[MUD-Dev] Name/language generation

Jeff Kesselman jeffk at tenetwork.com
Thu Jun 19 23:08:13 CEST 1997


At 08:33 PM 6/19/97 PST8PDT, Jamie wrote:
>The most sane way of generating words that I know of is to figure out
>what phonemes the language has, and then what the phonotactic rules
>are. Phonotactic rules being the ways in which the phonemes can be
>joined together.
>
>So, for example, you might have a rule which says:
>
>Every word must begin with a consonant, followed by a vowel, then any
>number of additional vowel-consonant pairs.
>
>BTW, I would recommend doing this as "properly" as you can, because
>the results are amazing. I will not do any culture creation (and this
>is outside of MUDs) without doing this process, if not first, then at
>least in parallel from the beginning. Having as real a language as
>possible makes developing culture so much easier. Even just having
>words, without anything else, is a great help.

The netx sterp is the rules b ywhich names are made. many simpel cultures
use descriptive names...  "Dances with wolves, etc..."  There is an
inetrestign treatemnt of this that works pretty well, ive found in play, in
the AD&D Dark Sun supplement WIndriders of the Jagged Cliffs.  Thre isa
simpel grammer and vocabulary and rules wher by one noun and one adjective
are combined, i na masculine or feminie way depending, to form a name.

JK


>
>Jamie
>
>




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