06-13-2019, 10:11 AM | #11 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Mixing Animation with Reality in GURPS
A realistic animation is the use of the medium of animated film or video to represent beings and places in the real world, or a simulacrum of the real world. Being "drawn" doesn't make something a distinct ontological category! We consider Krazy Kat or Popeye to be toons, and perhaps Pogo Possum or Hobbes. But La Gioconda, or The Courtier (a painting of Baldassare Castiglione), or Marat in The Death of Marat, is not a toon, even though they're also pigment on a flat surface; they're portraits.
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Bill Stoddard I don't think we're in Oz any more. |
06-13-2019, 12:09 PM | #12 | |
Join Date: Aug 2004
Location: Ronkonkoma, NY
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Re: Mixing Animation with Reality in GURPS
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I meant my comment half in jest, but I do stand by it. The difference between a toon (in the Roger Rabbit sense) and a painting is that a toon is a living being, while a painting is not. Since animated cartoons are, in the fiction we're considering, created by filming toon actors in the real world, there's no way to distinguish between a toon actor and a series of drawings that appear rapidly in sequence to give the illusion of life. In sources like Who Framed Roger Rabbit, it's pretty strongly implied that ALL cartoons are made by living toons and toon objects. In such a world, Disney's Cinderella and Snow White must be toons who happen to be serious actors. And to bring that back to the original poster's question: if this is the case, then you only need one toon racial template for all toons, regardless of what genre of cartoon they appear in. They may require additional templates or lenses — bunny toon, pig toon, train toon, anything — but they'll all have whatever baseline you decide upon. |
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06-13-2019, 12:54 PM | #13 |
Join Date: Jun 2007
Location: Southern New Hampshire
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Re: Mixing Animation with Reality in GURPS
This seems like the kind of thing that works well in a story written like for a movie or novel, because the author has control over everything and the rules of the setting can adjust to what is needed at the moment. Pretty much just like sci fi or fantasy... the rules can be adjusted to the needs of the story at that moment. But the goal seems to be to make rules that work for a game that has to be fair. That sounds like a big task.
My first thought is to say: use the base rules as is, but make the toon stuff be special effects. So, the mallet in the pocket is just the appearance of an Innate Attack. Cartoons being hard to kill can be many things from lots of extra hit points, to regeneration, to DR, to unkillable. Heck... cheap extra lives might be workable. Normal people don't have access to the cartoon traits, but they also don't have to spend so many points on the toon stuff, and can end up with other benefits like higher attributes and better skill levels. Just an off-the-cuff response that basically boils down to: special effects on top of normal rules. |
06-13-2019, 12:57 PM | #14 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Mixing Animation with Reality in GURPS
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Bill Stoddard I don't think we're in Oz any more. |
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06-13-2019, 02:20 PM | #15 | ||
Join Date: Aug 2004
Location: Ronkonkoma, NY
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Re: Mixing Animation with Reality in GURPS
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Gaston from Beauty and the Beast, for instance, is a "realistic" character who is depicted as dying from a fall. Yet he appears in subsequent cartoons, alive. Maybe he just acted the part of being dead in the movie. Quote:
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06-13-2019, 04:01 PM | #16 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Mixing Animation with Reality in GURPS
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Bill Stoddard I don't think we're in Oz any more. |
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06-13-2019, 04:10 PM | #17 |
Join Date: Feb 2016
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Re: Mixing Animation with Reality in GURPS
Well, you could have a lot of toon immortality being the result of using toon weaponry and/or toon geography. Toon weapons could have the No Wounding limitation, with any real injury being the result of blunt trauma, knockback, and/or follow-up attacks. Toon geography could function in a way similar to toon weapons, allowing toons to survive mile long falls in toon geography that would turn them into paste in real geography. To balance things out, I would have such attacks deal Side Effect, Stunning, which would balance out the reduction for No Wounding.
In that case, real people would be capable of surviving encounters with toon weaponry and toon geography quite well. They might be stunned or experience knockback or blunt trauma, but they would be unlikely to die. Of course, nothing could prevent a toon from investing in real weaponry against another toon or a real person (or visa versa for a real person wanting a nonlethal version). |
06-13-2019, 05:09 PM | #18 | |
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Join Date: Sep 2004
Location: Southeast NC
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Re: Mixing Animation with Reality in GURPS
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I'd definitely balk at trying to make every animated anything exist in the same world. I simply don't want Setsuko and Screwy Squirrel to coexist.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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06-13-2019, 06:15 PM | #19 |
Join Date: Aug 2004
Location: Ronkonkoma, NY
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Re: Mixing Animation with Reality in GURPS
As I said, not really a productive activity, because everybody has their own incompatible definitions. Unless we agree what counts as a toon, we'll never be able to develop a GURPS template for one.
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06-14-2019, 06:02 AM | #20 |
Join Date: Nov 2015
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Re: Mixing Animation with Reality in GURPS
So, has the OP said anything about how he wants to model his toons?
Are they 2D or 3D? Do they eat, breathe, sleep, need to rest at all, are they living or not? Do they age? Can they be hurt? By normal weapons or other toons, and can they die? And if they can, do they come back. Actually... I forgot, where do they come from? Can more be created/made/be born? |
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