no one can see you at either end... which does let you do things like step behind a pillar or tree and step out from behind another one, because no one can see you while you're obscured. There are other restrictions on it, it's basically harder the more obstacles you're circumventing. The basic idea is that it doesn't let you reach a spot you couldn't reach, but it does let you reach it without having to cross the intervening space.

(This is a frequent feature of magic in AWW: the easier a thing would be to do without magic, the easier it is to do with magic.)

If you're a D&D 4E player, you might be reminded of the Eladrin, and that's intentional. D&D 4E split elves into separate "woodsy people with pointed ears" and "magical fairy people" archetypes... AWW treats the latter as a progression of the former.

The third tier is called High Elf, and this is Galadriel territory. This is Titania and Oberon. A High Elf becomes completely ageless, able to change their appearance (illusionary) at will, and is protected by an aura of power and unapproachability that literally makes people think twice before attacking them. And that's really pretty much it. If it doesn't seem like a lot for a Faerie Monarch type character, bear in mind that if you reach a high enough level to get a third tier and train up its abilities to a significant degree, you will have had a lot of chances to accumulate a lot of other cool/powerful stuff. A lot of the stuff a High Elf "should" be able to do are covered simply by being an epic-level Magic user.

That's Elves. As a bog standard fantasy race, Elves are going to be included along with Dwarves in the "starter pack" of Qualities that go in the Basic Character Guide, which is why they're the best developed. My end goal here was twofold: I wanted to make it clear that it's possible for an Elf to have black or brown skin in the same way that people in the real world (people who might want to play this game) do, but also that there can be black and brown Elves who are black and brown in a magical sparkly way.

You might be thinking that, in the absence of a specific Quality for Humans, the fantasy gaming trope of "Half-Elf", "Half-Orc" (with the other half implicitly being Human) is missing. But bear in mind that the "default" Elf in this world has a lot of Human ancestors already. If your heroic adventurer is the offspring of a Human and an Elf, you can represent this with the Elf Quality if the Elf part of the character is going to be a big deal, or using Details if it isn't... each Folk Quality will have a matching "Heritage" Detail that confers some of the tier one benefits at a static level.

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