| Bjørn Røyrvik |
We all know how Tongues and Comprehend Languages are meant to work: PCs can read any non-magical language or speak to any creature and avoid having the game grind to a halt while they play charades or visit libraries and scholars. That's fine but what I am interested in is the limits of the spells and how they might fail or give misleading results.
How faithful is the translation? To what extent do they convey cultural content? For instance, in Norway for many years, and to an extent today, 'krigen' (lit. 'the war') referred to WWII unless context made it clear you were speaking of some other war. Would Tongues pick up on this and convey it correctly or would the listener have to ask which war?
Would Gandalf have instantly understood the door of Moria was "say 'friend', and enter" if he had cast CL instead of relying on this knowledge of Sindarin?
Are homonyms/homographs explained? Do the spells explain puns and double entendres? Could you understand the multi-layer meanings of, e.g. certain Japanese poems? Are idioms, common sayings and memes translated and explained? Will words that have different meanings of the same word at different points in time be explained?
If my group is anything to go by, everything is just translated into our native tongue and whatever linguistic oddities and uncertainties there are are magically translated into our tongue with all its cultural flavors and biases or ignored. This is because even if people know more than one language, thinking of translations and the problems of two or more in a general sense is something they don't usually do.
Is this something anyone else has thought about?
Starglim
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Merely its literal meaning.
It doesn't convey idioms, though another skill check, such as Knowledge (history) in your example, or Sense Motive if the speaker's intention is something other than his literal words suggest, might.
It would be no use at all with the door of Moria, since the reader wouldn't get the elven syllables, only their meaning.
A homonym or a word whose meaning has changed over time would be correctly translated as the author wrote it, with no sense of anything unusual about its sound (though some might argue the magic would instead give an ambiguous sense of both possible meanings). Puns would not be apparent.
| Bjørn Røyrvik |
But surely Moria would be a perfect example of why CL would work, wouldn't it?
It should tell you what the actual meaning of the elven phrase is rather than the flawed translation Gandalf came up with, shouldn't it? This ties in with puns and any other plays on words, doesn't it? If you have a sentence with a word that can be interpreted two or more different ways and change the meaning of the sentence, does the spell know? What if the words were intentionally chosen to be ambiguous? How does the spell choose between one meaning or the other in such a case?
Could CL allow someone to understand the purpose of a computer program and how it works by looking at the code?
If metaphorical language isn't translated, where is the limit of what constitutes a metaphor? Do dead metaphors get a pass but new ones not? If dead metaphors are ok, how dead does it have to be?
pauljathome
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You do realize that you're getting into very deep philosophical and linguistic issues, right?
There is no such thing as a perfect translation of any significant work from one language to another. Some information is nearly ALWAYS lost. There is a reason that real scholars of works like the Bible go back to the oldest texts that they can find.
I think that the spells are assumed to be as good as a professional translator would be. Good enough for most practical purposes.
How they'd work on what is essentially a riddle in the "Speak friend and enter" is up to GM interpretation. Personally, I'd probably handle that as a linguistics check with a bonus if you spoke the language.
| Claxon |
Yeah the Moria riddle would only get you the literal translation of the elvish, "Speak/Say friend and enter". Both are correct, and sense this is a made up language it's hard to know which is more correct.
Regardless, there's totally room for Comprehend Language to only give you the literal meaning of something and provide no useful context.
A great example I can think of is the Chinese jia you (加油). The literal meaning is "add fuel" or more specifically to "fill a car with gasoline". But the general usage of the phrase is actually encouragement, meaning something along the lines of "You can do it!".
| JoeElf |
Or for simplicity, you could say "no language in game has homonyms or idioms that the characters can't figure out once someone has access to the language." There's really no reason to hamstring the adventure by playing that every language is roughly equivalent to English in its [not "it's"] use of confusing homonyms too [not "to" or "two"]. Of course, if you want to make every conversation require not only a language spell, but also some Linguistics check, feel free.
Technically, I am treating the characters [with the language, whether via race, Linguistics, or magic] as if they had the Skill Unlock for Linguistics, 10 Ranks, made a DC 40 check, and that spoken and written uses of the skill function the same.
"10 Ranks: If you succeed at a Linguistics check by at least 10 when examining writing, you can learn the precise meaning rather than general content, and you never draw false conclusions on a failed check. A successful DC 30 Linguistics check reveals the general meaning of speech, a successful DC 35 check reveals 1d4 pieces of specific information, and a successful DC 40 check reveals exact meaning."
| Claxon |
But they do. That's what Comprehend Languages is telling you. That it only conveys the literal meaning and that without context or greater understanding it wont make sense.
Going back to my previous example, "Add fuel" in Chinese. Without proper context it makes no sense to someone who doesn't speak Chinese. In the same way that something like the phrase "Just chillin" doesn't make sense. Basically all languages work this way, and ignoring this facet of language is kind of disingenuous. It's also somethign that anyone with a reasonable linguistics skill should be able to deduce in a lot of cases.
Now, if you want to simplify the game yes you could largely ignore the linguistics checks that should probably be required when you Comprehend Languages. But as someone who doesn't like magic to be as much of a solution as it already is, I tend to enforce things that make magic not an automatic answer.
pauljathome
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But they do. That's what Comprehend Languages is telling you. That it only conveys the literal meaning
As an almost perfect example of what I'm talking about, the description of Comprehend Language is itself unclear
"You can understand the spoken words ... merely its literal meaning."Those two bits actually contradict themselves. To understand words is NOT the same as to understand their literal meaning. Context matters. Idioms matter.
Obviously, its up to you how you run things in your games. But is THIS really the area where you want to focus your attention in a game like Pathfinder? It certainly isn't for me. As a GM, I present information that I WANT the characters and/or players to know. I'm HAPPY to quickly and easily eliminate the language barrier as it is just NOT fun.
| Bjørn Røyrvik |
You do realize that you're getting into very deep philosophical and linguistic issues, right?
That's the point. I know how and why the spells are intended to work, I usually use them as intended, I just want to think and get input on a more detailed and consequential level.
There is no such thing as a perfect translation of any significant work from one language to another. Some information is nearly ALWAYS lost. There is a reason that real scholars of works like the Bible go back to the oldest texts that they can find.
I know. I speak more than one language and have a smattering of a couple more. I have studied philology and etymology and semantics, that's why I made this thread.
I'm trying to figure out to what degree and how these spells translate stuff.I think that the spells are assumed to be as good as a professional translator would be. Good enough for most practical purposes.
What's a professional translator? Someone who gets paid to do it? You get all sorts of horrible Engrish from 'professionals'. Proper translations have to take into account a lot of stuff beyond dictionary definitions. Take Gaiman's "American Gods": because the French for Wednesday isn't a variant of 'Odin's day', the whole bit about "it's my day so call me Wednesday" wouldn't make sense and they had to rename him and rewrite the scene.
Now you could easily say this is exactly the sort of thing the spells would miss and you'd get "it's my do so call me Mercredi". Then you'd have to do some digging into the languages proper and culture to get the right god, if this if it were a plot point in some game, but why would it fail to do that but still manage to get idioms, metaphors and ellipsis?How they'd work on what is essentially a riddle in the "Speak friend and enter" is up to GM interpretation. Personally, I'd probably handle that as a linguistics check with a bonus if you spoke the language.
I know it's up to GM interpretation. I'm trying to interpret it. I'm trying to get a handle on how these spells work so I can give consistent interpretations instead of just doing whatever is convenient for me at any given time.
Yeah the Moria riddle would only get you the literal translation of the elvish, "Speak/Say friend and enter". Both are correct, and sense this is a made up language it's hard to know which is more correct.
But translating an ambiguous statement to an unambiguous one because of the necessities of the target language is the problem. The spell would either have to make a choice about which sense to use, or it will have to give specific knowledge the problem, which basically solves the issue. In the case of the Moria inscription, if Gandalf had used CL and the fact that the tricky verb could be transitive or intransitive, he'd have the right answer right then and there. The problem came about because he was stuck thinking about one possible solution and forgetting the other.
Regardless, there's totally room for Comprehend Language to only give you the literal meaning of something and provide no useful context.
I lean heavily this way, but there is still the problem of dead metaphors and phrases which have lost their poetic meaning and became standard meanings in their own right. Failing to translate these would still leave many texts partially unreadable, and would indicate that the spell can't do synonyms. And assuming the spells can't do metaphorical language but can do dead metaphors, how will it translate stuff that has the same form but different states of metaphorical 'life' due to differing ages?
There is also the problem of grammar and phrasing. The spell has to do more than mere word substitution to be of much use to anyone who doesn't have a general understanding of linguistics and the source language. It has to get the grammar of the target language mostly right, so we can end up with the spell making choices about the source text that are misleading. Japanese, for instance, can omit things like subjects, objects and other grammatical elements which are mostly necessary in English, which leads us to question whether the spell can correctly supply the missing elements, will it be forced to make choices which may give the wrong impression, will it fail entirely? In the case of ambiguities, will you get the same result if you cast the spell multiple times? Will other people get the same result as you?A great example I can think of is the Chinese jia you (加油). The literal meaning is "add fuel" or more specifically to "fill a car with gasoline". But the general usage of the phrase is actually encouragement, meaning something along the lines of "You can do it!".
Exactly! But if this is such a common phrase that it literally in the minds of Chinese speakers (which language, btw?) it means 'you can do it' and they don't think of the literal meanings of the composite words, then isn't the meaning of the phrase 'you can do it', rather than 'to fill with gasoline'?
Or for simplicity, you could say "no language in game has homonyms or idioms that the characters can't figure out once someone has access to the language." There's really no reason to hamstring the adventure by playing that every language is roughly equivalent to English in its [not "it's"] use of confusing homonyms too [not "to" or "two"]. Of course, if you want to make every conversation require not only a language spell, but also some Linguistics check, feel free.
I'm not doing this thread for simplicity's sake. I could just say all game languages are glosses of Norwegian or English and be done with it, but that is boring and actively unfun. I don't hamstring adventures with this either. I'm trying to figure out how to have the fun of many languages and their quirks without making it unfun for my players and not just handwaving everything away. I'm lucky in that my players tend to load up on Linguistics so they can usually handle most languages they come across, but magic is sometimes necessary and always makes me ask 'how is it doing this?'.
If I can figure out how CL and T work and what their limits are, I can add more fun linguistic elements (especially linguistic, cultural and historical research) into certain adventures without going 'I cast one low-level spell and solve it all'.
Because that's what we've been doing so far. The point of the spells (as I've already noted) is not to bog down the game with pointless communication problems of being stuck when all you want to know is which way is north. If communication isn't meant to be a plot point, the spells work fine. If communication and understanding of intricacies is important, the spells need some better definition of abilities.
| Dave Justus |
First off, Comprehend Languages and Tongues are different spells. The former is pretty clearly just literal translation, not dissimilar to just looking up each of the words in a X-to-Y dictionary. The later is considerably more complete, and since it even includes 'regional dialects' I would expect that meaning, as well as literal words is understood.
All that being said, for most of us it isn't practical to be able to come up with cultural idioms and such for every language out there. I wouldn't have even close to the skills for even just human languages, let alone also trying to deal with multiple 'alien' languages. And only doing it when we want to try and hide key information smacks of GM against the players. Usually it isn't worth it, doesn't add fun and doesn't even add realism unless we have the time and skills to apply it consistently across the board. So I would almost always let these spells work to provide proper translations equivalent of what a fluent speaker of the language would understand.
| Claxon |
Claxon wrote:But they do. That's what Comprehend Languages is telling you. That it only conveys the literal meaning
As an almost perfect example of what I'm talking about, the description of Comprehend Language is itself unclear
"You can understand the spoken words ... merely its literal meaning."Those two bits actually contradict themselves. To understand words is NOT the same as to understand their literal meaning. Context matters. Idioms matter.
Obviously, its up to you how you run things in your games. But is THIS really the area where you want to focus your attention in a game like Pathfinder? It certainly isn't for me. As a GM, I present information that I WANT the characters and/or players to know. I'm HAPPY to quickly and easily eliminate the language barrier as it is just NOT fun.
I'm not saying the way you run it is wrong, but at least on the surface value of the rules you only get "literal meanings" and not context. I agree that running it that way means that it can be difficult to keep the flow of a game going, but it can also create a interesting plot point as characters must find someone who speaks the language or can help them figure out the true meaning of text/words.
| Bjørn Røyrvik |
I know they are different spells, and CL is still a pain. It doesn't even even do what the spell description says it does. It says you can understand a language but then says only literal meanings. We've already pointed out how this doesn't work.
And the point isn't to come up with cultural and linguistic quirks for every language (however cool that would be) but to know how the spells work so you can introduce whatever you quirks you need for a given situation and have the spells work predictably but not so well it gets in the way of good flavor or research.
The point is also just to poke at things and think about them because I think it's fun.
| Claxon |
Claxon wrote:Exactly! But if this is such a common phrase that it literally in the minds of Chinese speakers (which language, btw?) it means 'you can do it' and they don't think of the literal meanings of the composite words, then isn't the meaning of the phrase 'you can do it', rather than 'to fill with gasoline'?
A great example I can think of is the Chinese jia you (加油). The literal meaning is "add fuel" or more specifically to "fill a car with gasoline". But the general usage of the phrase is actually encouragement, meaning something along the lines of "You can do it!".
Chinese means Mandarin, the official language of China. I recognize that there are many dialects, but when people say Chinese and don't specify a dialect they're talking about Mandarin. Even if I meant Cantonese, I would say that and not "Chinese". That said, you can still use the phrase for it's literally meaning and not the arguably more common usage now. As to philosophical question about the true meaning of words/phrases....it's philosophical. To me it's not worth questioning here because it doesn't further anything. The character 加 means to add something (roughly) and the character 油 means oil. Together those characters have taken on a different meaning from the literal.
Much like "What's up?" isn't a question about what is physical above you in space, but a question about what you're up to/if anything interesting has happened recently.
Language is tricky.
pauljathome
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I know. I speak more than one language and have a smattering of a couple more. I have studied philology and etymology and semantics, that's why I made this thread.
I apologize. I had misinterpreted your reason for starting this thread in the first place.
Personally, I think that this is an area where you either
1) Totally arm wave it (as is done by just about everybody in my experience). The translations are perfect, almost as if the Elven/whatever was translated from English :-)
2) Come up with some simple mechanics (eg, even with Comprehend Languages you need to make a linguistics check)
3) Try and imitate reality. Which is going to take a HUGE amount of work and you're going to end up with a very complicated sub system which will probably be of little to no interest to anybody but a very select few.
I fall firmly into choosing option 1. For me, its just not an interesting part of the game to add detail to. And, it IS a game.
| Claxon |
I usually fall into the 1st camp, but will employ the 2nd camp if it's a particularly important plot point that can provide for some interest role play bits if the party needs to find an interpreter/historian/context.
But only if I feel like it adds something to the game.
Add additional layers of complexity to find out that on the note the phrase that was translated as "What's up?" wasn't some esoteric question about what was above the writer, or a philosophical discussion on the nature of direction, but the writer asking the intended recipient how they are. That doesn't add anything to the game.
Mondragon
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I think with the spells you can understand the languages like a native.
But you can know that a native with not knowledges could know.
You can know things like Munchen means Munich. But you maybe dont know its a city just a name. (Knowledge geography)
You can know a local sentence meaning, but not where is the origin (knowledge history)
You can read a riddle, but the spell dont solve it