Conlang Wars

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Introduction to Conlang Wars.

Conlang Wars is A Story Game for Conlangers.

Note: Some rights reserved (Sol Cajueiro).

Go to Enigma:Aviso_geral to see the licence.

Hello, and Be welcome to Conlang Wars.

Action Tales Enigma is a method, so it may be applied to many games and still be the same game.

But why? Because it's a Multiverse; so, sure what you imagine can have its place.

There are many notes, but they'll be published step by step here.

Sol Cajueiro shares with close friends, Heitor Loureiro, Henrique Luppi and The Batman, to "name" a few, that he started Creating Languages since very young, most probably in the winter of 1985, when the first draw of Draka was made.

We have to ask for your patience, for this Wiki is made both in Portuguese (first), then in English.

Mostly, all you'll need is a lot of paper and be patient.

The Ultimate Goal here is to create a language while playing.

It seems too complicated? We're here to help.

The notes will be shared, starting March 23, 2015, little by little.

For now, start thinking on the name to your Group. Not much? We'll have to think out of the box, a huge number of times, because Enigma is realistic. So, the more realistic Magic, Manifesting and Power be, the more O Jogo (The Game) will be played as it's planned. Think of Villains always Villains, for example. Halflings are thieves. The entire race is tempered with the thief stereotype. They're villains! Of course. The Tieflings, on the other hand, are brave warriors, despite the appearance. They're the heroes, no doubt.

Our texts on Mythology, Cosmology and more, with comments, are here to make it easier.

Go to our Lists (list) whenever you're about feeling lost.

Now lets take a look at some gameplay and playtest information.

Feel free to connect and send a message to @solcajueiro at Twitter.

The Goal in Conlang Wars is: Stay Plugged, Stay Simple.

Notes on the Playtest –– and Basic Rules

The Story Game created by Sol Cajueiro has its own rules and settings.

It seems a game needs more rules to make the experience of playing the game better, when the mechanics chosen present a game focused in narrative and roleplay and creating languages at the same time, even though the action tales realistic scenes and moderate combat rules are very good, for those who enjoy action more.

Conlang Wars is a method, and the Game Group may use the set of rules wanted, while playing.

That's the reason why it's our first game published here at the Wiki project.

First you need a starting vocabulary to start with, not as complex as you may think.

Sol: I always start with a Wordlist of about 200 words: that convey most of the initial vocabulary.

The initial vocabulary stands for Style, detailing basic grammar features and word formation.

We use the Tarot as a gambling mechanics, so you may want to draw five cards to play and bet.

Then, the Game Group we put together started playing the game as it were just another RPG or Story Game, with the difference we have a Task and words to play with, grammar to get details to and names to be given to people, items and places (your first next words).

One player wanted the character to have his name given in-lang, so Viketklég means: a-person-who-wander-in-dreams.

One more player wanted a made-name, so Voahr became: hunter; but he's a vampire, then Voahr was added to the vampire's language.

The experience with making Oká gives the clear notion that it may take a long time to create a full language this way, but we're playing again so words will come up more frequently (October, 2016).

That's why you may want a few House Rules to make it easier and to create your language faster, or make the experience better.

Examples of House Rules that work are: decide grammar offgame, always; The Player, that is, the entity behind the character, the very person playing, can interact and tell the character what to do; we also use coins to play gambling and the Threat and Opportunity rules; we use Macguffin or Plot Devices as rules to set the land of shared narrative, based on a balance of Virtues and Vices, so entities can know the Balance between one and other (they never know how much you have in one Virtue or one Vice) and you spend Virtues to make positive arrangements on the game and story, Vices to do bad ones; among others.

When you focus on the story, you're worldbuilding your setting and please pay attention to the play. The story itself will create situations you don't have words for: then, after that turn, talk to players.

Trying to preserve the Style once made, try to define words for that new people, ideas, things, time-related concepts and places; also, when an item is made, give it a name first in your natlang –– native language –– then in-lang, so you can add it to the vocabulary list.

We use also to record the play, so you can upload it to a Drive, and keep it as registry of the language.

Every time one player uses the language, give their character(s) a special point, or Reward. One extra Tarot card, for example, is very good. That should be used to improve game experience, and maybe to create a new Macguffin or Plot Device in-game.

The Playtest language Oká was being created whith the Story Game came in mind, not after that. We recognize Oká to exist and be a level seven in five of difficulty to learn. Oká is a string language, that's what I want as a Master, but players may want other options to be more important, and the language may be a little different from the visions a Master have before the game experience.

We can speak a few words and sentences after six months of work, but once Sol Cajueiro is focused on the writing of the Novels, then the languages are in second place in terms of sorting priorities; but you may want it to be the most important part.

We divided the setting into three Spots of Time, that is a Window where the players can take action. Each Window is at least a thousand years from each other, and Macguffins make the Timeline stable. The Trikumai Worlds of Toj, Kalaummuklutwa and Akkoya (texts in Portuguese, yet) are each a Timeline (Window) to play.

That's decided to group all Special Abilities into three Types: Magic, Manifesting and Power, at storygame rules, with Manifesting being all that's unpredictable.

We'll have more on this as soon as possible, but for now understand that Magic is, most of the time, predictable.

The Game needs that to make sense: once players take part in the Match for the power of words. Here, we divide words into two groups: a common word, and a Magic-related word or Spell.

Players not only forge new words, but give power to it and they may become relevant for Spellcasting.

That makes it more interesting, because a Player may allow or prevent people to speak a word, giving it Taboo boundaries.

The more you prevent, the more of a taboo word it becomes –– People will even forget the word and know it only as a taboo.

It's relevant to Magic! And the Group may want to take notes on tabooed words in a given Era, for personal use.

A tabooed Word may become relevant in a given Era, and Players (characters with Player powers) may want to control who speak it, or take notes on which words change in each of the three Eras os Play.

Then we come to Mapmaking, when you put all that in maps and dates everything, from people to legends, all that must be important for Players; here, you may want to note relevant words and grammar features on the maps, together with who did what –– Players always know who did what.

Note that it's a Gentleman's Play, here: once the Starting Agreement is set to "No Aggression", House Rules must be chosen. But the group may want combat situations, so choose well the Rule System to be used to play.

Be careful with files, because all the group should have all the updated files needed.

We'll have more on the Game as soon as possible, because of the unending work with a Wiki project.

Go to our Lists (list) whenever you're about feeling lost (soon).

We'll share more examples as soon as possible, to improve your creative experience.

More pages and notes derive from information already present in some other text.

More information will be added step by step; and we thank you for your patience, your support and comments.

Send a tweet to @solcajueiro on Twitter with your questions.

Follow the Author's Home[1] on Facebook, and the fanpages of Action Tales[2] and The Magic Nation[3].

Also follow @solcajueiro[4], @themagicnation[5] and @schmmach[6] on Twitter.

Send a tweet to @solcajueiro at Twitter, making clear your questions.

We also share news on @schmmach and several questions on Magic on @themagicnation.

Feel free to use our ideas on your Table, for personal use, and please read the Enigma:Aviso_geral licence.

Stay Plugged, Stay Simple –– Have fun! (-;

And Welcome to Action Tale: Stay Plugged, Stay True.

Thanks for reading.