This supplement is not about a specific world, or an area of GURPS
rules: it's about how to convert a fictional setting for use in a
role-playing campaign.
Disclaimer: I received playtest credit in this book and therefore
did not pay for it.
This is an odd book, and the sort of thing that would pretty much only
be written for GURPS; most games these days come with their own
setting, and the GM can be sold lots of pre-made material.
Adaptations is about how to make your own setting, and while the
context is obviously in converting other material (books, films, etc.)
the decisions that have to be made will be significant even in a
completely ab initio campaign.
There are six examples of source material used through the book: for
obvious reasons of copyright rent-seeking they have to be works in the
public domain, which is something of a pity as they probably won't be
as familiar to the general audience as something more modern might
have been. They are the Odyssey, the Water Margin, Pride and
Prejudice, Twenty Thousand Leagues Under the Sea, Dracula, and The
Wonderful Wizard of Oz.
The first chapter is High Concept: how in a general sense do you work
new stories round an existing one? Prequels and sequels, filling in
the gaps between episodes, dealing with minor characters or locations,
changing a key point in the original story and considering how things
might have gone differently, or moving the core plot to an entirely
different setting. Or indeed simply using the original story, though
this can cause difficulties when players are more inventive than the
original characters were allowed to be. This is further broken down
with lightweight literary criticism into premise (the setup and quick
description of the story and its world), genre (conventions of style
more than actual setting), mood and theme ("what it's about" – less
the Author's Message and more the big ideas that the work deals with).
This chapter ends with a section on player engagement and
expectations.
The remaining chapters deal respectively with places, people, things,
and action. Places discusses the extraction of details of the world
(physical, cultural, political) into gameable form, with
considerations of scale, focus, and drama, with the emphasis on
developing those locations where interesting things happen. People
suggests how one can go about defining characters from a story in game
terms (whether as NPCs or to be used in play), as well as how to make
sure original characters fit in. Things considers inanimate objects,
clothing, armour, equipment, vehicles, and so on. Finally Action
suggests how literary conflict can be brought into the game, not only
the melodramatic forms usual in RPGs but with some idea of dramatic
forms too.
Like many of Bill's books this is relatively light on game mechanics,
but I'd recommend it to anyone running a game that's not directly out
of an existing game product: whether you're directly adapting a single
source, or trying to set up a game that has the feel of multiple
sources while not being directly derived from any of them, the
questions and suggestions here are well worth taking into
consideration. GURPS Adaptations is available from
Warehouse 23.
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