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Things that don't translate to the table top
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<blockquote data-quote="nomotog" data-source="post: 6566268" data-attributes="member: 6691958"><p>Token amount for thinking of alternate routs. I tend to spend much much more time thinking about how to translate an idea. What I often do is try to strip down the idea to what I really like about it and see how I can port over that . The thing is that some are just hard to port over. (Not impossible, but hard.)</p><p></p><p>One example would have been pacific rim. I watched it, i loved it then said lets make an RPG about it. The tricky part came when I realized the big reason I liked it is that it looked really good. The mechs were so detailed and looked so epic on the screen. I could make a mech fighting monster game (and I did end up drawing some ideas up for that.) I just couldn't think of a way to replicate that level of detail and aw.</p></blockquote><p></p>
[QUOTE="nomotog, post: 6566268, member: 6691958"] Token amount for thinking of alternate routs. I tend to spend much much more time thinking about how to translate an idea. What I often do is try to strip down the idea to what I really like about it and see how I can port over that . The thing is that some are just hard to port over. (Not impossible, but hard.) One example would have been pacific rim. I watched it, i loved it then said lets make an RPG about it. The tricky part came when I realized the big reason I liked it is that it looked really good. The mechs were so detailed and looked so epic on the screen. I could make a mech fighting monster game (and I did end up drawing some ideas up for that.) I just couldn't think of a way to replicate that level of detail and aw. [/QUOTE]
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