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Fullmetal Alchemist
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<blockquote data-quote="Alzrius" data-source="post: 2204679" data-attributes="member: 8461"><p>I agree with the sentiment that the show has incredible characterizations. This is especially shown in certan episodes where the overwhelming force of emotions just hits you like a sledgehammer. Shou Tucker is the first, but not nearly the last, time we get that.</p><p></p><p>My only real complaint with the show is its ending...it just felt forced, almost rushed. I didn't like the explanation of where the energy to perform alchemy came from, and what happened to the characters at the end didn't feel like a true resolution to me (for some characters more than others).</p><p></p><p>A campaign set in that world would be interesting, but leaving aside in-game concerns (such as the truth of that world...which is only inferred, never outrightly stated, by the end of the show), it'd be hard to perform some of the game mechanics. Even a flexible system like EoM doesn't seem well equipped to handle how alchemy seems to require exceptionally complex geometric shapes drawn, and quite often a lot of material components. This gets even more complicated if you take into account what Dante revealed about the Law of Conservation near the end of the show.</p><p></p><p>Exceptions to this should be extremely rare. For example, Roy Mustang could only alchemize fire because his gloves already had the necessary symbols on them. And the ability of people like Ed and his sensei to do so merely by putting their hands together requires a high price...one that can be difficult to adjudicate in a game setting.</p><p></p><p>All of that ignores what Talath said about how a campaign there would be very different, since you'd basically have to have it completely apart from the NPCs from the show. Essentially, only the magic system is truly unique to the show...the rest of it could be set in pretty much any kind of low-tech world.</p></blockquote><p></p>
[QUOTE="Alzrius, post: 2204679, member: 8461"] I agree with the sentiment that the show has incredible characterizations. This is especially shown in certan episodes where the overwhelming force of emotions just hits you like a sledgehammer. Shou Tucker is the first, but not nearly the last, time we get that. My only real complaint with the show is its ending...it just felt forced, almost rushed. I didn't like the explanation of where the energy to perform alchemy came from, and what happened to the characters at the end didn't feel like a true resolution to me (for some characters more than others). A campaign set in that world would be interesting, but leaving aside in-game concerns (such as the truth of that world...which is only inferred, never outrightly stated, by the end of the show), it'd be hard to perform some of the game mechanics. Even a flexible system like EoM doesn't seem well equipped to handle how alchemy seems to require exceptionally complex geometric shapes drawn, and quite often a lot of material components. This gets even more complicated if you take into account what Dante revealed about the Law of Conservation near the end of the show. Exceptions to this should be extremely rare. For example, Roy Mustang could only alchemize fire because his gloves already had the necessary symbols on them. And the ability of people like Ed and his sensei to do so merely by putting their hands together requires a high price...one that can be difficult to adjudicate in a game setting. All of that ignores what Talath said about how a campaign there would be very different, since you'd basically have to have it completely apart from the NPCs from the show. Essentially, only the magic system is truly unique to the show...the rest of it could be set in pretty much any kind of low-tech world. [/QUOTE]
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