[Rq-rules] Conversion of D&D module?
Sven Lugar
vikingjarl at gmail.com
Thu Dec 14 16:05:24 PST 2006
Likewise, I would be interested in a copy.
tusen takk,
Sven
Styopa wrote:
> On 12/14/06, *Stephen Posey* <slposey at slposey.cnc.net
> <mailto:slposey at slposey.cnc.net>> wrote:
>
> Discussion of RuneQuest rules. <rq-rules at crashbox.com
> <mailto: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 <mailto: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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