[Rq-rules] Conversion of D&D module?

Styopa styopa1 at gmail.com
Thu Dec 14 09:18:58 PST 2006


On 12/14/06, Stephen Posey <slposey at slposey.cnc.net> wrote:
>
> Discussion of RuneQuest rules. <rq-rules at crashbox.com> wrote:
>
>  I'm nearly finished with an RQ conversion of TSRs C1-Hidden Shrine of
> Tamoachan - anyone interested in it?  I can email it to you directly or, if
> there's enough interest, someone[snip]
>
> Man, I haven't looked at any of those old AD&D modules in years. Very
> cool, I'd like to see what you've come up with.
>
> Did you follow a formal creature conversion procedure for this? If so,
> what?
>
> Did you convert anything else? (I'm thinking mainly treasure, esp. magic
> items).
>
> Stephen Posey
>
> slposey at concentric.net
>

http://img168.imageshack.us/img168/8663/samplefk6.jpg is a screenshot of the
data.

I just used my excel monster-generator sheet, and then copy/(paste values)
from that miniblock-format output to a separate excel sheet.

Took me perhaps an hour or two to convert everything in the module.

Most of the time was spent 'tweaking' unique D&D creatures that had no RQ
analogue - for a couatl, I used a small wyrm with inferior stats and
relatively high POW.  *

* I did take out the one 'save or die' trap that I thought was extremely
harsh for a non-experienced bunch of PLAYERS.  Tournament modules, with
one-off characters, tend to be a little more cutthroat in that respect.  If
I was running this with experienced RPG players, I'd leave it in and expect
them to be using the highest standards of caution at all times.  But my
group now are roleplaying newbs, so the "wow, if that trap had gone off, it
would have killed us!" will be a teaching moment.  :)

Equipping in-dungeon monsters with adequate-but-not-overpowered magic was
probably the biggest challenge; one creature in the adventure has a "web"
spell for example - so I gave him Web (3) which essentially duplicates the
effects of the AD&D Web spell.  (But you have to make a STR roll vs 18 to
move 1m/r through web, spec=2m/r, crit=3m/r - which frankly I think is
'neater' than the D&D spell mechanic.. etc.)

Tonight I'll be finishing up the list of magic items, etc. but it's pretty
simple: +1 sword = +5% to hit/parry and +1 damage.  +1 Ring of protection =
+1 AP & +1 POW (only to resist spell effects!).  GP treasure = lunars.  Some
creativity is needed: Bracers of Protection against normal missiles turns
into Bracers that allow the wearer to parry any physical missile as a normal
action with 4AP.

No treasure in Tamoachan really is overpowering, IMO, so that's a benefit.
Next, probably I'll do the A1-4 series.  At some point I hope to convert the
G1-G2-G3, D1-D2-D3, Q1 series...which is going to be a MAJOR challenge for
even a major party of Runelord-level characters.  Frikking giants are really
tough and RQ characters (even super-powered ones) are so much more brittle.
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