07-03-2022, 10:53 AM | #21 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Adaptations: Not what I was thinking
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Can you suggest a title that would have made it clearer that I was doing THAT, and not the game mechanical analysis you suggest?
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Bill Stoddard I don't think we're in Oz any more. |
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07-03-2022, 11:10 AM | #22 |
Join Date: Feb 2005
Location: Panama
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Re: Adaptations: Not what I was thinking
I also thought it was lacking something at first, I bought it and I was expecting something unknown but key to translating fiction and others works but I didn't find it, it wasn't there.
But I got what I was needing, I felt like Po in Kung Fu Panda when he opens the dragon scroll, I knew everything I needed to know to make those adaptations already and there was nothing else I needed except realizing there was nothing else but start adapting. It was like a bad feeling at first and then a hit on the head and all was good. It is great for newer GM's or people not used to adapting things to GURPS, but it is also good to have for the good advice and also help me focus on what I really need to do to have what I want instead of wasting time trying to adapt things by the technical or narrative information of the other game/literary work (like stop trying to make the GURPS Spaceship system to work like another game space combat system and stuff like that). Last edited by Rolando; 07-03-2022 at 02:37 PM. |
07-03-2022, 01:36 PM | #23 |
Join Date: Apr 2019
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Re: Adaptations: Not what I was thinking
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07-03-2022, 06:15 PM | #24 | |||||
Join Date: Feb 2005
Location: Virginia, US
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Re: Adaptations: Not what I was thinking
I will once again remind people that I'm not saying that Adaptations is bad, just not what I was expecting. As I read through it again I think that I might have found why this was so: it feels like half a book to me.
Don't get me wrong: I realise that there are limitations, whether it is from the page limit/word count, the restriction to non-copyrighted materials, and so forth. It's also not possible to satisfy everyone nor be able to pitch something to people of all experience levels. A lot of struck me as just giving a name to things that people have been doing. There's nothing wrong with that, especially if in this case it draws from literary theory, creative writing etc. Sometimes having the right name makes your research in preparing a campaign easier. In terms of breaking down characters etc. it felt like it was repeating How to be a GURPS GM with reference to recommendations about character power levels etc. I liked the example characters as I'm a real sucker for this type of thing. (FWIW, one of my favourite games for this is Amber DRPG where it not only breaks down different characters but different interpretations of characters.) Perhaps that's one feeling of absence for me? The work just needed more examples? The second bit of "absence"--perhaps that "part 2"?--was that I felt that it could have engaged more with Powers or Thaumatology insofar as dealing with the more esoteric. That's where the difficulty is in dealing with adaptations of fictional settings--not really the characters. Quote:
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In general, though, put a breakdown of characters into an IP-based product (e.g., Serernity) and I'll eat it up. It's a weakness of mine. Quote:
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A good reminder, though. I should pick up the 4e version of Discworld. It's been a long time since I read a Discworld novel, so it might not be that helpful on the idea of adaptation, but I'm sure that I'll love the read. *purchased* Quote:
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07-03-2022, 06:57 PM | #25 |
Join Date: Jun 2017
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Re: Adaptations: Not what I was thinking
There are also 3E properties for things like Conan, but I don't know how useful those are to a 4E DM.
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07-03-2022, 07:15 PM | #26 | |
Join Date: Mar 2017
Location: Brazil
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Re: Adaptations: Not what I was thinking
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I have no doubt such would also be the case for "Adaptations", but life is made of choices after all, so I have to choose what I can and cant live without, so that was one that took the cut. Just like DF, Action, MH and several others, I know all of those are incredible, but I just (sadly) cant afford the entire world. |
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07-03-2022, 07:20 PM | #27 |
Join Date: Jun 2017
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Re: Adaptations: Not what I was thinking
I went and skimmed the product, and I think I can see what the OP wanted. Ex. There's a text box with info for making GURPS Space entries for retro-sci-fi planets in the vein of late 19th/early 20th century fiction. That's immediately more useful to some people over entries like Mood.
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07-03-2022, 07:23 PM | #28 | ||
Join Date: Feb 2005
Location: Virginia, US
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Re: Adaptations: Not what I was thinking
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I wasn't really talking about them, though. I'll just chalk it up to my own expectations, rate the product appropriately, and move on. Not every GURPS book works for everyone. Quote:
Last edited by Kage2020; 07-03-2022 at 07:30 PM. Reason: Didn't want to double post. |
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07-03-2022, 07:38 PM | #29 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Adaptations: Not what I was thinking
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Yes, there is magic in the Odyssey, and in Water Margin (though it might better be called "powers" or "cinematic skills"), and in The Wonderful Wizard of Oz. But none of those is anything like a "magic system."
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Bill Stoddard I don't think we're in Oz any more. |
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07-03-2022, 08:17 PM | #30 |
Join Date: Sep 2019
Location: UK
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Re: Adaptations: Not what I was thinking
It's true that you can't usually infer from a fantasy novel anything like a complete system of how the magic is supposed to work. But you can sometimes tell that one of GURPS's magic systems would fit what happens in the book much more accurately than another. For instance, obviously for a game based on a book where improvising spells is common the Ritual Magic variants will make more sense than the standard magic system. And I've seen various things suggested for Middle Earth games - some people suggest standard magic, some ritual magic, some suggest having some races use one and some the other, and some people suggest casting spells using music or art skills.
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