Category: Lost In Translation

 

Posted on by Scott Delahunt

Normally, a franchise tie-in novel isn’t considered here at Lost in Translation.  The only exception so far has been a Nikki Heat novel by Richard Castle, mainly because of the metafictional aspects the book provides.  However, a recent discovery brings up the nature of tie-in novels.  How much time since the end of the original work is needed before a tie-in novel becomes an adaptation in its own right?

Murder, She Wrote was the television equivalent of a cozy mystery series, a number of novels featuring the same core cast of characters where later entries focused more on the lives of the cast than on the mystery.  “The Cat Who” mysteries by Lillian Jackson Braun and the Mrs. Murphy books by Rita Mae and Sneaky Pie Brown are good examples of cozy mysteries series.  With Murder, She Wrote, Jessica “JB” Fletcher, a widow and retired English teacher turned mystery writer played by Angela Lansbury, solved murders on a weekly basis for CBS from 1984-1996, followed by four made-for-TV movies.  While Jessica did tour the US, either to visit friends and family or to promote her latest book, she also spent time in her hometown of Cabot Cove*, a fictional town in Maine, letting the TV series build a cast of regular recurring characters.

A typical episode of Murder, She Wrote had the murder victim and prime suspect, who had some connection to Jessica, introduced to the audience; the murder itself; the police arresting the prime suspect; and then followed Jessica’s investigations through to the reveal of the real killer.  The show allowed viewers to make their own observations, letting them try to figure out who the murderer was before Jessica.  There were no sudden reveals; all the clues were shown.  The reaction of the police varied.  Most tried to keep Jessica from getting involved in official business, but some accepted her help, including Sheriff Amos Tupper, played by Tom Bosley, and Sheriff Mort Metzger, played by Ron Masak, both of the Cabot Cover Sheriff’s Department**, both of whom relectantly accepted Jessica’s help because of her track record.

The first Murder, She Wrote tie-in novel, Gin and Daggers, was released in 1989.  The novel was written by Jessica  Fletcher and Donald Bain, and had a few inconsistencies, including having Jessica driving where in the series, she didn’t even have a license.  A second edition that corrected the problems was released in 2000.  Five tie-in novels were released before the series ended in 1996.  Afterwards, an average of two Murder, She Wrote novels were released each year since.

Killer in the Kitchen, published in 2015, begins in Cabot Cove.  The first part of the novel introduces the murder victim and the obvious suspect along with the supporting cast.  Brad and Marcie Fowler, the son and daughter-in-law of Jessica’s friend Isabel, have been working towards opening a seafood restuarant in Cabot Cove, extending themselves financially.  Brad has a short temper and a shaky sense of the restaurant business.  He and his wife need their endeavor, the Fin and Claw, to succeed.  However, noted chef Gérard Leboeuf has decided to open a new restaurant in his chain right across from the Fin and Claw.  Gérard knows the business, once letting Jessica look behind the scenes of his New York City as part of research into one of her mysteries, but has the manners of a boor.  During the Fin and Claw`s grand opening, Gérard goads Brad on, leading to threats of violence from the latter.

It is no surprise when one of the chefs turns up dead with a kitchen knife in his chest.  Dr. Seth Hazlitt, who was played by William Windom in the series, fills in for the Medical Examiner, and gives Sheriff Metzger the details on the cause and time of death.  The Sheriff suspects the rival chef because of obvious reasons, but Jessica believes that someone else murdered the dead man.  Clues are laid out for the reader to follow, but not always explicitly made mention by Jessica.  Other characters become suspects, if not to Jessica, then to the reader, especially once the victim’s home life and possible Mob connections are revealed.

The goal of a tie-in novel, beyond the “make money” aspect, is to present the characters as fans of the original work see them.  The problem there is that each member of the audience could have a valid but differing interpretation of the character***.  The success, or lack thereof, depends the author setting not only the right tone for the novel but having a good ear for how characters speak and a good eye on how they act.  As mentioned above, Gin and Daggers had issues with details that were corrected with a second edition.  Murder, She Wrote was a light mystery, a cozy, with a well-meaning busybody snooping around when she felt the police had arrested the wrong person.  Writing in the style of Dashiell Hammet or even Richard Castle would miss the proper mood.  Jessica was well define in the run of the TV series; she needs to behave in the novel as she did on TV.

Killer in the Kitchen is written in the first person from Jessica’s point of view.  Getting her right is critical, and Bain does a good job getting Jessica’s voice correct.  Likewise, the recurring characters who do show up also have the correct voice.  One can easily picture Angela Lansbury, Ron Masek, and William Windom back in their roles.  The result is a story that would very much fit in the run of the TV series, twenty years after the show left the air.

* Cabot Cove, Maine, fictional America’s murder capital, beating out the current one, Detroit.
** Sheriff Tupper retired in his last appearance on the show in 1988, possibly in preparation for Bosley to star in Father Dowling Mysteries.  Sheriff Metzger was a New York City police officer who thought that Cabot Cove would be more peaceful.
*** Then there’s the out of left field interpretations, such as Jessica Fletcher being the most successful serial killer on television and responsible for all the murders during the run of Murder, She Wrote.

Posted on by Scott Delahunt

Like the previous two gaming adaptations looked at, Star Wars and Star Trek, today’s is also based on a franchise. Unlike the previous outings, though, Victory Games’ James Bond 007 Role Playing Game, released in 1983, is set in modern times.

007 is an older franchise than either Star Wars or Star Trek, beginning with the release of Casino Royale in 1954, followed by thirteen more books, including two collections of short stories.. After Fleming’s death, other authors continued writing about Bond, including Kingsley Amis, penning Colonel Sun as Robert Markham, and John Gardner. Naturally, Bond’s adventures became popular enough to become adaptation fodder. Casino Royale was the first adapted; the first adaptation of the book was an CBS TV movie featuring “Jimmy Bond” in 1954, followed later by the 1967 parody with Woody Allen, and then in 2006 starring Daniel Craig. The latter was a reboot of the film franchise started by Cubby Broccoli in 1962 with Dr. No. All told, the franchise has seen six actors portraying James Bond, each bringing a different interpretation of the character. 007 has had many imitators, from Matt Helm to Danger!! Death Ray, and has also been the basis of many parodies, including the 1967 Casino Royale, the Austin Powers movies, and the Reboot episode, “Firewall“. Bond is an influence.

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Sometimes, the dice go meta.

A role-playing game based on a franchise featuring a sole main character may seem odd, but Bond is just one agent of several with a License to Kill. The franchise also has recurring characters, including CIA agent Felix Leiter and fellow MI6 agent, Mary Goodnight. The novel Moonraker mentions agents 008 and 0011, and the film franchise shows agents through to 009. Goodnight represents the lower ranked agents in MI6, allowing for players who want to work towards becoming a 00 agent.

Character creation in James Bond 007 is point-based, as opposed to random dice rolls as seen in Dungeons & Dragons*, allowing for players to create an agent to their taste. The points, the number of which depend on the experience of the character, can be used to buy attributes, skills, and appearance details. The attributes – Strength, Dexterity, Willpower, Perception, and Intelligence – are more or less standard across the majority of tabletop RPGs, and are the base for skills. The twenty-four skills are those seen in the 007 books and movies, from Boating to Gambling to Seduction. Need to outrun a number of SUVs filled with mooks working for the head of a Columbian drug cartel? Driving. Need to shoot at those same mooks? Fire Combat. Need to convince the cartel head that you wanted to get his attention to become one of his lieutenants? Charisma. If a skill doesn’t quite cover what a player wants to do, there’s also the optional Fields of Experience, which provide some flavour on what an agent knows, from being able to ski to understanding a toxicological report on a rare poison. The Primary Chance of a skill is based on one or two attributes plus the number of levels bought for the character.

With the appearance details, the game introduces an interesting concept that works in the context of an espionage RPG – the more average a character is, in height, weight, and looks, the more it costs to buy the appearance. An average looking character is harder to identify, which is handled in the game with Fame points. Fame is further increased depending on the initial experience level; Rookies, like Goodnight, aren’t known while a 00-level agent, like 007, has had missions that have become known. Agent-level, the middle tier covering people like Felix Leiter, may or may not be recognized, but word of their exploits have gotten out. Bond, who is known through out the espionage world, has a high number of Fame points that even dying, as seen in the film adaptation of You Only Live Twice, still doesn’t help avoid recognition. Also affecting Fame is gender; female agents get a reduction because women aren’t as represented as agents as men are; Holly Goodhead, the CIA agent from the Moonraker movie, isn’t recognized by Bond because of this factor.

The core mechanic of the 007 RPG is based on the roll of a percentile die, or d100. However, it’s not a simple pass/fail system. Instead, the game uses Ease Factors ranging from 10, the easiest, to 1/2, the hardest. The Ease Factor is multiplied by a skill’s Primary Chance to determine the Success Chance. When the percentile dice are rolled, the result is checked against the success table, not only to see if the character succeeded, but how well, through the determination of the Quality Rating. The QR ranges from 1, best, to 4, worst but still a success. If the roll was to see if a character hit using Fire Combat, for guns, or Hand-to-Hand Combat, for melee, the Quality determines how much damage is done.

Dice, though, can be fickle. Bond seldom fails when he knows he must succeed. The 007 RPG has one more mechanic that helps, the Hero Point. Today, most games have a hero point or drama point mechanism to help players when needed. Prior to the 007 game’s release, the only hero point mechanism seen was in TSR’s Top Secret, with optional Fame and Fortune points. With 007, the hero point mechanic was part of the core. Players had to declare the use of a Hero Point, though not how many, before rolling. Hero Points improved the Quality Rating by one per point spent. A QR of 1, though, was the best possible, with no further improvements possible**. However, that Hero Point isn’t lost; getting a QR1 gets the player a Hero Point, turning the expenditure into a wash. That does mean that more experienced agents, like 007, will be getting more Hero Points on average than a Rookie, but a 00 will also be facing more challenging opponents. A Rookie shouldn’t be going up against Scaramanga on his or her first mission.

All of the above may seem complex, and the game does front-load the complexity at character creation, but once an agent has been made, the mechanics are easy to use. The provided character sheet includes all the skills and and how to calculate their base chance and even has a multiplication table for Ease Factors. All rolls are based on Ease Factors, giving players an idea of their chance of success. The game includes examples of play that show how the mechanics work using scenes from the movies and books. While the core rulebook doesn’t have room to detail all of 007’s gadgets, the supplement, Q-Manual covers everything that has appeared in the books and movies.

With weapons, vehicles, and gadgets, the core philosophy of the designers was that the character still had to be the focus. Almost every item detailed in either the core rules or the Q Manual provides a Performance Modifier, a bonus or penalty to the the task’s Ease Factor. The only exception is the automatic safecracker from the movie version of On Her Majesty’s Secret Service, a suitcase-sized device that did the work while Bond read a magazine. The Performance Modifiers give the GM room to throw added challenges to players. A chase sequence that’d be too easy with the Q Branch provided Lotus becomes a tense scene when said Lotus explodes and the player needs to borrow a non-player character’s aged Peugeot, as seen in For Your Eyes Only.

All the above discussion about character creation and game mechanics, though, doesn’t answer the main thrust of Lost in Translation – is the game a good adaptation of the source works? The answer – yes. The game’s mechanics were pulled from the books and films. Reading the novels or watching the movies with an eye to seeing the mechanics in action reveals that the rules cover everything that happens. It is possible to see when Bond gets a QR1 result and when he spends a Hero Point. The robustness of the mechanic means that players and GMs can apply them to the 007 films released after the game went out of print. The game’s designers ensured that the rules reflected 007’s exploits.

The only lack that the game has is the hole caused by litigation over Thunderball. EON Productions, the licensors of James Bond, didn’t have the rights for SPECTRE, thus could not grant Victory Games permission to use the organization. Victory Games created a new villainous group to fill in the gap, TAROT, using the organization to fill in SPECTRE-sized hole, particularly in adventure modules based on the older movies. Characters with ties to SPECTRE were transferred to TAROT.

While the James Bond 007 RPG is out of print, and the Avalon Hill Game Company has folded the Victory Games imprint, the game itself is again available. A retro-clone, Classified published by Expeditious Retreat Press, was released in 2013. The game doesn’t have the /007/ license, but the core mechanics will allow for Bond and his contemporaries and successors.
* Point-buy in D&D has been around as an option since second edition AD&D, but was explicitly made so in the third edition.
** Except when using the Gambling skill, depending on the game of chance being played, allowing a player to beat an opponent’s 8 with a 9 in Chemin de Fer or Baccarat or an opponent’s straight flush with a royal flush in Poker.

Posted on by Scott Delahunt

With announcement after announcement of adaptations being optioned, there`s a fatigue building.  Even sequels are starting to suffer.  As seen in the History of Adaptations, this decade is shaping up to look like the Fifties, where adaptations reigned supreme.  In the Fifties, there were three popular original movies and two were Cinerama demos.  In this decade, of the four original movies identified on the Filmsite.org list, three are sequels and just one, Inside Out, is original.  The analysis of this decade will have to be redone once it’s over, to take into account films like Deadpool and the Marvel Cinematic Universe offerings.  Suffice to say, adaptations are dominating this decade.

Not helping with the fatigue is the source of the adaptations.  Unlike decades past, adaptations this decade are coming from what could be considered “low-brow” entertainment – comics, Young Adult novels, and movies of the Eighties and Nineties.  As seen in the History wrap up, the sources of adaptations in the Fifties came from literary works, with the only Children’s Lit work adapted becoming a Disney movie, Lady and the Tramp.  Today, what is considered works solely for children and adolescents – comics, Young Adult Lit, and Harry Potter – are making up the bulk of the popular movies; but all the sources are popular across age barriers.

Some of the fatigue may stem from perceived snobbery; studios aren’t making “grown-up” films, not like the past.  That’s not the only source of fatigue, though.  Like the Fifties, this decade is seeing remakes of movies from twenty to forty years ago.  Ghostbusters, The Rocky Horror Picture Show, and even Jem and the Holograms all reach back to a nostalgia for the Seventies*, Eighties, and Nineties.  The Eighties were the first decade in movie history where popular original works outnumbered popular adaptations.  Indeed, the Eighties saw experimentation in all forms of entertainment – movies, music, television, novels – because no one could predict what would be a hit.  Follow-the-Leader maneuverings by studios weren’t guaranteed to be successful, while a low budget movie based on a nightmare, The Terminator, grabbed audiences’ attention.  Unlike the Fifties, where the remakes added elements like colour and sound that weren’t possible in the Twenties, the difference between film technology today and in the Eighties is primarily effect based, specifically, CGI.  To give a remake its own identity, changes are made elsewhere, such as the flipping of genders in the Ghostbusters remake.

Changes, though, strike at the heart of both the feel of a movie and at nostalgia.  With social media allowing voices to echo across the Internet faster today than any previous decade, a film doesn’t have to even be released before critics denounce it.  Yet, shot-for-shot remakes lead audiences to wonder why they just didn’t watch the original, something that is easy to do thanks to home video, DVD, and online streaming.  Gus van Sant’s remake of Psycho may have had some subtle techniques, but the general audience saw a shot-for-shot remake.

The big problem is the risk aversion seen in Hollywood today, at least on the silver screen.  Today’s budgets mean that movies need to pull in as many people as possible, and the easiest way to do that is to adapt what’s popular in other media.  Worse, movies like the Harry Potter series, which made an effort to be accurate to the original books, have upped the expectations of audiences.  Adaptations that pay lip service to a popular work aren’t going to survive long in theatres, much like Jem.  But the adaptations that do pay attention to the source get butts into theatre seats.  The record for highest grossing movie keeps getting reset year after year by adaptations this decade; this can’t happen without people going to see the movies.  People may be clamouring for original works, but they keep going to adaptations.

If the big screen is becoming dominated with adaptations, where can an original work be found?  Television.  While there are several adaptations on the air today, including Supergirl, Agents of S.H.I.E.L.D., A Game of Thrones, and The Shannara Chronicles, the nature of today’s thousand-channel universe means that adaptations can’t fill every time slot.  Reality TV, once a dominating genre, doesn’t allow for reruns; once someone wins the season, there’s no point to watching the previous episodes, which means no sales of boxed sets for holiday seasons.  Meanwhile, popular series, from those airing on broadcast channels to cable-only offerings, have a secondary market.  The competition between stations, even taking into account time-shifting, means that TV shows have to stand out from the crowd.  For now, television is where originality will shine.

With movies, though, until there’s a series of massive flops, adaptations are going to be the order of the day.  Studios, though, aren`t going to allow a big budget blockbuster to bomb if they can help it, and have checks and balances and Save the Cat to prevent huge losses.  A flop these days only comes about when a studio misjudges the audience response to a project, as what happened with both R.I.P.D. and The Lone Ranger.  In the former, it was a comic book movie based on a comic that wasn’t known to the general audience.  With the latter, the nature of Westerns had changed greatly as audiences’ understanding of history has changed since the last Lone Ranger movie to the point that Johnny Depp wasn’t the instant draw the studio expected.

The only way to get studios to consider original works is for one to become an unexpected hit.  Nothing gets Hollywood’s attention more than the surprise hit.  Sure, there will be a number of follow-the-leader movies as studios try to figure out why the film was a hit, but that should spur a few original works, avoiding all-adaptation all the time.

* It could be argued that The Rocky Horror Picture Show became the cult hit it is during the Eighties thanks to repertory theatres.

Posted on by Scott Delahunt

Two adaptations announced this week are raising eyebrows and possibly blood pressures among potential audiences.

First, the BBC announced that it has teamed up with Netflix to produce a four-part Watership Down mini-series.  The goal is to introduce the story to a new audience while toning back the “brutal images”.  While the movie did have some shots that featured blood, most of the violence was done with discretion shots.  However, the mini-series will be using CGI to make the rabbits more life-like, which may make any violence shown more hard-hitting.  The animation of the 1978 movie allowed for a separation of reality and fiction, something the new computer animation may blur.  With the four one-hour parts, the new mini-series may be able to delve further into the original novel than the ninety minute adaptation did.

The second adaptation is a sequel to Disney’s Mary Poppins.  The 1964 movie, which was itself based on a story by PL Travers, was one of the most popular films of its year.  While Travers did write eight books featuring Mary Poppins, she wasn’t enamoured with Walt Disney’s adaptation, as seen in the fictionalized account, Saving Mr. Banks.  Disney’s sequel, titled Mary Poppins Returns, will follow up with the Banks children as grown ups,

There is a difference between the Watership Down remake and the Mary Poppins sequel.  The BBC is expanding the run time available, allowing them to take in more of the original novel.  The Watership Down mini-series is also using modern techniques to add realism, while the 1978 movie was done in a rush by an inexperienced writer, director, and producer*.  The Mary Poppins sequel feels more like an attempt to cash in on a known name.  Granted, the working relationship between Disney and Travers was poor, which may prevent the studio from using an of her other books, but Mary Poppins won five Academy Awards and is still popular.  Disney is also working to ensure the movie is a success, including casting Lin-Manuel Miranda, creator of Hamilton.  Time will tell if the sequel is accepted by audiences.

* To be fair to Martin Rosen, he learned quickly and was able to produce a quality work limited by its length.

Posted on by Scott Delahunt

Adaptations of games are an iffy prospect.  There have been major failures along the way, from Super Mario Bros through Dungeons & Dragons to Battleship.  Yet, studios keep trying, because the recognition factor of the names involved should pull in an audience, as seen with the announcement of the Tetris movie.  With D&D, Battleship, and Tetris, there isn’t a proper setting as would be used in fiction.  Maybe movies aren’t the best vehicle for game adaptations.  World building takes effort, and movies don’t provide enough time to get the details down.  Also a good idea is to pick a game that has a setting.  D&D has several, but using them would mean making the movie using the setting’s name*, not the game’s.  Yet, the animated D&D series was able to create a setting and a conflict that came from the game’s mechanics.  An animated series also has the advantage of needing to be short and to the point without having to worry about the effects budget.  Time to look at a game that has a developed setting and see how it was adapted.  For this, let’s look at BattleTech, a game of mecha combat in the far future.

BattleTech started as BattleDroids, produced by FASA in 1984.  The change in the name came after some legal pressure from Lucasfilm over the term, “droid”.  Becoming BattleTech didn’t change the core idea of the wargame – two sides fielding walking mecha called BattleMechs to claim dominence of the battlefield.  FASA licensed mecha designs from several anime, including Macross**, giving them their own attributes for the game.  As the game grew, different factions were developed, and a history came about explaining why these interstellar empires were at war.  The five nations of the Inner Sphere*** eventually received a supplement each, detailing their culture, economy, and interstellar relations – the Lyran Commonwealth headed by House Steiner, with German influences; the Draconis Combine headed by House Kurira, with Japanese influences; the Federated Suns headed by House Davion, with French and English influences; the Capellan Confederation headed by House Liao, with Chinese influences; and the Free Worlds League headed by House Marik, with Greek and Balkan influence.

As the setting expanded, the years progressed from 3025, detailing the Succession Wars to see who would form the new Star League.  The Houses could barely keep their technology base, with many technicians performing rituals that were learned by rote instead of proper study.  In 3049, a new threat appeared from beyond known space.  The Clans, the return of the descendants of Star League forces that fled the Inner Sphere after the the revolt from one of the Periphery states resulted in the death of the First Lord of the Star League in 2766.  The goal of the invaders was to restore the Star League and retake Earth.  The Clan invasion forced the major Houses to research technology and upgrade to survive.  Ultimately, the Clan invasion was stopped in 3052 after a coalition of forces fought a proxy battle for control of Earth.  The major Houses then formed a new Star League in 3060 to pre-empt a second Clan invasion, but internal fighting inside the Federated Commonwealth, made of Houses Davion and Steiner, erupted as a civil war.  In the aftermath, Houses Steiner, Davion, and Liao pulled out of the Star League, ending it.  BattleTech grew from the basic box set to encompass published missions, a related role-playing game (MechWarrior), tie-in novels, video games, and even an animated adaptation.

BattleTech: The Animated Series aired in 1994.  Produced by Saban, the fourteen episode series melded traditional animation with CGI and detailed the exploits of the 1st Somerset Strikers, an ad hoc team created by Major Adam Steiner, and instructor at the famed Nagelring Military Academy of the Federated Commonwealth Armed Forces (FCAF).  Adam’s goal was to find out who attacked his homeworld of Somerset; at first, he believed the Draconis Combine was involved, but learns that a new invader was responsible.  With the tacet permission of Archon Melissa Steiner-Davion, he commandeers a Draconis JumpShip to take investigate further.  With him are Lieutenant Rachel Specter, Adam’s best friend and tactical officer; Lieutenant Ciro Ramierez, Adam’s assistant instructor at the Nagelring; Cadet Katiara Kylie, aerospace pilot and fellow Somerset native; Captain “Hawk” Hawkins of the FCAF; “Captain” Valten Ryder, mercenary picked up on Dustball; Franklin Sakamoto, Draconis smuggler and illegitimate son of the Combine’s ruler; Doctor Deirdre Nakamura, shipmate of Franklin’s; and “Patch” McGuire, mechanic.

The 1st Somerset Strikers soon learn that the new foe they face is Clan Jade Falcon, one of the invading Clans returning to take back Earth.  The Jade Falcons forces in the area of operations are led by Star Colonel Nicholai Malthus and Star Colonel Kristen Redmond.  Both have a technology introduced for the cartoon, an Enhanced Imaging implant that allows them to get a broader picture of the battlefield through virtual reality.  At first, the ragtag Strikers spend almost as much time infighting as they do battling Malthus’s forces, but as Adam gains intelligence, the Jade Falcon commanders become rivals as Nicholai tries to defeat Steiner.  It’s not easy for the Strikers; they lose Ciro to the Jade Falcons, where he is turned into a bondsman and becomes a ‘Mech pilot with an EI implant.  In the final episode, the Strikers battle Nicholai and his forces over the fate of Somerset.

The EI implant allowed the studio to switch to CGI, showing ‘Mech battles via virtual reality.  The characters are given ties to the setting, through relations, like Adam and Franklin, and through position, like Nicholai and Kristen.  Ciro first appeared in Michael A. Stackpole’s BattleTech novel, Lethal Heritage.  Franklin’s storyline began in Robert Charette’s novel, Heir to the Dragon.  Distinctive BattleMechs were used, from Adam’s Axeman and Kristen’s Vulture to Valten’s Bushwacker, making its first appearance in the setting.  Jordan K. Weisman, one of the series’ creators, also was a developer on the game.  The production team took pains to bring in as many elements of the setting that they could fit, from having characters of both the Federated Commonwealth and the Draconis Combine working together to the choice of the Jade Falcons as the antagonists.  Keeping the focus on the 1st Somerset Strikers helped the writers create their own stories while still using the decade of work already produced for the game as background.

There were some issues.  As a cartoon, the animated series was aimed at the lower age of BattleTech players.  The series couldn’t get into a lot of detail; a 22 minute episode doesn’t provide enough time to get into the depth of the setting while still providing an ongoing story arc and ‘Mech versus ‘Mech action.  To get some of the ‘Mechs, the Technical Readouts were ignored.  Hawk’s Mauler was originally a Draconis Combine-only design, yet the Fed-Com pilot has one.  For the casual viewer, one interested in the series with little or no knowledge of the existing canon, this isn’t a problem.

Unlike the D&D movie, the problem with adapting BattleTech is the sheer amount of world building that has been done since 1984.  Even in 1994, just ten years after the game’s first release, the Inner Sphere saw two Successor Wars, one that resulted in two of the nations becoming one through marriage and conquest, and the return of the descendants of the Star League.  The political maneuverings between the wars were hinted at in the animated series, but could use more time to expand.  A Game of Thrones does show it is possible, but a 22 minute episode requires a focus on the core characters without getting into too much detail of events beyond..

FASA did release a sourcebook based on the series, 1st Somerset Strikers, which served three purposes.  The first was to act as an intro for new players brought in through the cartoon, explaining the different factions shown in the series.  The second was to let existing players replay events in the series to see if things could go differently.  The third was to bring the characters into the BattleTech canon.  Star Commander Pytor, one of Malthus’ ‘Mech pilots, appeared in the Robert Thurston novel, I Am Jade Falcon while Adam became the Archon of the post-civil war Lyran Alliance, to name but two characters.  However, the animated series is now considered an in-universe series detailing a fictionalized account of events that happened.

BattleTech: The Animated Series was an ambitious undertaking by FASA.  The designer notes in 1st Somerset Strikers shows the efforts being taken to ensure that new viewers wouldn’t be overwhelmed by the sheer scale of the setting while still getting key elements in, a challenging task, especially when different products and novels could show any given House as both savior and destroyer of mankind.  The chosen format required liberties taken through necessity.  Overall, the series makes an effort to adapt the game, even if it’s not perfect.

* For example, Dragonlance, though that adaptation had issues related to time needed.
** These ‘Mechs would later become “the Unseen” after a legal proceedings by Harmony Gold led FASA to remove their images.  The conflict came about because of how each company had licensed the images; Harmony Gold had the Macross license, leading to Robotech, while FASA had approached the design studio instead of the animation studio.
*** There are minor nations outside the Inner Sphere, collectively known as the Periphery.  They, too, have BattleMechs, but their capacity for warfare is limited compared to the major Houses.  Some of the Periphery states still do have a role to play in interstellar politics.

Posted on by Scott Delahunt

News has come out about a Tetris movie adaptation.  A joint Sino-American production, the budget is reported as $80 million, far less than the typical blockbuster.  Yet, the question remains.

Tetris?  Really?

For those unfamiliar with Tetris, the goal is to rotate falling blocks of varying shapes into position to clear lines, with the best scores coming from clearing four lines at once.  The game combines hand-eye coordination with spatial recognition.  There is no cast of characters, no plot, just falling blocks.  Yet, according to the report, the Tetris movie will be an “epic sci-fi thriller”.  Does this mean the characters in the movie have to discover the source of falling blocks that cause city blocks to completely disappear?

It has been said that video game movies suck.  This sentiment can be traced to movies such as Super Mario Bros. and Street Fighter: The Movie.  Both of those movies were based of games that had actual characters and, at the minimum, a background to explain the reason for the action.  The video game  Super Mario Bros. III has a plot, albeit the simple scour a world to rescue the princess.  Tetris doesn’t have that, just falling tetrominos that need to be fit into empty spaces that won’t cause the wall of bricks to get too high.

What the proposed Tetris movie does have in its favour is Larry Kasanoff, the producer of the Mortal Kombat movie, a film that showed that it is possible to have a video game movie that was enjoyable.  The Tetris movie will also have a cast mixing Western and Chinese actors.  Right now, though, it looks like associating the movie with the video game is more to get people to notice the work instead of being a faithful adaptation.

In contrast, here is what Kevin Smith said about helming a Buckaroo Banzai TV series:
“I’ve been tapped to adapt BUCKAROO BANZAI into a series, which is something of a dream come true: I’ve loved the 1984 movie since I was a kid. My well-read copy of the film’s novelization by screenwriter Earl Mac Rauch is my Bible. But I’m not gonna be directing this alone: it is my intent to assemble a dream team of cult movie directors for the 10 episodes of this #BuckarooBanzai series – folks like #DonnieDarko director Richard Kelly, #ShaunOfTheDead director @edgar_wright and of course, the #Banzai director himself – WD Richter. Same with the writing: I want to bring in the creator Rauch himself to write the flashback episode detailing the night the red Lectroids came to Earth (with the help of #OrsonWelles and his War of the Worlds broadcast.) The other scripts will be penned by other #BlueBlazeIrregulars who worship this flick like I do. Cast-wise, I’m hoping to get the great Peter Weller to play Team Banzai’s greatest enemy, Hanoi Xan! And any cast member from the original who wants to play is gonna be welcomed like returning conquering heroes. Long story short? Don’t worry: I’m not gonna #KevinSmith this Banzai series at all. It’s gonna be 100% true Buckaroo. Which means the watermelon will NEVER be explained. #MGM #yoyodyne #buckaroobanzaiagainsttheworldcrimeleague”

Smith is making the effort to keep the elements he enjoyed about the original film.  The Tetris movie, with the announcement, isn’t making that same effort.  It feels much like Hasbro’s accouncements for movies based on their properties, Battleship, Candyland, and Monopoly.  The movie is being made to cash in on the name, and Battleship showed why that’s not always a good idea.

However, it is still early, with just the announcement of a Tetris movie.  Threshold Global Studios, the partnership behind the movie, wants to create films that bring the East and West together, which isn’t a bad idea.  Here’s hoping that the Tetris movie does well enough to keep the partnership going.

Posted on by Scott Delahunt

Most adaptations come with a price tag.  The owner of the original usually licenses the work to the people making the adaptation.  The more popular the original, the higher the licensing fees, usually because of bidding.  But not all works are owned.  Public domain allows anyone to publish or adapt the work, but the risk is that the general audience hasn’t heard of the story.  Myth and legends bypass the problem.  Myths transcend time and details fade from the general audience.  Names and deeds are recognized, but specifics fall by the wayside.

Out from the mists of time comes Heracles, Born from one of the many trysts between Zeus and a mortal woman, Heracles is best known for his Twelve Labours and the enmity Hera, Zeus’s wife, had for the demigod.  Hera hated Zeus’s infidelities and the offspring produced by them, and Heracles was no exception.  The goddess sent two snakes to kill the infant Heracles, but the boy, already showing hints of the strength he’d have when he’d grow up, strangled the serpents with his bare hands.  The Twelve Labours came about as Heracles atoned for killing his wife, Maegara, and his children in a fit of madness caused by Hera.  The Oracle of Delphi sent the hero to serve King Eurystheus.  The king, though, was a worshipper of Hera and set quests that were meant to kill Heracles.  From defeating the Nemean Lion and slaying the Hydra to cleaning the Augeus stables and stealing Queen Hyppolita’s belt, Heracles completed each task.

The myths of Heracles have been adapted as movies, cartoons, and TV series; a version of him appears in Marvel Comics as Hercules.  His adventures are of one man against the classic monsters, making for an easy pitch.  And without license fees, a syndicated series can easily use the character for no added cost.  Thus, Hercules: The Legendary Journeys was born.

With the expansion of cable in the Nineties, stations found that there was more air time than programming.  While reruns could fill time, first run syndication, such as Star Trek: The Next Generation, could bring in viewers.  Universal Television created its Action Pack set of movies, which included the Bandit movies, TekWar, spin-off Midnight Run movies, and Hercules: The Legendary JourneysHercules started with five movies, the first airing in January of 1995 – Hercules and the Amazon Women, Hercules and the Lost Kingdom, Hercules and the Circle of Fire, Hercules in the Underworld, and Hercules in the Maze of the Minotaur.  The latter turned out to be a clip show, featuring scenes from the previous movies as the studio prepared to turn the movies into a regular TV series.  In the pilot movies, Kevin Sorbo starred as Hercules, half man and half god with Michael Hurst as Iolaus and Anthony Quinn as Zeus, father of Hercules.

The movies showed Hercules after his Twelve Labours, settling down with a wife and family.  His main nemesis* for the pilots was Hera, the wife of Zeus, who despised Hercules because of the attention he received from his father.  Zeus, though, was starting to realize that he had made mistakes, though he cared for Hercules, again, setting off Hera.  Once the TV series began, though, having Hercules settled down meant limiting the wandering.  Just as in the myths, though, his family died, though directly by Hera’s hand.

While Hera and Zeus were the main gods who appeared in the movies, others began appearing in the TV series.  Ares, god of war, was the first, though Kevin Smith would take on the role after appearing in the spin-off, Xena: Warrior Princess**.  Other gods appeared, some as antagonists, such as Hades and Deimos, others as Herc’s friends, like Aphrodite and Nemesis.  The show put a new twist on the characters; Aphrodite, as portrayed by Alexandra Tydings, came across more as a Valley Girl than a goddess, but her vanity was still in force.

Over the course of the series’ six seasons, the show took liberties with its format.  Mirror universes, time shifts, and, over in the spin-off, Xena, musical episodes were toyed with.  In the setting, Hercules would live until the modern day, becoming Kevin Sorbo, who played Hercules on a TV series.  To say that the show took liberties with myth, history, and reality would be understating things.  Hercules became its own entity, borrowing from myth and legend but going its own direction.

Hercules: The Legendary Journey paid lip service to being a proper adaptation.  The series started with the myth of Heracles, taking the character but putting him on a new course separate from the legends.  Goes to show that an accurate adaptation isn’t always the best choice.

* As opposed to Nemesis, the bearer of divine retribution, who also showed up in the series.
** Xena began airing September 1995, though the character was first introduced in Hercules.

Posted on by Scott Delahunt

Any work with a large geek following is fodder for being adapted as a tabletop role-playing game.  If that work has a setting that allows for other groups to live in without being affected by the events of the work, it becomes prime, whether fan-created or licensed.  Star Trek is such a work; popular with a setting that spans the galaxy.  It shouldn’t be a surprise that there have been three Trek RPGs published over the decades.

Star Trek introduced Star Fleet with its main mission being exploration.  Captain James T. Kirk of the USS Enterprise boldly went where no man had gone before, finding new life and new civilizations.  The series showed a number of first contacts, some more dangerous than others, and introduced Klingons and Romulans to the audience.  The original Trek lasted three seasons, but remained in syndicated reruns since leaving the air in 1969.  The popularity of the show in syndication led to two season of an animated adaptation in 1973, featuring most of the original cast*.  The animated series led to an aborted second TV series that turned into the 1979 movie, Star Trek: The Motion Picture, and the film franchise that followed.

Trek returned to television in 1987 with Star Trek: The Next Generation.  The new series introduced a new crew and a new Enterprise, helmed by Captain Jean-Luc Picard.  The Next Generation ran seven seasons, then went into its own movie series.  Meanwhile, a third Trek TV series, Star Trek: Deep Space Nine, began in 1993, showing a different aspect of the Federation.  Instead of exploration, Deep Space Nine focused on life on a space station as the Federation helped the Bajorans recover from being occupied by the Cardassians.  When The Next Generation wrapped up, a fourth TV series, Star Trek: Voyager, began.  Voyager chronicled the story of a lost Star Fleet vessel, the USS Voyager under the command of Captain Kathryn Janeway as the ship tried to return to the Federation.  When Voyager came to a close with the ship returning home, another series was ready to go.  Star Trek: Enterprise looked at the history of the setting, from Earth’s first steps into space to the birth of the Federation.  Fatigue and story quality, though, meant that Enterprise was the first Trek series since the original to not last seven seasons.  No new Trek production would be made until the 2009 film, Star Trek.

Even working from the original Trek, the germ of a roleplaying game already existed.  Players could be Star Fleet officers, commanding a starship and exploring the galaxy.  This was the basis of the first Trek RPG, FASA’s Star Trek: The Role Playing Game, released in 1983.  FASATrek had only the original series, the animated adaptation, and Star Trek: The Motion Picture to work from, with Star Trek II: The Wrath of Khan coming out during the game’s production.  Character creation in FASATrek assumes that players will be Star Fleet officers, though later supplements allowed players to play merchants, Star Fleet intelligence agents, Klingons, and Romulans.  The core rules, though, took characters through Star Fleet Academy, their cadet cruise, and their previous experience before embarking on their new mission.  The core mechanic was a percentile, or d100, roll, with players trying to roll underneath their skill rating used.  The skills reflected what was seen on the TV series.  Available races included Vulcans, Andorians, and Tellerites, all from the TV series, plus Caitians and Edoans, both from the animated series**.

While the original Trek emphasized a peaceful approach, there were starship battles, most notably in the episode, “The Balance of Terror”.  The developers of FASATrek wanted to keep to what was shown in the series, avoiding turning starship battles into a board- or wargame.  FASATrek broke down responsibilities by position.  The captain gave the orders, the helmsman piloted the ship and fired the weapons, the navigator managed the shields, the engineer tried to balance the power available to the needs of each station, the science officer ran sensors, and communications maintained damage control.  Security officers were the only ones without a duty during a starship battle, provided shields didn’t fail allowing boarding parties.  A second edition came out before Star Trek III: The Search for Spock, with an update after the movie was released to take into account the events shown.  The new edition cleared up problems found in the first and took into account the film franchise.  The core mechanic was kept, with some clarifications, and starship battles still used a console for each position on the bridge.  The end result was a game system that kept the flavour of both the TV series and existing movies.

FASATrek was published through to the first season of The Next Generation, with two supplements released for the new series.  Paramount, however, wasn’t pleased with what FASA was doing with the license and pulled it after the first season of The Next Generation was complete in 1989.  FASA, though, had other game lines to fall back on – BattleTech, the miniatures wargame involving giant mecha, and Shadowrun, a role-playing game crossing cyberpunk with Tolkein-esque fantasy.

FASATrek worked to maintain the Trek flavour as seen in the original series, then expanded the setting based on what was known.  As will be seen below, the game established a feel that would be repeated by later publishers.  FASATrek managed to replicate the feel of both the TV series and, with the second edition, the movies.

The Trek RPG license lay fallow for a decade, In 1999, Last Unicorn Games obtained the license and released Star Trek: The Next Generation Role-playing GameThe Next Generation had wrapped up in 1994, with Deep Space Nine wrapping up its seventh season and Voyager still boldly going.  The new RPG used LUG’s Icon system, using six-sided dice and target numbers instead of FASA’s percentile system.  Character creation, though, still followed the same lifepath, going from youth to Star Fleet Academy to prior experience before the new mission.  Starship battles also ensured that all the characters on the bridge had something to do.  By focusing on The Next Generation at first, the game was able to feel current, especially with Trek available on TV and in theatres.  LUG released several supplements, covering the Andorians, the Vulcans, the Klingons, and the Romulans, as well as core books for the original Star Trek and Deep Space Nine.  A Voyager core book was planned but never released.  The license was transferred to Decipher before the book could be created.

LUGTrek had a different feel from FASATrek, thanks to the change in mechanics.  However, the change in mechanics helped reflect the change in tone from the original series to The Next Generation.  The tone of the each series was reflected in the writing; but each core book was still Star Trek.

Decipher wasn’t a new game company, but had focused on collectible card games, including one based on Star Trek.  However, when it received the license, the design team from LUG moved over to Decipher.  A new mechanic was devised, called CODA, which would also be used in Decipher’s Lord of the Rings  Roleplaying Game.  The Star Trek Roleplaying Game used the CODA mechanics, two six-sided dice instead of LUGTrek‘s dice based on the attribute.  Decipher also split the rules between the Player’s Guide and the Narrator’s Guide.  This did allow DECTrek to incorporate all the existing series, including Enterprise, into the core rules, instead of splitting them over several books as LUGTrek had.  DECTrek also used a lifepath for character creation, but characters weren’t restricted to being Star Fleet officers unlike both FASATrek and LUG’s Next Generation core rules,  The end result is a character with a backstory as detailed as the player wants.

Aside from some layout issues, DECTrek still aimed to achieve the feel of Star Trek, with the added difficulty of trying to be all eras of Trek.  For the most part, the game succeeded.  Decipher ended publication of RPGs by 2007, leaving material for both the Trek and the LotR games unpublished.

There is no licensed Trek RPG currently in production.  However, there is Prime Directive, a role-playing game derived from the universe created in Amarillo Design Bureau’s wargame Star Fleet Battles.  The wargame, originally published by Task Force Games, was licensed, not from Paramount but from Franz Joseph, who had created blueprints of various Trek ships and had written The Star Trek Star Fleet Technical Manual.  As such, the wargame, and thus Prime Directive, does diverge from canon.  There have been four verstions of the Prime Directive RPG. one from Amarillo using its own mechanics, one published by Amarillo that uses Steve Jackson Games’ GURPS rules, and two D20*** editions.  A Mongoose Traveller version was announced in 2011, but it appears that the development of the base game’s second edition has delayed production on Amarillo’s end.  Prime Directive is centered on “Prime Teams”, Star Fleet officers who are specifically trained for landing party duty so that senior officers would not be endangered by beaming down to new worlds.  The system allowed players to create connections to events as needed, reflecting how in the various Trek series that a character would know someone in an episode, from Kirk’s rivalry with Finnigan to Dax’s many lives.  Prime Directive, though, wasn’t as reflective of Star Trek as the other games, in part because of limitations in the licensing.

It is possible to adapt an existing role-playing game for Star Trek.  Licensed games remove the work of adapting from the GM, having already made the effort to get the details down.  Each of the games mentioned above has done the hard work, setting down in mechanics a work where writers will create new solutions without having to worry about the ramifications in a game.  With this work done, the GM just has to create situations to send players through, without worrying about what damage a phaser can do.

* Budget considerations meant that Walter Koenig didn’t return as Chekov, but he did write the episode, “The Infinite Vulcan”.
** The Paramount-mandated requirement that licensees not work together hadn’t come in yet.  This can be seen with the 1983 supplement, The Klingons, which was in part written by John M. Ford, who also wrote the tie-in novel, The Final Reflection, about the Klingons around the same time.  The two works build on each other.
*** The D20 system was Wizards of the Coast’s core mechanic for the third edition of Dungeons & Dragons.  Wizards released an Open Gaming License version of the rules to allow other companies to focus more on setting than on mechanics.

Posted on by Scott Delahunt

A few years ago, Lost in Translation looked at the movie, Real Steel, which was loosely based on the 1956 Richard Matheson short story, “Steel”.  Real Steel used some of the ideas from the original, but took on its own direction as the story became one of a father and son bonding.  The movie wasn’t the first adaptation of “Steel”.  Matheson was a frequent contributor to The Twilight Zone, writing both original screenplays and adapting from his own work.  “Steel” was one of the stories he adapted; the episode, the same name as the short story, was the second aired in the show’s fifth season in 1963.

The episode starts in the distant future of August 1974* as two men wheel a large human form covered by a glossy blanket and hood.  A piece falls off the form’s boot, but is quickly reattached.  The two men, “Steel” Kelly (played by Lee Marvin) and Pole (Joe Mantell), find a restaurant to sit down and have a beer in.  The two are the owners of Battling Maxo (Tipp McClure), a worn out B2 boxing robot that is the figure being hauled around.  The B2-series is an older model; parts are hard to find as a result.  Unfortunately for Steel and Pole, the part to have Maxo in the night’s fight isn’t available in town.

However, before regular boxing was outlawed, Steel was a boxer himself.  The prize money for appearing would be enough to get Maxo repaired, so Steel suggests that he takes the robot’s place.  He figures that, since there aren’t any parts for a B2 in town, no one really knows what one should look like.  The night of the fight, instead of Maxo under the hood, it’s Steel.  He faces the Maynard Flash (Chuck Hicks), a modern B7 model robot.  The ruse works, though Steel’s absense is questioned.  Pole just says that Steel is in the seats, watching the bout.

The fight between man and machine begins.  Steel gets a few good hits in, but the expression on the B7’s face never changes.  The Maynard Flash doesn’t even slow down, not even after a cheap shot Steel gets in on the back of the B7’s head.  Steel, however, does after taking a beating.  He drops after not even two and a half minutes into the first round.  Pole wheels him out on Maxo’s carrier, out of the arena and to the locker room.  Steel collapses once Pole closes the door.  Barely conscious, Steel tells Pole to get the fight money owed to them.  The promoter only provides half, claiming that he wanted the fight to last more than one round.

The episode follows the original story closely, which shouldn’t be a surprise.  Matheson adapted his own work to the screenplay, so there wasn’t a layer of separation, unlike Real Steel.  As seen with “Casting the Runes” Part 1 and Part 2, the format of the adaptation can play a part in its success.  With the exception of the fourth season**, each episode of The Twilight Zone ran thirty minutes, including breaks for advertising and station identification.  Matheson, having written episodes for the series already, was well aware of the time available to him.

Scriptwriters, though, aren’t the only members of the crew of a television series.  There are directors, producers, camera operators, casting agents, network executives, and advertisers, among others, who affect the final result shown.  The Twilight Zone had directors who understood what Rod Serling laid out for the series.  Network executives and advertisers are a far more nervous lot, risk adverse, and more concerned about the bottom line than creativity.  A popular show can push the limits.  An anthology series, such as The Twilight Zone, can tailor an episode to deal with concerns from above to mollify them long enough to get another episode past the radar.  The original story was about a man desperate to keep his robot working to the point where he’d willingly step into a boxing ring against a machine.  The episode showed that same desperation, with only Serling’s closing monologue adding a new dimension, the human spirit.  The monologue, though, is a valid interpretation of the story.  Steel knew what would happen in the ring and still went in to fight.

The adaptation is faithful.  Having the original writer adapt his own work into a format he’s familiar with on a series that was known for the type of work being adapted helped immensely, preventing the adaptation from wandering away from its roots.

* Again, the air date was 1963, placing the episode ten years into the future.  Matheson was only off by 13 years; Critter Crunch debuted at the MileHiCon in Denver in 1987, with Robot Wars airing on the BBC in 1998.
** The fourth season saw The Twilight Zone expand to fill an hour slot, filling in for a series that had been there prior.

 

Posted on by Scott Delahunt

Apologies, but Lost in Translation will be absent this week but will return next week.

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