[Rq-rules] Conversion of D&D module?
Anders Swenson
anders at california.com
Wed Dec 27 09:03:02 PST 2006
On Wed, 27 Dec 2006 08:52:40 -0600
Actually, Dungeon mag has the modules. I did a few White Dwarf DnD mods back
in the day. It's rather simple IIRC. Take a SMALL adventure, note all the
monsters on a list, start filling out monster sheets to fit. Traps and stuff
you do on the fly. Treasure is up to you. Remember, RQ combat takes longer
and is riskier for PCs than DnD combat. Level is unimportant both because the
RQ world is a tough as it is, not graduated by party capability, and because,
conversely, your job is to make the monsters entertaining for the party your
players have.
--Anders
Styopa <styopa1 at gmail.com> wrote:
> Which one? I still have many of the ancient ones lying around, my D&D
> phase covering Dragon issues 34 to about....dunno, maybe 140 or so?
>
> On 12/27/06, postmaster at runequest.za.org <postmaster at runequest.za.org>
> wrote:
> >
> > With all this talk of converting D&D modules, I restarted my long running
> > project doing a module from an ancient Dragon magazine. I had previously
> > scanned it and OCR's the text and am right now busy highlighting every
> DRD
> > type area which requires conversion. Its a bigger task than I originally
> > thought, hopefully I will not grow bored of it and leave it half finished
> > like most of my projects.
> > Tony
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> > RQ-Rules at crashbox.com
> > http://crashbox.com/mailman/listinfo/rq-rules
> >
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