Psion
Adventurer
From another thread:
Well, I think it is easier to identify the more difficult features.
The biggest difference that one needs to recognize is that
1) Authorial control, as it is, is limited in a game. So you can't expect PCs to avoid doing something that is inconvenient to your planned progress of the game. You may want that villain to get away, but the players are gonna try there darndest to chase down and kill him, for example
2) Instead of 1 or 2 focus characters, you typically have 5 or 6. This means, on one hand, you can more easily afford a few deaths since a larger group shoulders the responsiblity for maintaining continuity. On the other hand, you should probably not consider party members as dispensible as you would supporting characters in a book or movie.
Psion said:Games are not books. Games are not movies. Some things that work well for those mediums work well for games. Many do not.
mmadsen said:Certainly. The key to adaptation is finding what elements do translate naturally from one medium to the next, which need a little work to translate properly, and which just won't work (and have to be replaced).
Perhaps we should discuss what some of those easy- and hard-to-translate elements are?
Well, I think it is easier to identify the more difficult features.
The biggest difference that one needs to recognize is that
1) Authorial control, as it is, is limited in a game. So you can't expect PCs to avoid doing something that is inconvenient to your planned progress of the game. You may want that villain to get away, but the players are gonna try there darndest to chase down and kill him, for example
2) Instead of 1 or 2 focus characters, you typically have 5 or 6. This means, on one hand, you can more easily afford a few deaths since a larger group shoulders the responsiblity for maintaining continuity. On the other hand, you should probably not consider party members as dispensible as you would supporting characters in a book or movie.