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<blockquote data-quote="Gradine" data-source="post: 9648105" data-attributes="member: 57112"><p>The bolded phrase here is doing <strong><em>a lot </em></strong>of heavy lifting. "Tolerance", such as it is, may be the "only difference", but when it comes to adapting anything from one medium to another (we see this most commonly with books to film, but we still do have many examples of adapting TTRPGs to CRPGs) tolerance is everything. Probably the easiest example to point to is narration; book readers are <em>much </em>more tolerant of narration than film viewers are. Generally speaking, the best adaptations aren't afraid to make changes (narrative, character, mechanics) to best suit not necessarily the audience of the original, but the expectations of the typical audience of the new format. This is exactly how we ended up with Real Time with Pause in Baldur's Gate 1 and the other Infinity Engine games.</p></blockquote><p></p>
[QUOTE="Gradine, post: 9648105, member: 57112"] The bolded phrase here is doing [B][I]a lot [/I][/B]of heavy lifting. "Tolerance", such as it is, may be the "only difference", but when it comes to adapting anything from one medium to another (we see this most commonly with books to film, but we still do have many examples of adapting TTRPGs to CRPGs) tolerance is everything. Probably the easiest example to point to is narration; book readers are [I]much [/I]more tolerant of narration than film viewers are. Generally speaking, the best adaptations aren't afraid to make changes (narrative, character, mechanics) to best suit not necessarily the audience of the original, but the expectations of the typical audience of the new format. This is exactly how we ended up with Real Time with Pause in Baldur's Gate 1 and the other Infinity Engine games. [/QUOTE]
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