ENTRY 159: Language Synthesis
Historically, languages were critical components of a
transhuman’s identity. The mother tongue helps determine how the brain
develops, provides one of the standard identifiers for national and ethnic
groups, and can influence the ability to frame certain thoughts and concepts.
Even after the Fall and the flight from Earth, many groups stayed together
based on their common language as much as any other shared belief or heritage.
Yet the social shakeup of the Fall and the rise in
technology has seen the blossoming of new constructed languages, in a way never
seen in history since the adoption of Morse code. Language synthesis is a hobby
and pastime for some, a full-time profession for others. All manner of
multimedia require “authentic” human and alien languages crafted by linguistic
technicians, and the results are stunning: over half a million egos have a
working knowledge of Sílá, the language of the O-síl in the popular Mesh-based
fantasy game The World Tree. Powerful
software modeling tools allow even amateurs to get in on the fun, using dialect
engines to derive variant languages with unusual influences over a period of
time—the cheap World Tree knock-off Yggys uses a variant of Latin based on a
postulated five-thousand years of influence and borrowing from various
Southeast Asian languages.
Many small groups have seized on custom-designed synthetic
languages as a tool for more clearly communicating certain concepts, or to
ensure no-one else can understand their speech. These code-talkers rely on the
cutting edge of linguistics, combining difficult and complicated linguistic
rules as a substitute for encryption—which is effective, until it isn’t. Many
agencies don’t even bother keeping a staff of linguists to break synthetic languages:
they can outsource the sample-languages to Mesh-based linguistic communities
for free and have effective translations within minutes or hours, and certain
military groups use specialized battle-languages to keep their communications
secure.
Mechanics
Designing
a new constructed language in Eclipse Phase is a Task Action with a timeframe
determined by the gamemaster. The timeframe should be set according to the
complexity of the language and could range from an hour (constructing a dialect)
to days (assembling a new member of an existing language family) to even months
(building an entirely new language from scratch). Typical appropriate skills
for designing a new language are Academics: Linguistics or Art: Language
Synthesis. The typical target number is 50, though the player may choose to aim
for a higher target number if they wish the language to be more complex and
difficult. At the gamemaster’s discretion, academic sources on linguistics and
specialized dictionaries and software tools may provide a modifier of up to +30
on these tests.
When
complete, the character has created a new language and the sourcecode for a
rating 40 skillsoft in that language. Learning this language requires spending
rez points as normal, though the creator can make as many copies of the
skillsoft as they wish. Characters may design the language to be partially or
mostly communicable with one or more existing languages (a specialized patois
of English and Mandarin, for example), or specifically create it to be incommunicable
with existing languages.
Decoding
a constructed language from captured samples of speech requires a Task Action
with a timeframe and target number identical to those required to create the
synthetic language. Academic sources on linguistics and specialized
dictionaries and software tools may provide a modifier of up to +30 to decode a
language, and substantial samples of the speech (a lengthy conversation of
several minutes or hours) should reduce the timeframe for the decoding
substantially (minutes instead of hours, hours instead of days, days instead of
months). Again, the character still needs to pay rez to learn the language, but
received a rating 40 skillsoft of the language which can be used to easily
decode it, and can make as many copies as they want.
Using Synthetic Languages
From a thematic standpoint, synthetic languages are one more
flavorful option that can be mixed in to the background without any need for
mechanics—the Klingon Opera Company that tours Mars, books and fanchats
conducted entirely in some spaceborne variant of Tolkien’s Tengwar script,
wrappers for the latest hot snackfood written in some Sino-Greek hybrid,
etc.—all good stuff that doesn’t need to make gameplay harder but can make it
more interesting and fun.
On the other hand, speaking in a language no one else around
you knows and understands still carries certain tactical advantages,
particularly during negotiations or combat situations. Secure communications
makes this less of a big deal in Eclipse Phase, but for players and gamemasters
that want equivalents to the battlelanguages in the Dune series, these bare mechanics should be sufficient.
As a language nerd, I love this entry a lot. I hadn't really thought about the advantage of skillsofts with this but I think even having the programs readily available could increase polyglots a lot. I mean, if you have a boring office job, it's no problem to have your muse run through the Quenya language software when you're supposed to be working. This will come up a lot in my games now...
ReplyDeleteIt is an old school idea - Dune comes to mind, and even though Sapir–Whorf isn't as big as it used to be, The Languages of Pao - but at the same time I think the ability to craft languages /quickly/ and easily with software tools, like we do with music, keeps the old idea fresh.
Delete