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Best Licensed RPG: Discuss the Best Adaptation of a Movie/Book to an RPG that You've Ever Played!
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<blockquote data-quote="Tony Vargas" data-source="post: 7872446" data-attributes="member: 996"><p>Most stories - outside of truly-great keen-observer-of-human-nature writers doing deeply meaningful slice-of-life-fiction, that is - get by on relating events that are interesting, because they're not mode-average probable in every character and event all the way through. So if you were to create a ruleset for 'how the world actually works' for any modern or historical genre, you'd end up with an unutterably boring game, if played at any level of detail, because you're completely missing both the story and the genre, and focusing on the backdrop.</p><p></p><p>(And, ultimately, the backdrop can be interchangeable: Shakespeare's <em>The Tempest </em>and the sci-fi classic <em>Forbidden Planet </em>are essentially the same story with different backdrops, for instance, or 7 Samurai and the Magnificent 7, for another. So modeling the backdrop is the least important part of capturing a story.)</p><p></p><p>What could possibly be worse than a game in which it is 99% likely nothing of interest ever happens? I mean, other than taking it out to 5 or more '9's? </p><p></p><p>Modeling the genre of a story instead of the backdrop would at least run the risk of being fun to play, at times. </p><p></p><p>Taking it a step further and modeling a specific story might work, too, but it takes a lot possibilities out of the game - taken far enough, it becomes like a play with a script, just a re-enactment of the original story, possibly with a few variations giving you a few decision points.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7872446, member: 996"] Most stories - outside of truly-great keen-observer-of-human-nature writers doing deeply meaningful slice-of-life-fiction, that is - get by on relating events that are interesting, because they're not mode-average probable in every character and event all the way through. So if you were to create a ruleset for 'how the world actually works' for any modern or historical genre, you'd end up with an unutterably boring game, if played at any level of detail, because you're completely missing both the story and the genre, and focusing on the backdrop. (And, ultimately, the backdrop can be interchangeable: Shakespeare's [I]The Tempest [/I]and the sci-fi classic [I]Forbidden Planet [/I]are essentially the same story with different backdrops, for instance, or 7 Samurai and the Magnificent 7, for another. So modeling the backdrop is the least important part of capturing a story.) What could possibly be worse than a game in which it is 99% likely nothing of interest ever happens? I mean, other than taking it out to 5 or more '9's? Modeling the genre of a story instead of the backdrop would at least run the risk of being fun to play, at times. Taking it a step further and modeling a specific story might work, too, but it takes a lot possibilities out of the game - taken far enough, it becomes like a play with a script, just a re-enactment of the original story, possibly with a few variations giving you a few decision points. [/QUOTE]
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