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What anime franchises could be adapted into D&D?
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<blockquote data-quote="jmartkdr2" data-source="post: 8050566" data-attributes="member: 7017304"><p>I think it would be easier to add anime elements to a DnD game than try to do a specific anime in most cases. The main things I think (off hand) you'd want to do differently:</p><p></p><p>1. Exaggerate. Anime tends to be very unsubtle and over-the-top compared to traditional Western fantasy. For an anime feel, make every description more extreme than usual. Giants are massive, rogues are blindingly fast, barbarians are unstoppable, fireballs create huge explosions - nothing should be big when it could be <em>huge</em>. A solid example is Cloud's Buster sword - that's a greatsword in anime. Something 4.5 feet (1.4 m) long isn't big enough. This should apply to emotions as well - all the pc's should feel big feelings and express them (and move on quickly) - don't be subtle or restrained about it. 'Upset' means bawling your eyes out, happy characters jump for joy, etc. </p><p></p><p>(You could add some mechanical expression to this by multiplying all the hit point and damage numbers by 10, but that might be confusing.)</p><p></p><p>2. Japanese content and/or worldbuilding. Most of the classes shouldn't get more than a re-fluff, but I would definitely look into Japanese mythology to create new monsters/itmes/locations. For worldbuilding, even if it's not set in Japan adding a few Japanese cultural elements can reinforce the anime feel in a small but persistent way. Of course this should be done with sensitivity, but if you aren't publishing that's not actually hard to pull off. </p><p></p><p>3. Eastern storytelling. I don't want to write a whole thesis on this here, but eastern storytelling uses different structures than western storytelling, and researching these differences and figuring out how to incorporate them (if at all for those of us who don't like to plan stories in ttrpgs) can add a deeper layer of anime-ness than any amount of surface changes. </p><p></p><p>The only actual mechanical change I could see being "needed" would be armor - anime characters typically don't wear armor, and even when they do it isn't much. Of course you could just call two shoulder pads and a pair of boots "full plate" and call it a day. It depends on where you draw the line with refluffing.</p></blockquote><p></p>
[QUOTE="jmartkdr2, post: 8050566, member: 7017304"] I think it would be easier to add anime elements to a DnD game than try to do a specific anime in most cases. The main things I think (off hand) you'd want to do differently: 1. Exaggerate. Anime tends to be very unsubtle and over-the-top compared to traditional Western fantasy. For an anime feel, make every description more extreme than usual. Giants are massive, rogues are blindingly fast, barbarians are unstoppable, fireballs create huge explosions - nothing should be big when it could be [I]huge[/I]. A solid example is Cloud's Buster sword - that's a greatsword in anime. Something 4.5 feet (1.4 m) long isn't big enough. This should apply to emotions as well - all the pc's should feel big feelings and express them (and move on quickly) - don't be subtle or restrained about it. 'Upset' means bawling your eyes out, happy characters jump for joy, etc. (You could add some mechanical expression to this by multiplying all the hit point and damage numbers by 10, but that might be confusing.) 2. Japanese content and/or worldbuilding. Most of the classes shouldn't get more than a re-fluff, but I would definitely look into Japanese mythology to create new monsters/itmes/locations. For worldbuilding, even if it's not set in Japan adding a few Japanese cultural elements can reinforce the anime feel in a small but persistent way. Of course this should be done with sensitivity, but if you aren't publishing that's not actually hard to pull off. 3. Eastern storytelling. I don't want to write a whole thesis on this here, but eastern storytelling uses different structures than western storytelling, and researching these differences and figuring out how to incorporate them (if at all for those of us who don't like to plan stories in ttrpgs) can add a deeper layer of anime-ness than any amount of surface changes. The only actual mechanical change I could see being "needed" would be armor - anime characters typically don't wear armor, and even when they do it isn't much. Of course you could just call two shoulder pads and a pair of boots "full plate" and call it a day. It depends on where you draw the line with refluffing. [/QUOTE]
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What anime franchises could be adapted into D&D?
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