[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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