Coin, Blood, and Words Pt. 3 – Dialect

I’ve just returned from the Prignitz in Germany, where a few days playing games in a Schloss have left me full of ideas for the hobby. The Kraken is a boutique gaming retreat – if you’re at all interested in a diverse set of games with international players, join the mailing list and come and join us.

And I got to play three new (to me) games – all facilitated by other GMs, and all great. This is, I guess, a sort-of review – but full disclosure, I haven’t read these games, only played them – which is the opposite to how most RPG reviews work, but no less (more?) valid. This is a three-part post; I’ll take each game in turn, tell you about it, what I really liked (and was less keen on, if anything) – and crucially, would I play it again.

While you’re reading this, I should tell you about my Patreon. Patrons get access to content 7 days before they hit this site, and the chance to request articles or content, for a very reasonable backer level of £2 per month. If you like what you read, want to support the blog, and have the funds for it, please consider supporting here. Telling people about the blog, and sharing links/retweeting is much appreciated also – thanks!

Dialect

Dialect, from Thorny Games, is “a game about language and how it dies” – you create an isolated community, and in rounds invent new words as you chart the community’s rise and fall. If that sounds a bit obscure, or you’re unsure about the language stuff, you needn’t worry – the drama is what stayed with me more than the words.

We picked a playset from the book that was a thieves’ guild developing their cant – a secret language that allowed them to communicate in front of others. As we played, the table filled up with word definitions, while we acted out short scenes introducing – and using – these words. Again, this might sound complicated – but we were a multinational table, with two of the players playing in English as a second language, and we managed it. A stunning play experience that stays with me.

What I Really Liked – The new words really help you to bring emotional depth to the scenes – you’re pushed directly into dialogue in order to use them, which makes the scenes really immediate and grounded. Unusually, almost every scene was a disagreement – and all drove the plot forward. Only in Hillfolk have I seen this word so well – and scenes here were more reliably strong. The active player can also frame scenes that they aren’t even in if it works better to showcase the new word – which gave the story a proper flow and didn’t feel like an agglomeration of scenes.

What I Was Less Keen On – Honestly, there aren’t really down sides to this. A reliance on a card deck and cards on the table means you’d need to do your homework to play online, and you definitely need the right group for this – but you alway do, right?

Would I play it again? – Oh certainly. I’ll be looking out for it at conventions, and I’ll be buying it as soon as I can.

Leave a comment