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Anima: Beyond Fantasy "RPG"

Thank you very much Kishin, you have been very helpful! The d100 thing a bit like WFRP except it dont sound capped off like that system....sounds like something I would really like to pick up and at least give a chance. Would it be easy to make even higher teck then the standard level at the time...not that I am looking for that but would just like to see how far you can take the system......as is.
 

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Overall, I'd rate the system as more complex than 4E, and on par with say Shadowrun 3rd edition/WFRP/Dark Heresy. Its slightly complicated by a few layout/organizational issues in the corebook, and the fact that FFG's translators did a very inconsistent job at some points. My Spanish is far from fluent, but with 4 years of AP Spanish that wasn't really used until this year when I started teaching in an urban high school, I'm confident I could have done a better job. I think the translators weren't aware that they were working on an RPG, and that certain key mechanics and terms needed to be clearly and consistently defined.
Its possible that this is just Spanish style. I've spoken with people who translate other Spanish gaming products, and they've told me that there's a distinct style that includes verbal flair in rules text. Apparently its a constant concern for the translators- how much do they "clean up" the flair and create strict, literal translation of the rules, and how much do they try to preserve the flair, given that it makes the rules less clear, and given that verbal flair in one language sometimes translates only figuratively into another?
 

Its possible that this is just Spanish style. I've spoken with people who translate other Spanish gaming products, and they've told me that there's a distinct style that includes verbal flair in rules text. Apparently its a constant concern for the translators- how much do they "clean up" the flair and create strict, literal translation of the rules, and how much do they try to preserve the flair, given that it makes the rules less clear, and given that verbal flair in one language sometimes translates only figuratively into another?

I've read a fair amount of the Spanish writing for Anima, and while the style is different and a bit more 'casual' (A word which may not be the best choice), it never seemed to muddy matters for me. Regardless, I don't see why a translator should be worried about 'preserving the flair' when they're working on a passage that is clearly meant to be an explanation of the mechanical functionality of a game rule. I assisted one of my professors (a relatively acclaimed Chinese poet) in translating some of his writings from Chinese to English during undergrad. In that sort of case, you get to play around with language and meaning all you want. Here, though they should be treating that chunk of text as if they were working on a technical manual. Precise, clear cut explanatory text.

Also, that doesn't explain everything. Translating the same item as 'Forehead Plate' and then 'Forehead Protector' ON THE SAME PAGE speaks only to shoddy translation work, not a conscious effort to preserve linguistic nuances. Also, FFG's focus is about 95% boardgames at this point, so honestly, I expect there exists at least some corner cutting in the RPG department. Dark Heresy suffered none of that because its corebook was already printed before the deal went down, and as I understand, a good portion of its original staff are still manning the helm. I still support the company (and I understand they need to go with what is paying their bills, especially in times like these) but it does raise a few questions. Especially when you let your flagship RPG line (Midnight) sink. I won't nitpick them further though: The guys handling the Anima stuff at GenCon were fantastic and quite excited about the game. I'm grateful to FFG for finally making it available in English. (Even though I have ordered two sourcebooks in Spanish.... Note to anyone considering similar with any product: Ordering RPG material from Europe when you are in the US gets expensive. Quickly. International shipping rates are brutal).

Also, I should have figured the Cadfan over on the Anima forums was you as well. :) Over there, I'm Swordwraith.

NecroHazard said:
Thank you very much Kishin, you have been very helpful! The d100 thing a bit like WFRP except it dont sound capped off like that system....sounds like something I would really like to pick up and at least give a chance. Would it be easy to make even higher teck then the standard level at the time...not that I am looking for that but would just like to see how far you can take the system......as is.

It shouldn't be difficult at all. There's an underground organization in the default setting that constructs and utilizes some very high tech stuff (including primitive cybernetics, powered armor, and firearms advanced beyond the flint/matchlock level), and it integrates fine. You could easily do a more Sci-Fi orientated game if you were willing to add in some suitably futuristic weapon types, body armor, etc.
 
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Thanks for everyone's posts in this thread. Like the OP, I was unsure whether this RPG was for me, and the $60 pricetag deterred me from looking to much into it. Even though I am quite satisfied with D&D at the moment, Anima is definitely beginning to grab my interest.
 

Regardless, I don't see why a translator should be worried about 'preserving the flair' when they're working on a passage that is clearly meant to be an explanation of the mechanical functionality of a game rule. I assisted one of my professors (a relatively acclaimed Chinese poet) in translating some of his writings from Chinese to English during undergrad. In that sort of case, you get to play around with language and meaning all you want. Here, though they should be treating that chunk of text as if they were working on a technical manual. Precise, clear cut explanatory text.
Right. The stylistic difference is that English writers are likely to think the way that you do, and Spanish writers are likely to think otherwise. :)

Its kind of like the so-called "Gygaxian" style that some early English RPGs have.
Also, I should have figured the Cadfan over on the Anima forums was you as well. :) Over there, I'm Swordwraith.
Heh, I'll look for you. I'm also the Cadfan on the Infinity forums, which is another Spanish game. That's the forum where the translators drop by once in a while and discuss their work, and explained that they have to constantly maintain a balance between translating the "flavor" of the rules text, and translating the mechanical precision of the rules themselves. You might want it to be technical writing, where a complete rewrite would be acceptable as long as the meaning was preserved, but apparently it isn't always, and some bilingual people believe its a cultural difference.
 

Right. The stylistic difference is that English writers are likely to think the way that you do, and Spanish writers are likely to think otherwise. :)

Its kind of like the so-called "Gygaxian" style that some early English RPGs have.

I'd just like for translators who are more familiar with the fact that RPGs have to have a concrete terminology basis and a clear purpose. Preserving the 'color' of the text is a noble goal, but it just seems like the translators of Anima ended up muddying the water in some areas. However, the project did go through at least 3 separate sets of hands over the last two years, so that may well be a contributing factor.

I fully admit to being an anal retentive nag when it comes to translation: Its something of a passion of mine, and thus I am prone to excessive scrutinization of all things pertaining to it. ;)
 

I've played quite a bit of it since GenCon when I picked up the book (a purchase I'd been waiting on for several years) and I'm enjoying it greatly. The character customization is fantastic: The 'classes' aren't so much classes as purchasing frameworks for how you spend your DP (Development Points). Some classes can advance certain skills easier (or gain bonuses to the skill per level), like the ability to Wear Armor, Stealth, History etc. etc.

Thanks for your insight into this game. I *just* discovered this at a local bookstore and was wondering about how good it is. Any more insight would be appreciated. Will check out the forum you linked to.

Thanks again.
 

You can pick the book up for 37.77 on Amazon, a little less from some of the dealers selling through them. When it comes to buying a new game that might end up being a dead end I recommend buying it the cheapest you can get it for. I appreciate FLGS, but a $60 investment into something you might only read and never play is pretty painful on the wallet. I picked it up but won't be playing it as trying to get people in my area to play something other than D&D, WoD, or Magic is like trying to get water from a desert rock.
 

I checked it out pretty well at Borders this past weekend while I was trying to decide how best to spend some gift cards.

It looks like a very well-done game, of a style in which I have exactly zero interest.

It's not the anime background. I actually quite like the anime-style art and themes. Mechanically, though, it looks very dense. The book is enormous, and packed with small type. Eyeballing its complexity, I'd put it somewhere around DJ/Mythus... which is dramatically too rules-heavy for me and my players at this point in our lives.

Had I found it in college, I would have been all over it. As it stands, I don't have the energy to learn an incredibly detailed system. And I can guarantee my less-rules-savvy players would falter.

-O
 

Thanks for your insight into this game. I *just* discovered this at a local bookstore and was wondering about how good it is. Any more insight would be appreciated. Will check out the forum you linked to.

Thanks again.

Let me know what I can offer insight into. Shoot me a PM here, reply in the thread, or post over at the Anima forum (especially the latter) and myself (and others) will do the best to answer any questions.

Obryn said:
echanically, though, it looks very dense. The book is enormous, and packed with small type. Eyeballing its complexity, I'd put it somewhere around DJ/Mythus... which is dramatically too rules-heavy for me and my players at this point in our lives.

I'd put it more on par with SR3 (ok, maybe slightly simpler than SR3 if your SR3 game includes Matrix running and Riggers) or really sourcebook heavy 3.5E. Its daunting at first, but very grokable.

If you're a relatively rules light guy (In which case, go play some Ubiquity system games! I want to see that succeed too! ;)) though, its probably not the best fit for you. It does, IMO, do the high powered anime/JRPG action genre better than anything else out there right now.
 

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