[Rq-rules] Conversion of D&D module?
Anders Swenson
anders at california.com
Wed Dec 27 11:32:01 PST 2006
On Wed, 27 Dec 2006 12:56:14 -0500
Thomas Zunder <tom at zunder.org.uk> wrote:
> GURPS can be converted using the probability curve of 3d6 and the skill
> rating/names. The stats can be similarly estimated on a scale.
>
> I find D&D stats easy, the skill ranks are basically as detailed on the
> website but it is the whole magic/items etc. that needs interpretation and
> frankly you either ignore them and do what a RQ scenario would do, or you
> accept that there will be a noticeably item led style to your RQ, which is
> not a bad thing. I found that if you make the items limited in 'charges'
> then they're great fun but don't last too long.
>
> Integrating them into a Glorantha game can also be fun, ally them to cults,
> if they're powerful then the cult may well send their heroes to come and
> get them back.
>
> I've found Dungeon very good for looting for scenarios to run with other
> systems.
>
Well, the point here is that there is no fixed formula for conversion. You
make the RQ monsters as tough or wimpy as they need to be, using the DnD
stats as a rough guide. Only. I struggled for a long time before coming to
this conclusion: now I routinely alter my DnD texts to make the adventure
entertaining for my friends. Having a formula to fall back or into is
comforting, but the logic is ultimately false. Use the plot and the maps, do
your own criters.
--Anders
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