November 8th, 2005

grape poppy

To common or not to common?

A quick question for GMs and players alike:

I'm considering the later stages of a campaign built loosely around the events of the Third Crusade and developing the setting for the destination of the players' crusade. Should I give the players and myself a break and just let there be a common language?

Historically speaking, there were many French and English transplants to the Holy Land, so there is justification for the players to easily find a translator and learn the native language, without having to go the D&D route of 'common'.

As I have quite experienced players, I'm leaning towards having no common. Is this a good idea? Or, am I setting myself up for way more work than is necessary?

Thanks!
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