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Topic: Role-playing Adapted Worlds
Started by: John Kim
Started on: 12/4/2004
Board: RPG Theory


On 12/4/2004 at 12:33am, John Kim wrote:
Role-playing Adapted Worlds

This is a sub-thread off of A wild and an untamed thing - how literature refuses gaming. There have been related discussions On RPGs and Text [LONG] and Revision and interpretation in role-playing, but they don't seem to be tackling the more immediate thrust of the essay by M. John Harrison.

The specific question is: is it acceptable to role-play in a setting created by a literary work? M. John Harrison seems pretty clear that he believes that people should not role-play in his worlds or, for that matter, in other literary worlds. He considers it a negative cultural expression. First of all, does anyone agree with him on this specific point?

His objection was:

M. John Harrison wrote: Given this, another trajectory (reflecting, of course, another invitation to consume) immediately presents itself: the relationship between fantasy and games--medieval re-enactment societies, role-play, and computer games. Games are centred on control. "Re-enactment" is essentially revision, which is essentially reassertion of control, or domestication. (The "defusing sequels" produced by Hollywood have the same effect: as in Alien 2, in which the original insuperable threat is diminished, the paranoid inscape colonised. Life with the alien is difficult, but--thanks to our nukes and our angry motherhood no longer so impossible as it seemed.)

As I read this, I am in complete agreement about what is happening here. Role-playing is an assertion of control. It is active participation as opposed to passive acceptance. And I think of that as a good thing. I would much prefer that my readers take my words/ideas and use them or extend them, rather than passively letting my words wash over them with no effort to imagine anything beyond the words that are printed.

I would deny that it is inherently revision. It is rather commentary, or dialogue. Someone who role-plays in Middle Earth can still be aware of Tolkien's works as distinct from their role-playing game. He is creating his own work which has its own distinct expression. This can and will be different than Tolkien's vision. This is the same with any other adaptation or extension. i.e. The film version of The Wizard of Oz was distinct from the book, but it was an interesting artistic work in its own right.

Anyhow, this is a bit moot unless someone actually agrees that role-playing in a literary world is bad.

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On 12/4/2004 at 1:20am, GaryTP wrote:
RE: Role-playing Adapted Worlds

Re: The specific question is: is it acceptable to role-play in a setting created by a literary work?

Answer (maybe): it all depends on how much in control the author wishes to assert. So the answer will vary on who you ask.

I think what irks authors of large works is that they have control over their work, not others. By playing in the world they created, players and other writers muddy the work with their own changes. Then, if this happens, the world is diluted to a point where it no longer is what the author originally intended. The characters may weaken, the focus or original meaning of the story may suffer, etc.

Now there are lots of works where authors have let others write follow up books in the same vein as the original, but with slight changes. Once again, it depends on the author. It's hard to say exactly when an author loses control of his or her work. Their body of work, after all, is the brand by which others see them. Some authors refuse movie adaptations, or only want certain directors or writers involved in the process. In this instance, there would be only a few people with access to the author's world. But in roleplaying, you suddenly have thousands who would be walking through it, messing it up.

So, does the author view someone wanting to roleplaying in his world as a compliment, or a threat.

I don't believe this can be answered with any accuracy.

Gary

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On 12/4/2004 at 1:35am, John Kim wrote:
RE: Role-playing Adapted Worlds

GaryTP wrote: Re: The specific question is: is it acceptable to role-play in a setting created by a literary work?

Answer (maybe): it all depends on how much in control the author wishes to assert. So the answer will vary on who you ask.
...
So, does the author view someone wanting to roleplaying in his world as a compliment, or a threat.

I don't believe this can be answered with any accuracy.

So your view is that it depends on the author's attitude. That seems reasonable, although I disagree with it. Personally, I have no qualms about role-playing in a world even if the author is annoyed by it. Legally, it falls under Fair Use -- but more importantly, morally I don't believe in this sort of control. My personal ideal would be more like songs. i.e. A songwriter is entitled to receive credit and money for his work, but bands can do covers of the song without her permission. The author should receive credit and profits from the work, but not control over how others use their ideas once bought.

A question -- if someone published a game, would you feel obligated to take their opinion into account about how you should play the game? You're still using their intellectual property.

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On 12/4/2004 at 1:46am, GaryTP wrote:
RE: Role-playing Adapted Worlds

Re: Personally, I have no qualms about role-playing in a world even if the author is annoyed by it. Legally, it falls under Fair Use -- but more importantly, morally I don't believe in this sort of control.

I totally agree with you. I was speaking from the point of view of author(s). Some like it, some don't. It's just a fact.

Re: A question -- if someone published a game, would you feel obligated to take their opinion into account about how you should play the game? You're still using their intellectual property.

Personally, I'd take their opinion into account and try it, but if it didn't jive with what I thought it should be, then I'd go off and do my own thing with it. I'd have no problem running about Middle Earth, messing with that which should not be messed with:)

It's funny, had a bit of a discussion like this with someone talking about Unaris. I said something to the effect like "I hope people run with "hacks" and evolve it." He said something like "I'm glad you said that, I was going to try to do it my own way." So in my personal view, people should be free to evolve whatever I create. I just know that most authors can be a bit protective.

Gary

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On 12/4/2004 at 2:08am, Marco wrote:
RE: Role-playing Adapted Worlds

As someone who usually invents his own worlds, I don't find myself facing this--but I think John is on the money. Furthermore, for an author to claim they control the idea-space in which their work exists seems naive at best. If they wanted absolute control over what anyone thinks or says about it they should never have published it.

I imagine these people are really bitter about their critics too.

-Marco

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On 12/4/2004 at 2:53am, clehrich wrote:
RE: Role-playing Adapted Worlds

My impression is that Harrison is talking about a type of fantasy in which a central issue at stake is the wildness and uncontrollability of the fantasy itself. Alien 1, for him, is about the impossibility of the situation: there is no dealing with the alien, for it is utterly unlike and incomprehensible. Sort of like the way Lovecraft formulated his awful cosmic horrors: essentially so inhuman as to be desperately alien and frightening.

If you then go and run a game -- or make a sequel, or write one -- in which this unbridgeable gulf is bridged, I think he's saying that you have in effect asserted that this was always the case. We can get along with Cthulhu, we just need to see where he's coming from, you know? Kumbaya, Cthulhu, kumbaya.

Taking Lovecraft as the example, since there is indeed a famous game adaptation, let's get back to your question. Is CoC acceptable, or anything like it, or is it intrinsically unacceptable to appropriate Lovecraft's work for a game in which control is necessarily included to at least some degree?

Depends what you mean by acceptable. I do see where Harrison is coming from. He thinks it's disrespectful to him and his work. I think we have to respect that. That doesn't mean we can't run Viriconium games, but I do think we have to respect the fact that he doesn't want us to, and we need to think seriously about why. Having read his comments, I must say that I would not run a Viriconium game. But I wouldn't think you a great sinner if you did.

As to Lovecraft, who after all is dead lo these almost 70 years. Well, no. I think it's okay. But I do think that CoC isn't Lovecraft, and I think that's unfortunate. I have encountered people who talk glibly about the Cthulhu Mythos and whatnot and who have not, in fact, ever read any of Lovecraft's work. All they have read is CoC or Deities and Demigods or both. If we are going to see CoC as a tribute, at least in part, then I do think it's incumbent upon its writers to encourage players to read the original works. But to be fair, I think Sandy Peterson does that, and if some of his readers are schmucks who can't be bothered to read the originals, I don't think we can fault CoC on that score.

I just don't think this is a radical moral question. My sense is that Harrison is more concerned about an aesthetic issue: if you strip out of Lovecraft the awful yawning abyss between humanity and the unholy insane madness beyond the stars, what's the point in doing Lovecraft at all? But the fact remains that nothing in principle says that RPGs cannot formulate those yawning abysses -- they just can't do it in text, and must use other methods distinctive to the form. And if they find ways to do that, then yes, I'm all in favor of it, just as I don't have a problem with serious attempts at film adaptations of Lovecraft. But just as you can't just slap a Lovecraft story on the screen by putting in a big rubber monster and seriously claim it's Lovecraft at all, you must think very seriously and deeply about what you're doing in the game and why and how.

Interesting thought: by Harrison's quick formulation, is Alien 1 in some sense a film that does what Lovecraft did in print?

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On 12/4/2004 at 3:13am, Noon wrote:
Re: Role-playing Adapted Worlds

John Kim wrote: The specific question is: is it acceptable to role-play in a setting created by a literary work? M. John Harrison seems pretty clear that he believes that people should not role-play in his worlds or, for that matter, in other literary worlds. He considers it a negative cultural expression. First of all, does anyone agree with him on this specific point?

He doesn't have much choice. Hand a book to ten intelligent people and you are likely to get ten 'takes' on what that book was all about. Just like the aliens movie...some might think it wasn't hopeless, if they worked together. Others might think the corporation made even that hopeless. Others might just think it was hopeless regardless.

It's too late, the cat is out of the bag and people are making their own minds up about the events portrayed. And roleplay isn't different from that.

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On 12/4/2004 at 3:43am, komradebob wrote:
RE: Role-playing Adapted Worlds

What about other art forms?

I was at a gallery opening and was checking out a photographer's work. I was enjoying it, and it was inspiring a wonderful series of thoughts. I glanced over and the artist had put up a sheet talking about his work and what he was trying to accomplish with it. It was completely different in almost every way from what it was inspiring in me.

Now, if I was to use that inspiration, sparked by the photographer's work, in a creative project of my own, am I guilty of vast corruption of that artist's intent? Is it realistic to say that the photographer has some ownership right over my creative endeavor because their work sparked it originally?

If I got prints of the photos and used them as visual references and mood setter for a rpg, would it be reasonable for the photog to pop up and say "No, No, No- that's not the sort of thing I meant at all! Please, no more using my photos in your game!". Admittedly, I find that hard to imagine in the first place, but please play along. Similarly, should I pop out the ouija board and contact the ghost of Billy Holliday to see how she feels about using her work as background mood music?

For that matter, what would the reverse reaction likely be for a game designer contacted by a writer who was inspired by their rpg to write a novel? I imagine the conversation something like this:

Writer: " Hey, I really enjoyed reading your game. It gave me some great ideas for a deep, meaningful story about these characters based in your setting."

Designer: " Wow. That's great. Be sure to credit my game, I really need to sell some more core books."

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On 12/4/2004 at 7:54am, Caldis wrote:
RE: Role-playing Adapted Worlds

I'm not entirely sure I agree with your reading of his point but for interest sake I'll play devil's advocate and present an arguement that it is indeed wrong to set a game in a literary world.

As I see it Harrison's central point was that the best literary worlds are created specifically to make a point, to preach a sermon as he put it. Everything in them is designed to build and create that point and add to the statement being made. By taking the elements that make up the statement and using them in a different context you run several risks for very little gain.

First you can use the elements already used in the literary world and try to keep their meanings intact. The problem with this is that when you try and impart your own meanings and create your own story they may conflict with the original and thus blur your meanings and/or weaken the original sermon.

Second you may take the original elements strip them of their meaning and use them without any attempt to provide a sermon. This leaves a hollow shell, an attempt to literalize as Harrison put's it, that so misses the point of the original that it resembles the supposed source material in only a very superficial manner.

If you wish to use Tolkien as inspiration for your fantasy game pick on some of his themes, through together some funny name and a plot to highlight the themes you've chosen and bam you have your own world where you can make your own sermon without treading on J.R.R's toes.

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On 12/4/2004 at 10:14am, Noon wrote:
RE: Role-playing Adapted Worlds

Surely that devils advocate only works if I care about keeping the authors meaning intact. If I'm interested in keeping the meaning I got from it, there's no problem.

I mean, if I see a battle in real life and draw some meaning from it, that's what I draw fromit. If a novel depicts a battle or some conflict, why's the authors message the one I must grasp? Like real life, why isn't his just another reading of the events?

Of course, there are good authors who will show you their meaning and you will think 'Ah, I get that'. But if you get it, it's not going to be lost in your derivitive works developed from that.

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On 12/4/2004 at 7:05pm, John Kim wrote:
RE: Role-playing Adapted Worlds

clehrich wrote: But I do think that CoC isn't Lovecraft, and I think that's unfortunate. I have encountered people who talk glibly about the Cthulhu Mythos and whatnot and who have not, in fact, ever read any of Lovecraft's work. All they have read is CoC or Deities and Demigods or both. If we are going to see CoC as a tribute, at least in part, then I do think it's incumbent upon its writers to encourage players to read the original works.

Hmm. It's funny. I have the opposite reaction. As I see it, CoC should not be Lovecraft. If it were, there would be no reason for it to exist. And while I have some emotional feeling similar to you about the sacredness of the original text -- I realize that this is an anti-myth sentiment generated by the dominance of mass media. In a mass media world, the re-telling is a poor substitute which should aspire to the mass-produced version. There is a sacred text which must be held as canon. However, in a world of living myth, the re-telling is what is valued.

We can certainly see this in action in many places in the modern world. Characters like Batman or stories like The Wizard of Oz and others are constantly retold and adapted in different stories. These stories vary wildly in what is told while still drawing from the same source.

However, many modern people despise oral tradition and re-telling. They sneer at people who have just "heard of" Odysseus via some adapted version of the story rather than reading Homer's text. Myth is acceptable and even respected if it happens among, say, some tribesmen in Africa -- but it is wrong to do in the civilized world.

clehrich wrote: If you strip out of Lovecraft the awful yawning abyss between humanity and the unholy insane madness beyond the stars, what's the point in doing Lovecraft at all? But the fact remains that nothing in principle says that RPGs cannot formulate those yawning abysses -- they just can't do it in text, and must use other methods distinctive to the form. And if they find ways to do that, then yes, I'm all in favor of it, just as I don't have a problem with serious attempts at film adaptations of Lovecraft. But just as you can't just slap a Lovecraft story on the screen by putting in a big rubber monster and seriously claim it's Lovecraft at all, you must think very seriously and deeply about what you're doing in the game and why and how.

Well, I agree with the last part -- but not at all with the former part. When I do my game, I want to rip into the original. Now, it should be a thoughtful or at least creative shredding, but you must acknowledge and celebrate that it is a shredding. If you want Lovecraft, put your dice away and read Lovecraft.

For example, that is what I did with my original series Star Trek games. I deliberately stuck to the letter of most details -- but I attacked much of the meaning, like idealism and in particular the Prime Directive. In my campaign, the Prime Directive was a political expedient. The Federation allowed worlds of varying technology levels into itself, but it was also a democracy with each world getting a fixed number of votes. And the founders were not the most advanced technologically. This meant that it needed some way to prevent the more advanced members from using their advantage to essentially buy the votes of others.

Now, someone could rightly say that original series Star Trek is not itself without the moralizing and idealism. To put in political bickering and dissent within the Federation is counter to the essence of the original. And I don't disagree with them. That violation, that taming (as M. John Harrison put it) is the point of gaming.

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On 12/4/2004 at 7:37pm, clehrich wrote:
RE: Role-playing Adapted Worlds

John Kim wrote: As I see it, CoC should not be Lovecraft. If it were, there would be no reason for it to exist. And while I have some emotional feeling similar to you about the sacredness of the original text -- I realize that this is an anti-myth sentiment generated by the dominance of mass media. In a mass media world, the re-telling is a poor substitute which should aspire to the mass-produced version. There is a sacred text which must be held as canon. However, in a world of living myth, the re-telling is what is valued.
I'm not really talking about re-telling, but about transposing a work into another medium, and I don't think that's quite the same thing.

I think maybe there are two approaches to gaming in an author's world. There's what you did with Star Trek, where you use the world to tell a different kind of story, or better to challenge and think about the same sorts of issues as the original author did but on different grounds. And there's what I'm talking about with Lovecraft, where you're trying to produce a true adaptation into a radically different medium.

Both of these can, I think, be respectfully and seriously done. I don't think it's really a matter of the sacrality of text, though. If you're aiming for an adaptation, you have to use the medium to render the original on different terms. A literal filming of a novel is often not really an adaptation at all; because some elements of a novel cannot be filmed because of differences in medium, and because the adaptation is literalist and thus attempts to add nothing to the novel treated as a script, you end up with a film that is less rich than the novel. An adaptation considers seriously what is necessarily dropped from the novel and asks the question, "What can I do in my medium that would in some sense be functionally analogous to what I have had to drop?" A wonderful example is the film of The Wizard of Oz, which certainly adds things and restructures and whatnot, but I think is in many respects deeply faithful to the novel. What is added has to do with the shift of medium, of what you can do in film that you cannot do in prose and vice-versa.

If on the other hand you made a film set in Oz that was somehow about themes and issues that are really different from Baum's, and you did this through all sorts of distinctive techniques and methods of film, let's say in a weird way making Truffaut's Beauty and the Beast set in Oz, then what you're doing might well be a very interesting film. But it would be inappropriate, I think, to call it The Wizard of Oz. One of my least favorite examples of this is Coppola's Bram Stoker's Dracula. If he wants to call it Dracula that's fine, but whatever else it is it isn't Bram Stoker's anything. It is an extreme revision and restructuring of the text, not only telling a different story (which is trivial) but actually deliberately inverting a number of Stoker's themes (e.g. by making Lucy Westenra essentially a slut). This, I think, is disrespectful.

So if we take your Star Trek campaign, I think it's not disrespectful because you never claimed that this was the further adventures of the Starship Enterprise, nor that this was "straight" Trek. You never claimed, that is, that the game was an adaptation.
However, many modern people despise oral tradition and re-telling. They sneer at people who have just "heard of" Odysseus via some adapted version of the story rather than reading Homer's text. Myth is acceptable and even respected if it happens among, say, some tribesmen in Africa -- but it is wrong to do in the civilized world.
I know what you're saying, John, but I think this is an unfortunate example. The Odyssey is a constructed work of verse fiction, which rests upon mythic roots but appears to be the product of one poet's vision. This is of course much debated, but my understanding is that there's general agreement that the form we know The Odyssey in is at least in the main some one poet's construction. And yes, I do think it's sad if people think that The Odyssey is only the fabula it tells, only the story-line. I don't sneer, myself, but I think it's sad, for the same reason as I would think it sad if someone told me he knew Hamlet really well and loved it -- but had only read it in the form of Lamb's Tales from Shakespeare. Lamb hoped to get children to want to read Shakespeare when they were older; if his adaptations for kids replace Shakespeare's verse, yes, I think that's sad.

And incidentally, I do not think that "Myth is acceptable and even respected if it happens among, say, some tribesmen in Africa." I think everyone accepts and respects this -- so long as it's kept at a distance. How many people encounter such myth through the grossly distorting lens of Joseph Campbell? How many people read myths in some sort of literary-ized form and think, "Gosh, how deep, how very much we can learn from these noble savages"? Bleah. Myth "in the raw" doesn't sell, so people clean it up and package it as the Wisdom of the Dark Continent or whatever, and people eat it up and think they're very deep and liberal-tolerant. That's why nobody seems to know what myth is: all they ever see is myth transposed to become somewhat peculiar literature. Anyway, that's off-topic a bit.
Now, someone could rightly say that original series Star Trek is not itself without the moralizing and idealism. To put in political bickering and dissent within the Federation is counter to the essence of the original. And I don't disagree with them. That violation, that taming (as M. John Harrison put it) is the point of gaming.
Yes, I think that's correct, except that I'd make it a point of gaming. It is an effect of the gaming medium that probably cannot be overcome, and so rather than pretend to do so we should celebrate it and take it seriously, as you do. But I do think that Harrison has some right to be bothered by the colonization of his world, don't you? Especially since, as I've said, I think part of his point with Viriconium is to create a world that cannot be comprehended, that is flatly alien yet disturbingly familiar. Thus in this particular case the structure of gaming is such as to go directly against his purposes, not merely to cut across them or prioritize differently. But that is specific to his notion of what fantasy is, and what Viriconium is. I respect that, and no, I wouldn't run a Viriconium game for that reason.

Incidentally, someone said a few posts back that Harrison can't stop people from adapting his work into games and he should just get over it. True, but you know what? You can't stop me from adapting your work and promoting it among my friends as my own. So long as I don't sell it, that's just tough luck. Does that make it right?

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On 12/4/2004 at 9:53pm, John Kim wrote:
RE: Role-playing Adapted Worlds

clehrich wrote: I think maybe there are two approaches to gaming in an author's world. There's what you did with Star Trek, where you use the world to tell a different kind of story, or better to challenge and think about the same sorts of issues as the original author did but on different grounds. And there's what I'm talking about with Lovecraft, where you're trying to produce a true adaptation into a radically different medium.

Right. And I'm saying that I am opposed to the latter. I consider it pointless regurgitation or at best an elaborate technical exercise of trying to fail as little as possible.

clehrich wrote: If you're aiming for an adaptation, you have to use the medium to render the original on different terms. A literal filming of a novel is often not really an adaptation at all; because some elements of a novel cannot be filmed because of differences in medium, and because the adaptation is literalist and thus attempts to add nothing to the novel treated as a script, you end up with a film that is less rich than the novel. An adaptation considers seriously what is necessarily dropped from the novel and asks the question, "What can I do in my medium that would in some sense be functionally analogous to what I have had to drop?" A wonderful example is the film of The Wizard of Oz, which certainly adds things and restructures and whatnot, but I think is in many respects deeply faithful to the novel. What is added has to do with the shift of medium, of what you can do in film that you cannot do in prose and vice-versa.

I couldn't disagree more. The Wizard of Oz film succeeded because it was willing to pervert the original to mean something distinctly different. I think it is respectful in a sense (I appreciate the opening, for example), but it also goes somewhere quite different. It radically rewrote the original to make the whole thing into a dream. This isn't a minor technicality.

In the original book, Dorothy was always in the right. She was the only point of color to the grey landscape of Uncle Henry's farm. The events of the book tested her devotion to her home. She went home not because it was safe and good -- it wasn't. It was a horrible horrible place. But it was a sign of her goodness that she wanted to help her Aunt and Uncle.

In the movie, the story is quite different. Dorothy deep down wants to go away from home and has to be taught a lesson to stay there (via her dream). Throughout the movie, changes are made to reinforce authority. Glinda watches over her from the beginning, and saves her from the poppies. Glinda could have sent her back at any time, but held off because Dorothy had to learn her lesson. The film constantly undercuts the populist sentiments of the original. For example, the munchkins are rewritten from being simple farmers into, well, freaks.

clehrich wrote:
John Kim wrote: Now, someone could rightly say that original series Star Trek is not itself without the moralizing and idealism. To put in political bickering and dissent within the Federation is counter to the essence of the original. And I don't disagree with them. That violation, that taming (as M. John Harrison put it) is the point of gaming.
Yes, I think that's correct, except that I'd make it a point of gaming. It is an effect of the gaming medium that probably cannot be overcome, and so rather than pretend to do so we should celebrate it and take it seriously, as you do. But I do think that Harrison has some right to be bothered by the colonization of his world, don't you?

Well, I think he is entitled to his opinion. He also has the right to be bothered by critics who deconstruct his work -- perhaps reading things into it that he is uncomfortable with. Similarly, parents have a right to be uncomfortable when their children leave home. But that doesn't change my mind about what the right thing to do is.

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On 12/4/2004 at 10:07pm, clehrich wrote:
RE: Role-playing Adapted Worlds

John Kim wrote:
clehrich wrote: If you're aiming for an adaptation, you have to use the medium to render the original on different terms. A literal filming of a novel is often not really an adaptation at all; because some elements of a novel cannot be filmed because of differences in medium, and because the adaptation is literalist and thus attempts to add nothing to the novel treated as a script, you end up with a film that is less rich than the novel. An adaptation considers seriously what is necessarily dropped from the novel and asks the question, "What can I do in my medium that would in some sense be functionally analogous to what I have had to drop?" A wonderful example is the film of The Wizard of Oz, which certainly adds things and restructures and whatnot, but I think is in many respects deeply faithful to the novel. What is added has to do with the shift of medium, of what you can do in film that you cannot do in prose and vice-versa.
I couldn't disagree more. ....
Urgh. I should have known better than to choose that film with you, John.

Okay, someone who's into film and fiction. Can anyone out there help by providing a really good film adaptation of a novel? By "really good" I mean a film that is not slavish literalism, and does very much its own thing in a cinematic or film-ic or whatever way, but at the same time where these alterations to the original novel are consistent with what was going on in the original novel.

I don't think LOTR is a great example, before we get into that.

But... any suggestions? Because John and I are never going to be able to talk about this intelligently without a decent example we can at least sort of agree on.

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On 12/4/2004 at 10:41pm, Christopher Kubasik wrote:
RE: Role-playing Adapted Worlds

Sorry Chris,

I think you're screwed on this one.

For example, I think the LotR movies are a terrific cinematic adaptation of the books.

You and I could go around and around on the forever. Why?

First, what we got from the books, what we focus and care about will be different.

And then, once we process that through what you and I care about in cinema, we've got a whole new set of negotiations to make.

Just off the top of my head, I'm assuming you and I have very different priorities, agendas and passions about film. Your "win" condition for a good film adaptation would probably be miles from mine -- if only because you'd weight the win closer to the book, and I'd be thinking, "Given the material, how do we shape it into the best movie movie we can make."

Again, I think Jackson did a phenominal job shaping that merial into a beautiful set of movies. And I could break down for you clearly why his choices worked so well as movies. And you would break down for me why they didn't work. (We'd also have ideas that would meet and we'd go, "Oh, that would have been cool.)

The agenda of lit (langauage based, thoughtful, delighted in minutia), has ltitle to do with cinema (extroverted, image based, moving, always, onto the next beat with little time for reflection). The forms themselves reveal a different temperament toward life itself. To move one series of narrative events into a completely different form -- an alien form -- and be successful in the new form is to translate the meaning of the tale. By definition.

And there we go...

How could someone who loves both literature and movies will be able to help here? Such a person would have to throw up his hands here (with a laugh) and say "The forms are so different, the needs for success are so different, there's no way a good movie is going to come from an honest adaptation of the book."

(And I'll reiterate, what people take from the book is already going to screw up the chance of getting people to agree on what the adaption should be like anyway.)

Best,
Christopher

PS. I look forward to someone offering up the excellent example of what you're looking for. Such a movie/book would clearly teach a lot.

PPS it is common wisdom in Hollywood that the best movies are always those from an original screenplay. Why? Becaused they meet the needs of cinema first and foremost and all the way through to their bones. The best adaptations are those the that say, "But, remember, we're doing a movie first and foremost."

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On 12/5/2004 at 12:53am, Cemendur wrote:
RE: Re: Role-playing Adapted Worlds

John Kim wrote: I would deny that it is inherently revision. It is rather commentary, or dialogue. Someone who role-plays in Middle Earth can still be aware of Tolkien's works as distinct from their role-playing game. He is creating his own work which has its own distinct expression. This can and will be different than Tolkien's vision. This is the same with any other adaptation or extension. i.e. The film version of The Wizard of Oz was distinct from the book, but it was an interesting artistic work in its own right.

Anyhow, this is a bit moot unless someone actually agrees that role-playing in a literary world is bad.


It is an interesting coincidence that you used the Wizard of Oz as an example. I almost commented on Oz in one of the other threads. I'll do so now.

It should be noted that as a youth I was an Oz fanatic, I read all of Baum's works plus all of the works of the next two authors that continued the series plus a few of the other books. I can remember not much of the detail of these books as its been over 16 years since I have read them. Obviously as a nine and ten year old boy, I had no trouble enjoying these derivative work. I no longer take delight in this type of stuff, but am illustrating my enjoyment as a youth.

I just read, "Wicked: The Life and Times of the Wicked Witch of West". "Wicked" is different than these other books - its written for adults and it is "Oz revisionist".

John Kim wrote: The specific question is: is it acceptable to role-play in a setting created by a literary work? M. John Harrison seems pretty clear that he believes that people should not role-play in his worlds or, for that matter, in other literary worlds. He considers it a negative cultural expression. First of all, does anyone agree with him on this specific point?


This is the essence of the debate around rap music and hip-hop culture. I have a "folk perspective" on this.

First, the legality of the issue does not determine the merit of its cultural expression. This is the question of "intellectual property". Personally, I do not subscribe to notions of "property rights", esp. the legal concept of "intellectual property". Still, this does not answer the original question.

Most fantasy books are derivative. We know the cliches', the rehashes of Tolkien, of Leiber, etc. I have grown bored with these books. If you read a few hundred of these books, you've read 'em all. Are these "negative cultural expressions"? Perhaps so, perhaps not, but they certainly aren't exceptional in either way. They aren't LOTR, my idea of a positive cultural expression, nor are they Nazi propaganda, my idea of an exceptionally negative cultural expression.

"Wicked" is the best fantasy book I have read in years. Yes, it is derivative, but in a different way. It places itself in "Oz", but it is not Baum's Oz, not the Oz through the eyes of Dorothy, but Oz through the eye's of "the Wicked Witch of the West". I love this cultural expression. Its the story of an idealistic revolutionary youth who becomes a bitter old maid who's seen as a "wicked witch".

John Kim wrote: In the movie, the story is quite different. Dorothy deep down wants to go away from home and has to be taught a lesson to stay there (via her dream). Throughout the movie, changes are made to reinforce authority. Glinda watches over her from the beginning, and saves her from the poppies. Glinda could have sent her back at any time, but held off because Dorothy had to learn her lesson. The film constantly undercuts the populist sentiments of the original. For example, the munchkins are rewritten from being simple farmers into, well, freaks.


Absolutely.

"Wicked" is in my opinion a much more respectful and more true to Baum Oz than the Wizard of Oz movie.

Other examples of this style of derivative artwork include:

"Gallow's Pole" by Led Zeppelin (derived from Leadbelly's "Gallis Pole")

"Gallis Pole" by Leadbelly (a traditional folk song)

Johnny Cash (most of his songs are covers)

. . .just to get everyone thinking on this.

Artwork, esp. music, is almost always derivative, it modifies earlier work.
In my mind, is is a negative cultural expression when it is merely an immitation, with little modification of the source material.

What is the point in re-writting an immitation of a LOTR novel? Now, when you transfer the LOTR to another medium such as film or role-playing game, it becomes a derivative that could approach the masterwork status of the original.

Terry Gilliam's Brazil is an excellent example of a derivitive film, in this case derivative from two novels (1984 and Brave New World).

You can never role-play in Tolkien's Middle Earth. Its just not possible. He never wrote a game for it. We could role-play in an RPG immitation of Middle Earth or in an RPG derivitive of Middle Earth. The market is glutted with them to the point, where we have several versions of the RPG Middle Earth equivalent of "Wicked"- a take on Middle Earth from the orcs perspective.

I am not concerned with Tolkien-esque or other derivative works as being negative cultural expressions. Personally, I am more concerned with media conglomeration and central political authority. Then again, its a concern with mass-produced, glossed over, air-brushed, sterile, derivative works, instead of innovativations of prior works.

P.S.

While I enjoy the LOTR movies as its own thing, the character that I enjoyed the most fom the books, Tom Bombadil, was left out.

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On 12/5/2004 at 5:27am, Chris Goodwin wrote:
RE: Role-playing Adapted Worlds

When we roleplay, we all roleplay in a world of some kind (barring any weird hypothetical games in which there isn't a world). Whether we created the world ourselves or someone else created it for us, it's there. And, if someone else created it, what does it matter what medium it was originally created in? Greyhawk and the World of Darkness were created for roleplaying games, Middle Earth and Harry Potter were literary, and The Matrix and Star Wars were films. And people game in all of those, whether they have a legal license and/or official rules for doing so or not.

There are certainly moral and legal considerations for publishing games based in someone else's world, but I really don't see what the difference is where actual play is concerned.

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On 12/5/2004 at 7:11am, clehrich wrote:
RE: Role-playing Adapted Worlds

Christopher Kubasik wrote: For example, I think the LotR movies are a terrific cinematic adaptation of the books.
No, actually so do I. But I think they're not a particularly good example in the sense that I'm sort of looking for something a good deal more obviously different from the texts. Jackson did some things I didn't like, but overall the LOTR films are wonderful. Agreed. They're also extremely close to the texts in a literal sense, which is a valid approach but would I think get us rather deeper into technical matters than I think is really necessary here.

My wife and I discussed it (she teaches Japanese literature and film) and we thought of a number of examples, though. I'll get back to that in a sec.
Your "win" condition for a good film adaptation would probably be miles from mine -- if only because you'd weight the win closer to the book, and I'd be thinking, "Given the material, how do we shape it into the best movie movie we can make."
No, that's exactly the "win" condition I'm talking about. Exactly. Here's a bad example: the first Harry Potter film was, deliberately, relentlessly literal, i.e. it made The Text the scripture. This was an excellent choice for the desired audience, who would not have wanted their favorite book changed. But it's not much as a film, for exactly that reason.
The agenda of lit (langauage based, thoughtful, delighted in minutia), has ltitle to do with cinema (extroverted, image based, moving, always, onto the next beat with little time for reflection). The forms themselves reveal a different temperament toward life itself. To move one series of narrative events into a completely different form -- an alien form -- and be successful in the new form is to translate the meaning of the tale. By definition.
Yes, it is. And I'm saying that's a perfectly valid thing to do. John doesn't think so. He thinks that you should not make such translations. I disagree.
How could someone who loves both literature and movies will be able to help here? Such a person would have to throw up his hands here (with a laugh) and say "The forms are so different, the needs for success are so different, there's no way a good movie is going to come from an honest adaptation of the book."
Do you really believe that? That there is no such animal as a really good film adaptation (or translation)? I don't. I'm surprised that you do.

Here are some possible examples:

Blade Runner
A Clockwork Orange
Black Rain
(the Japanese film, not the Michael Douglas thing)
The Big Sleep (been a long time since I've seen it, though)

On a very weird note, Yojimbo (adaptation of Red Harvest)

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On 12/5/2004 at 7:31am, Christopher Kubasik wrote:
RE: Role-playing Adapted Worlds

clehrich wrote:
Christopher Kubasik wrote:
How could someone who loves both literature and movies will be able to help here? Such a person would have to throw up his hands here (with a laugh) and say "The forms are so different, the needs for success are so different, there's no way a good movie is going to come from an honest adaptation of the book."
Do you really believe that? That there is no such animal as a really good film adaptation (or translation)? I don't. I'm surprised that you do.


My bad.

I was using "honest translation" to mean "literal translation" -- as in that horrid Chris Columbus Harry Potter Thing you mentioned. For some (not you and I), the only way to "honestly" translate something is to get the book "right" in the film version.

You and I don't see things this way, and so are on the same page.

clehrich wrote:
Here are some possible examples:

Blade Runner
A Clockwork Orange
Black Rain
(the Japanese film, not the Michael Douglas thing)
The Big Sleep (been a long time since I've seen it, though)


See? And it begins already....

I don't know The Big Sleep. I don't know Black Rain. (The book versions.)

But...

Blade Runner? The movie's fine. But an elegant adaptation of "Do Androids Dream of Electric Sheep?" Please, don't get me started.

And "A Clockwork Orange"? Um, no. (Not a big fan of that movie -- I know, I know...) Compared against the novel, the moral scope of the movie is the equivalent of a the sixth grader who knows he's figured it all out becaue he's noted that all adults are liars. Puhleeease.

It's not that I don't think there aren't good film adaptations. I've offerd up LotR. And a host of others. I'm saying post a title on this board and someone is bound to arrive and say, "What are you talking about? That movie completely missed the point of the book!"

You and John might be able to negotiate such a film/book to discuss, but you'll have to keep the conversation closed. My gut tells me eventially somebody is going to cry foul. (As I already have on two of your suggestions.)

Good luck on your list though!

Best,

Christopher

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On 12/5/2004 at 8:05am, clehrich wrote:
RE: Role-playing Adapted Worlds

Okay, well Christopher has made a fair point here, even though I don't like it. Which is that there's probably no single film/novel combination that everyone can more or less agree on where the film is an elegant adaptation of the novel.

So let me put my argument differently.

Even if we disagree about particular examples, can we at least agree that such a transposition is, in principle, possible? And that it would be worth doing? Because I see John's argument as saying that while it might be possible it would not be worth doing.

John?

P.S. I'm holding out on Black Rain, though.

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On 12/5/2004 at 8:22am, John Kim wrote:
RE: Role-playing Adapted Worlds

clehrich wrote:
Christopher Kubasik wrote: How could someone who loves both literature and movies will be able to help here? Such a person would have to throw up his hands here (with a laugh) and say "The forms are so different, the needs for success are so different, there's no way a good movie is going to come from an honest adaptation of the book."
Do you really believe that? That there is no such animal as a really good film adaptation (or translation)? I don't. I'm surprised that you do.

Here are some possible examples:

Blade Runner
A Clockwork Orange
Black Rain
(the Japanese film, not the Michael Douglas thing)
The Big Sleep (been a long time since I've seen it, though)

On a very weird note, Yojimbo (adaptation of Red Harvest)

First of all, I would say that even if such a translation is hypothetically possible, it serves little or no artistic purpose. If you're not trying to say anything new, why produce something which aspires to only say what the original said? It would be a technical exercise rather than an artistic one.

I would point out that there is a judgement process which goes on here. Two people read the same book, but they walk away with different interpretations of what the book meant. So when a film comes around, some things are different and some things are the same. The same two people will also disagree on exactly what the film meant by itself -- and they'll naturally also disagree on how the film differed from the book. They will each have a separate projection about what the "spirit" of the book is, and may judge the film to be acceptable if it keeps that "spirit". But that impression of spirit is nearly arbitrary, based on how they feel about the book.

As for your examples, I disagree about Blade Runner and Yojimbo, which are the only two on your list where I'm familiar with both text and film. I think they're good films. But I agree with Christopher Kubasik -- Blade Runner really is not very much Philip K. Dick, particularly not in its hard-boiled-ness and action. In Yojimbo, I think that it shifts the plot to a radically different social context along with numerous plot changes, which changes greatly the message of the movie.

The closest example I can think of for what you are talking about is John Huston's 1941 version of The Maltese Falcon. However, this one is pretty literal. It is almost scene for scene the same as the novel by Dashiell Hammett. The notable place where the film departs is in the portrait of Sam Spade. Humphrey Bogart is quite different from the tall "blonde Satan" that Hammett describes in many ways, and I think it is quite significant. It is Bogart's portrayal of Spade that is the real product of the film, moreso than anything in the plot.

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On 12/5/2004 at 8:28am, clehrich wrote:
RE: Role-playing Adapted Worlds

John Kim wrote: First of all, I would say that even if such a translation is hypothetically possible, it serves little or no artistic purpose. If you're not trying to say anything new, why produce something which aspires to only say what the original said? It would be a technical exercise rather than an artistic one.
If you feel that way, John, we're certainly going to have to agree to disagree.

To my mind, once such a transposition has occurred, the two artistic products are different, and should be judged on their own terms. At the same time, the one that claims to be an adaptation also invites examination in terms of the work it adapts. But the two works are, or can be, legitimate artistic products in their own right.

Out of interest, what do you think of translation, I mean from language to language? There's no question that one cannot express in one language the same things as in another language by the same means. So one has to choose other means, means available in the language of translation. By your logic, doesn't that mean that a translation can only be successful in technical terms, and cannot be an artistic product?

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On 12/5/2004 at 10:14am, Cemendur wrote:
Adaptations

clehrich wrote: (addressed to Christopher Kubasik) Do you really believe that? That there is no such animal as a really good film adaptation (or translation)? I don't. I'm surprised that you do.

Here are some possible examples:

Blade Runner
A Clockwork Orange
Black Rain
(the Japanese film, not the Michael Douglas thing)
The Big Sleep (been a long time since I've seen it, though)

On a very weird note, Yojimbo (adaptation of Red Harvest)


Interesting, I was thinking of this thread while working and I too thought of Blade Runner.

Your response does not explain why you think these movies are great adaptations.

Blade Runner is almost completely different than the PKD book, "Do Androids Dream of Electric Sheep". The only resemblence is a stripped-down version of the plot, the color and the world. The story changes from an introspective detective story to an action-thriller. Although it is a sci-fi setting, its a different genre. I would be interested to see an RPG adaptation of DADofES.

One Flew Over the Cuckoos Nest is another example of a great "adaptation" that is really different than the source. It changes the point of view from Chief's to third person following Randle McMurphy's story. This is a drastic change that can not be fully understood without having read the original "surreal"* text. Much of the plot is the same, but the color and everything else is completely different. I have a hard time picturing a OFOtCN RPG adaptation that would keep me entertained. However, something more along the lines of an adaptation of The Prisoner has worked.

I certainly believe that these adaptations have artistic merit.

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On 12/5/2004 at 10:59am, Cemendur wrote:
More adaptations

On another note, I read the the Princess Bride having loved the movie. Reading the book was like sitting in a waiting room, watching a silenced movie while people file by in front of you. The movie is interesting, but where is the sound? The people are kinda' interesting, but you're watching a movie.

Admitting, I loved the movie, but even when I was young and watching the movie, I did not like the story of the child and his story-teller father. When I was reading the book and the story was in it too, I kept hoping perhaps it was Fred Savage's portrayal that I did not like, or just the movie script. No, it was the story and in the book it wrestled for control of center stage.

As for the fantasy story, it was much more entertaining on screen. This was the only book I have read where I like the movie better. (Actually, I have tried reading Les Misérables, but I have yet to learn the pleasure of extensive tangents, yet I love the movie and like the musical. Then again I don't know French and it could be partly the translations.)

Princess Bride is an odd example as the author of the book is the author of the screenplay and if I remember correctly the author had every intention of writing a book and a screenplay. I could see a fun RPG based upon the movie.

What I do not understand about objections to RPG adaptations is, is not every RPG session itself an adaptation?

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On 12/5/2004 at 1:49pm, Caldis wrote:
RE: Role-playing Adapted Worlds

Noon wrote: Surely that devils advocate only works if I care about keeping the authors meaning intact. If I'm interested in keeping the meaning I got from it, there's no problem.


The question then is why use all his trappings, the tools he used to create his sermon, for your own means? He's given them specific meanings to create the story he was after, if you are trying to tell a different story why hold on to his names and places if you are using them for different meanings?

Someone mentioned the movie Brazil as being a work derivative of 1984 and that it may be but it never claims to be the same world as that of 1984. It takes inspiration from the source material and uses it to create it's own message without needing to tag on to the bootlaces of the original to give it credibility.

If I'm creating a game exploring poverty and the underworld of a fantasy medieval city, why would I choose to name the city Gondor?

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On 12/5/2004 at 5:16pm, John Kim wrote:
RE: Role-playing Adapted Worlds

clehrich wrote: To my mind, once such a transposition has occurred, the two artistic products are different, and should be judged on their own terms. At the same time, the one that claims to be an adaptation also invites examination in terms of the work it adapts. But the two works are, or can be, legitimate artistic products in their own right.

Out of interest, what do you think of translation, I mean from language to language? There's no question that one cannot express in one language the same things as in another language by the same means. So one has to choose other means, means available in the language of translation. By your logic, doesn't that mean that a translation can only be successful in technical terms, and cannot be an artistic product?

No, I would say that just like a film adaptation, a language translation is a derivative work which has new expression by the translator. My wife Liz has a project which is an interesting study in this: it is a series of small books entitled "Composite". Each is a single poem which has been translated by many authors (8 to 10). Each translation is different, and each reflects the character and thoughts of the translator. Only reading, say, Lord of the Rings in Korean is very much similar to only seeing the Lord of the Rings film. The translator inevitably distorts the original. A good translator will make those artistic distortions -- i.e. will try to express something herself.

For example, one translator might Korean-ize it. i.e. Instead of being about mythic England, it becomes more about mythic Korea -- and the translator might lovingly craft the Korean names to have depth of meaning similar to Tolkien's names. But that's new expression. Two translators will do this in completely different ways. Another translator might keep it about England and transliterate the names -- but that too changes the meaning. It becomes a tale about the journey of exotic aliens ("happitas"), not homely hobbits. A good translator will play to this exoticness rather than ignoring it.

Caldis wrote: The question then is why use all his trappings, the tools he used to create his sermon, for your own means? He's given them specific meanings to create the story he was after, if you are trying to tell a different story why hold on to his names and places if you are using them for different meanings?

Someone mentioned the movie Brazil as being a work derivative of 1984 and that it may be but it never claims to be the same world as that of 1984. It takes inspiration from the source material and uses it to create it's own message without needing to tag on to the bootlaces of the original to give it credibility.

If I'm creating a game exploring poverty and the underworld of a fantasy medieval city, why would I choose to name the city Gondor?

OK, I find this strange. Do you mean that if you use someone else's ideas, it's better to change the names and rip it off -- rather than keep the names and credit the original? As for respectability, it seems to me that the opposite is true. i.e. Something gains respectability if it claims to be original and hides how it rips off others' work. i.e. Generically Tolkienesque fantasy is more respectable than fiction set in Middle Earth.

But as for why to do this, I'd cite my Star Trek campaigns that I referred to a while back. By setting them in the same universe as the original series, I was making a commentary on the original. By keeping the setting intact, I am raising awareness of the original and making a more distinct line between my expression and my inspiration. Now, I think that Trek-derived sci-fi is valid as well.

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On 12/6/2004 at 5:39am, M. J. Young wrote:
RE: Role-playing Adapted Worlds

John Kim wrote: First of all, I would say that even if such a translation is hypothetically possible, it serves little or no artistic purpose. If you're not trying to say anything new, why produce something which aspires to only say what the original said? It would be a technical exercise rather than an artistic one.

This got me thinking about my own approach to music.

As a rule, I perform my own compositions, or those of friends with whom I have played. I do make exceptions. I really brook only two bases for those exceptions.

The first is that I will do a song that is not mine if I can do something uniquely interesting with it, something that I think brings out the meaning of the song better than the original version, or something that refocuses what the song is saying in a new direction, or something that is just so well done that it will be memorable. That's a matter of attempting to translate the original into a better form, something that communicates better than the original, in my opinion. I think that's valid, generally.

The second is that I will do a song that is not mine if I think it a truly wonderful song that is not well known and is going to be forgotten in the mists of time if someone doesn't revive it. That's about reaching a larger audience with something good.

I mention this because I think that making movies of good books falls into that second category: there are people who will never read Lord of the Rings, or Harry Potter, or Blade Runner, or Wizard of Oz, or any of the wealth of other good books out there, who will watch a movie. Movies then become something like the Cliff Notes to the books, the quick and easy way to "get" whatever it is that other people get from reading books. Obviously they don't get that; but they get some piece of it, and that makes the movie format valuable. It may well be that aspiring to say only what the original said is more a technical exercise than an artistic one; but it may well be that expressing the original message in the new format will enable it to reach a much wider audience. Movies are, in effect, to books what wire services are to newspapers: they get the stories to the people.

On the question of films that adapt books, I agree that this is a particularly difficult question. It has always impressed me that The Wiz told essentially the same story as The Wizard of Oz, but turned the moral completely on its head--and in comparison with the book it is yet a third moral from the same story. The book perhaps wanted to teach us that it was noble and good to be dedicated to make home a better place. Oz came to the conclusion that there was nothing in the world that you could possibly want that you couldn't find right at home. Wiz came to the conclusion that you're never going to find anything or do anything unless you start by leaving home.

I am forced to complain about the recent retelling of The Time Machine. Despite the involvement of Wells' descendants in developing the film, it has completely rewritten the entire story in every meaningful particular. I ranted about that elsewhere, though, so I'll set it aside.

It's my understanding that Clarke was very much involved in the production of 2001: A Space Odessey. I don't know how much difference that made. If you've seen the web site with the very funny sixty second summaries of fantasy and sci-fi books, they say that in the end of the book a lot of strange things happen but they make sense, and after you've read it you think you understand the movie. I never met anyone who understood the end of the movie, although having seen it as part of a high school field trip I did hear teachers talking about whether the movie conveyed what happened in the book. Thinking back to the film, though, it seems to me that the "real" story in the movie begins with the Jupiter mission and is about HAL, and all that stuff about the monoliths and such is backstory to frame that story. If the ending in the book "makes sense", then that suggests that the book really is about the monoliths and such, and the entire story with HAL somehow fits into that. (I have not read the book; the film 2010 is clearly written as sequel to the earlier film, and does nothing in relation to the monoliths or the missing astronaut, that I recall.)

There are precious few faithful adaptations of books in any sense, that I have encountered. It seems almost that the reason for adapting a book to film is because someone wants to say something different from the book and thinks that the framework of the book will provide an opportunity to say it, or perhaps an audience to listen.

--M. J. Young

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On 12/6/2004 at 6:31am, clehrich wrote:
RE: Role-playing Adapted Worlds

Well, I confess I'm stumped. It seems to me completely obvious that translation from one medium or language to another can be evaluated according to a couple of different criteria.

First, how well it remains faithful to the artistic vision of the original piece, however that might be interpreted or understood by the person doing the translation.

Second, how well it uses the new medium or language to render that vision.

The end-result should be a legitimate and valuable work of art in its own right, but at the same time it is entirely valid as a translation.

By this logic, one can argue that a poem, which is in some sense about its own medium (language), is only translatable in an extremely non-literal sense; the new poem produced is likely quite radically different in most surface senses from the original. Conversely, a piece of instrumental music is extremely translatable to another instrumentation; it's a matter of working out the technical qualities and nature of the new instrumentation with respect to the original. Thus Mahler's adaptation of Death and the Maiden as an orchestral work is fully successful and very obviously cognate with Schubert's original string quartet.

I am really very startled to hear that most people here think that translation is not a valid goal in itself. I give up. I can't imagine where you're coming from, so I'm going to drop it. The point, for me, was to make a point about transpositions of media, to and from RPGs with respect to literary works, but it seems we don't have enough common ground to discuss the matter.

Odd. Well, I'll continue following with interest, albeit largely as an anthropologist studying the Other. :-)

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On 12/6/2004 at 8:03am, greedo1379 wrote:
RE: Role-playing Adapted Worlds

Caldis wrote:
The question then is why use all his trappings, the tools he used to create his sermon, for your own means? He's given them specific meanings to create the story he was after, if you are trying to tell a different story why hold on to his names and places if you are using them for different meanings?

...

If I'm creating a game exploring poverty and the underworld of a fantasy medieval city, why would I choose to name the city Gondor?


I think there are two things here:

1) Because I like Gondor. I read the books and I think its a cool place and I want to have my own adventures there.

2) Because Gondor is a nice "literary shorthand". I say "Gondor" and everyone nods their head. They know the basics of where Gondor is, who's in charge, and so on. I could go around creating a new world and everything every time I wanted to play an RPG but its easier to just say Gondor and run with it.

I'm still trying to figure out why anyone would really care if someone set a game in their world. If it were me I think I'd be honored.

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On 12/6/2004 at 12:10pm, contracycle wrote:
RE: Role-playing Adapted Worlds

Well this has all become quite sprawling.

I also thought of BladeRunner, and I am in the camp that sees a distinct relationship between Do Androids Dream and the film. But then again I've always thought the action elements of BR were rather beside the point, and that implicit questions about what constitutes humanity, even biology, were much more at issue. These questions are not as rare in SF as they are in film. Witness the controversy, external to the film, about whether Deckard was a replicant. In that regard I feel that the movie was a completely different story, which nevertheless captured much of the essence, of the written short story.

Another I'd like to propose, which I know people also disagree about, is Starship Troopers. There were necessary differences caused by the medium, but there were also unnecessary changes, but (IMO) rather more as expression of this creative artists interpretation, vision. IMO it weas a valid interpretation and captured the original perfectly.

It is definitely the case in my experience that simply translating a statement into different languages can significantly change its implications, even if the raw text reads in a similar way. This is very significant in poetry, I think, which is a medium totally defined by the words it employs. There are jokes, too, that simply don't make sense when translated to other languages. I think taking a haiku, say, and rendering it from Japanese to English is a truly awsome artistic practice, because it requires technical and idiomatic proficiency in two languages, an the sheer insight to grasp the implied in the original and construct similar implication into the translation.

An example I have been familiar with since age eight is the different versions of the old south african national anthem, Dies Stem, or, The Voice:

In Afrikaans:
Uit die blou van onse hemel,
Uit die diepte van ons see,
Oor ons ewige gebergtes,
Waar die kranse antwoord gee

In English:
Ringing out from our blue heavens
From our deep seas breaking round
Over everlasting mountains
Where the echoing crags resound

Lines 2 and 4 have been significantly changed in order to make them rhyme; the strict translation of line 2 in English should read "from the depths of our seas" and line 4 should read "where the crags give answer" or perhaps "give voice". Both have been altered in terms of their actual content to convey the correct idiom and achieve proper rhyme.

I do think that a good translation can be a desirable goal in its own right, not purely a derivative work, nor necessarily a new expression by the translator. The whole point of trying to capture the original idiom is to avoid exactly that, for otherwise it would cease to be valid as a translation.

But that does not IMO detract from the case that, for example, a cover version can be an excellent piece of work even if its not strictly original. Simply re-performing the original is not the same as a different artist taking the piece and expressing their own interpretation, and it is this degree of personal investment and talent that can make it almost a new work in its own right.

--

Now back to RPG's and their relationship with worlds created by others. I fully agree that in most fiction, the entirety of the setting is constructed with a view toward the books premise, or similar. And furthermore, I have myself frequenctly criticised this aspect of FRPG in that the underlying metaphysics of most worlds are studiously ignored. Middle Earth is not just geography, after all. In most fiction, a world is designed for a specific effect, and further stories set in persistent worlds are the exception rather than the rule. In this regard viriconium might be seen as something of a super-set in which one ontologically dubious setting can be used for multiple stories byt tweaking the setting detauils available in this story. although I speak from a position of ignorance reagarding this world.

I do think that the mere adoption of worlds designed for literary purpose is full of dangers for the RPG conversion, and perhaps rather more like MJH's position than I expected, I agree that using Gondor just to do dungeon crawls is pretty pointless. Why bother calling the setting Gondor or Middle Earth if nothing that is special or specific to these constructs is present in the game? And, can a dungeon-crawl type game possibly aspire to incorporating these elements at all? I doubt it.

But that said I don't think this is a blanket proscription, in that in the lines of the Underbelly concept already discussed in regards existing works of canonical fiction, there are IMO ways to do something that is in accord with Tolkien's Gondor. I would be interested to see what MJH's view on gaming in Viriconium might be if he we exposed to such conceptual games as My Life With Master. Thats a serious suggestion, Steve GB, if you are still reading. Something like MLWM might be be very, um, sympathetic to the kind of things that MJH seems to want to do with his world, in that it is not just the concretisation of geography and local physics.

I don't think it is Wrong to simply desire to Explore these attractive, romantic worlds just for its own sake, but I do kinda see MJH's point that this defeats the initial purpose for which they were created. I just don't care about that very much - AFAIAC he can put it down to being a victim of his own success in creating a world that is inherently 'grabby' all by itself.

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On 12/6/2004 at 12:43pm, GB Steve wrote:
RE: Role-playing Adapted Worlds

contracycle wrote: But that said I don't think this is a blanket proscription, in that in the lines of the Underbelly concept already discussed in regards existing works of canonical fiction, there are IMO ways to do something that is in accord with Tolkien's Gondor. I would be interested to see what MJH's view on gaming in Viriconium might be if he we exposed to such conceptual games as My Life With Master. Thats a serious suggestion, Steve GB, if you are still reading. Something like MLWM might be be very, um, sympathetic to the kind of things that MJH seems to want to do with his world, in that it is not just the concretisation of geography and local physics.

I am still reading. I think I might just send him a pdf copy of MLwM with some background as to the discussions going on here. He does know, of course, that I've already roleplayed Viriconium. I'm not sure whether that came before or after he wrote article but I suspect after.I didn't read it until after my game.

I think that's the essence of the thing. It was my Viriconium, although inspired by MJH's. None of my players had read his books and so there Viriconiums were inspired by mine. The game went pretty well and so I think that some of the players' Viriconiums were pretty close to mine, but that doesn't mean they were anything like MJHs.

I tend to think that saying people should not roleplay because of the questions of control, purpose, interpretation or whatever is not far from saying that they shouldn't read it. For the very same reasons. It's part of the burden of authorship that once in the public domain, people will do what they like with your work. I'm pretty sure MLwM was not designed for me to run something like MLw Santa but we went and did it anyway. Is Paul's game any less of a triumph because of it? I think not.

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On 12/6/2004 at 1:24pm, Ron Edwards wrote:
RE: Role-playing Adapted Worlds

Hello,

Am I to understand that we have hit three pages of discussion on a question which is essentially asking for value judgments? This is a rhetorical question.

John, in your initial post, "acceptable" is undefined. That's why this thread has sprawled.

Please provide a meaning for "acceptable" to be held as a gold standard for this discussion.

Everyone, restrain yourselves from typing until that happens.

Best,
Ron

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On 12/6/2004 at 6:06pm, John Kim wrote:
RE: Role-playing Adapted Worlds

Ron Edwards wrote: John, in your initial post, "acceptable" is undefined. That's why this thread has sprawled.

Please provide a meaning for "acceptable" to be held as a gold standard for this discussion.

Well, my initial post was an opinion poll, and I feel the answers have been pretty illuminating. "Acceptable" was indeed undefined. If you want, I'd specify it to "would you play in it?" -- assuming that all other conditions were sufficient for you to play (i.e. players, session times, system, genre, etc.). Really, I'm fine with how the discussion has gone, but I'm not picky about it. If you want the thread split or reformulated, that's fine.

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On 12/6/2004 at 9:30pm, Ron Edwards wrote:
RE: Role-playing Adapted Worlds

Hiya,

Opinion polling isn't going to happen, or let's say, not going to happen further. "Would you play in it" is a little too close to an opinion poll as well.

I suggest we close this one, and all be happy with what it did produce, but if anyone (John, me, whoever) wants to raise a similar topic with a more concrete shared benchmark, that's cool too.

Best,
Ron

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