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Lost In Translation: Adapting Fictional Characters To Games
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<blockquote data-quote="Sunseeker" data-source="post: 7742466"><p>Modeling fictional characters in RPGs is a bad idea. PERIOD.</p><p></p><p>Fictional character's capabilities are based entirely on literary function. If its useful for them to cast Meteor, they cast it. If it's not, they don't. End of story. They do not have daily allotments of spells except for when the story calls for that to matter. They don't have to prepare or memorize spells except for when the story thinks that's important. They can kill a man 9 different ways with only their thumb because the book says they can, grapple checks need not apply.</p><p></p><p>If for whatever insane reason you decide to include a fictional character from literature in your game there really should be nothing more on their stat sheet than their name. When you want them to succeed at something, <em>they do</em>. When you don't want them to, <em>they don't</em>.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 7742466"] Modeling fictional characters in RPGs is a bad idea. PERIOD. Fictional character's capabilities are based entirely on literary function. If its useful for them to cast Meteor, they cast it. If it's not, they don't. End of story. They do not have daily allotments of spells except for when the story calls for that to matter. They don't have to prepare or memorize spells except for when the story thinks that's important. They can kill a man 9 different ways with only their thumb because the book says they can, grapple checks need not apply. If for whatever insane reason you decide to include a fictional character from literature in your game there really should be nothing more on their stat sheet than their name. When you want them to succeed at something, [I]they do[/I]. When you don't want them to, [I]they don't[/I]. [/QUOTE]
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Lost In Translation: Adapting Fictional Characters To Games
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