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It's a Dog's Life goes Anthropomorphic!
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Topic: It's a Dog's Life goes Anthropomorphic! (Read 1056 times)
Simon W
Member
Posts: 191
It's a Dog's Life goes Anthropomorphic!
«
on:
November 07, 2004, 04:04:03 AM »
Okay, this isn't artwork for It's a Dog's Life 2nd Edition, but the artist (Alfredo Lopez Jr.) was inspired by my game to come up with this
Now, this has provided food for thought.
I'm thinking of coming up with an Anthropomorphic supplement, where the dogs have evolved in some way to this state, where they use weapons and ride on ferrets and so on (Redwall or TMNT-like).
At this stage I'm really brainstorming for ideas, specifically
Should I bother? If so:-
Why are the dogs now evolved?
Where are men in all this? (currently It's a Dog's Life says nothing of men)
What is the level of Anthropmorphism of the rest of the critters on the prairie? Are some evolved and others not and why, and what would make for the best game?
Anything else?
Freddy kindly said I can use this pic, if I come up with a game use for it! I can't let it go to waste, without at least exploring the possibilities.
Simon W
http://www.geocities.com/dogs_life2003/
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timfire
Member
Posts: 756
It's a Dog's Life goes Anthropomorphic!
«
Reply #1 on:
November 07, 2004, 11:33:28 AM »
I admit that I haven't looked at your game before, but I thought I would ask: Is it your intention to make the prairie dogs some sort of mutant animal? I mean, look at so many cartoons where the animals are 'anthropomorphic,' (they stand, they use tools, etc.) but to the humans in the movie, they appear just like any other animal.
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--Timothy Walters Kleinert
Simon W
Member
Posts: 191
It's a Dog's Life goes Anthropomorphic!
«
Reply #2 on:
November 07, 2004, 11:53:07 AM »
No, I like It's a Dog's Life exactly how it is and it is going to stay that way (it's ready now anyway, bar another playtest or two and a bit more proof reading and final touches).
However, I also like books like Redwall and this pic looked particularly cool. So, I don't intend to change the basic game one iota, simply explore the possibility of creating a game supplement, an add-on to the original rules, where the animals are more 'Redwall' and less 'Watership Down'.
Simon W
http://www.geocities.com/dogs_life2003/
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madelf
Member
Posts: 236
Re: It's a Dog's Life goes Anthropomorphic!
«
Reply #3 on:
November 07, 2004, 03:22:55 PM »
"Should I bother?"
If you think it's a good idea, do it.
"Why are the dogs now evolved?"
Why not?
If it's an optional alternate world type game rather than a sequel, then you don't really need to explain the change except in out-of-game terms.
Maybe in this alternate setting, they are the dominant life form.
"Where are men in all this? (currently It's a Dog's Life says nothing of men)"
Still wouldn't have to say anything about them. Maybe there are no men.
Or maybe there are and the prairie dogs have to be secretive about their existance. The first would be simpler though (and my personal preference), just assume that the prairie dogs
are
the people.
"What is the level of Anthropmorphism of the rest of the critters on the prairie? Are some evolved and others not and why, and what would make for the best game?"
This would depend on a lot on the feel you want. You could certainly just swap prairie dogs for humans as the dominant life form and leave everything else as less developed animals. Or you could have varying levels of development for different creatures. Or you could have across the board intelligent talking animals (this wouldn't necessarily preclude having the dogs riding a ferret & such. It might just be more a cooperative effort rather than one species dominating the other).
"Anything else?"
Not that I can think of off the top of my head.
Except that it sounds like it could be pretty cool.
:)
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Calvin W. Camp
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Nathan P.
Member
Posts: 536
It's a Dog's Life goes Anthropomorphic!
«
Reply #4 on:
November 07, 2004, 06:31:47 PM »
I would chime in on the "say nothing of men" side. I mean, Redwall doesn't talk about 'em (except maybe in one place...I don't really remember). But really, the fun was imagining all the animals acting like little people, but really seriously.
Again thinking on the Redwall track, there was a vague inversion between size and "intelligence" - like, all the rats and mice were basically people, but the dogs and cows and stuff weren't really in it very much. Maybe go that way, with the characters basically at "human" level, but Buffalo are still dumb animals?
Awesome drawing, btw.
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Nathan P.
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Atilary
Member
Posts: 12
It's a Dog's Life goes Anthropomorphic!
«
Reply #5 on:
November 07, 2004, 07:01:58 PM »
I registered just to make this post. Do it. I would love to have a Redwalleqsue rpg. Its worth the effort.
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Kirk Mitchell
Member
Posts: 268
It's a Dog's Life goes Anthropomorphic!
«
Reply #6 on:
November 07, 2004, 10:49:22 PM »
I'm just downloading the original It's A Dog's Life, and was a little confused about the level of anthropomorphism when you spoke of making it anthropomorphic, as the way the game was presented it was already so, but when you made the comment of "less Watership Downs" it immediately clicked. I LIKE this idea. If you're going to draw from books such as Redwall, cool. How about looking at other similar anthropomorphic books, here are some examples:
The Duncton Chronicles. Where Redwall is aimed at kiddies (although I am still fascinated by it ;)) the Duncton books are about a single anthropomorphic race of moles where everything else are just normal animals and is thorougly adult. If you want to keep with just prairie dogs and aim for a more adult tone, I would strongly suggest reading these. They're fairly hefty books (and I've only read two) and are really good reads whether you use the inspiration or not.
Also, if you want a different style altogether again, you can always go for good old Wind in the Willows! I love this book, and I'm sure everyone has at least heard of it (and if you haven't, go out and buy it RIGHT NOW... shame on you...).
But yeah, I'd go for designing the anthropomorphic version as an addon for It's A Dog's Life. I look forwards to what comes up next...
Luck,
Kirk
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Kin
: A Game About Family
Simon W
Member
Posts: 191
It's a Dog's Life goes Anthropomorphic!
«
Reply #7 on:
November 08, 2004, 12:20:31 AM »
Quote from: Dumirik
I LIKE this idea. If you're going to draw from books such as Redwall, cool. How about looking at other similar anthropomorphic books, here are some examples:
The Duncton Chronicles.
Kirk
Aha, I've read Duncton Wood (and all of the follow ups) - this was a major influence on It's a Dog's Life - in fact I'd started writing a 'moles' rpg before I discovered prairie dogs! The 'magical' scribing of the moles has become magical 'barks' in It's a Dog's Life and the level and tone of the 2nd Edition is very much in the style of Duncton Wood. I've also read books in the same style as the Duncton Wood books, based on Squirrels (the Silver Tide), Weasels (The Kine Saga), Hares (Frost Dancers) and a couple of others I forget at the moment. It's a Dog's Life is an attempt to capture the feel of these, where the animals are basically just animals, insofar as they do not have hands and therefore do not use tools and so forth, but still have a humanish level of intelligence and maybe a bit of history and mysticism. I hope I've got it about right with Dog's Life - indeed one of the sample scenarios is pretty similar to one presented in Duncton Wood.
No, the new add-on would be designed to capture the more childlike feel of Redwall (which I have read several of and still more to read), but keeping it largely to the background and stuff presented in It's a Dog's Life - essentially so that you would need the former in order to play the latter. There are tons of legends, background and other stuff in the 2nd Edition - none of which is even touched upon in the original free download.
Simon W
http://www.geocities.com/dogs_life2003/
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GregS
Member
Posts: 78
It's a Dog's Life goes Anthropomorphic!
«
Reply #8 on:
November 08, 2004, 12:33:04 PM »
I don't think I have anything specific to add at this point, but I do want to make a general statement of encouragement in the form of "don't worry so much about logic."
Too often people, I think, feel the need to overly explain and justify (and, for the record, I'm one of them). I say just roll with whichever concepts you feel you can seemlessly integrate. At the end of the day other people won't worry about where the humans are or why only the Doggies mutated...they'lll just accept it 'cause it's in the spirit of the game.
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Kirk Mitchell
Member
Posts: 268
It's a Dog's Life goes Anthropomorphic!
«
Reply #9 on:
November 08, 2004, 02:36:16 PM »
What about dark sound? That was one of my favourite bits about the Duncton books. Anyways. Go for it, you seem to be getting quite a bit of support and approval (somebody registered just to say "yes"!). My brother would be happy, at least.
On the mutated prairie dogs...who cares? In Redwall, Duncton and The Wind in the Willows, nobody cares why they are anthropomorphic, (just remembered The Secret of Nimh!) they just are. That is not an issue really. If they're anthropomorphic then they are anthropomorphic. I'd focus on the level of anthropomorphism and the tone you want to achieve.
Luck,
Kirk
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Teddy Bears Are Cool
: My art and design place on the internet tubes.
Kin
: A Game About Family
Sydney Freedberg
Member
Posts: 1293
It's a Dog's Life goes Anthropomorphic!
«
Reply #10 on:
November 08, 2004, 06:25:56 PM »
One strange thought:
Prairie Dogs in the Vineyard
....
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