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Old 07-07-2020, 02:36 PM   #11
Stormcrow
 
Join Date: Aug 2004
Location: Ronkonkoma, NY
Default Re: Old AD&D modules

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Originally Posted by Dalin View Post
I’ve run The Sinister Secret of Saltmarsh
That must have worked better in GURPS than in AD&D. Saltmarsh always struck me as an awkward fit for AD&D, both mechanically and thematically. I've run it myself, and the AD&D players weren't at all interested in the town politics I set up or the haunted house itself. They just stole the ship and sailed away.
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Old 07-08-2020, 06:50 AM   #12
Anders
 
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Default Re: Old AD&D modules

Personally I'm looking at the 15-20 modules for Swedish DoD (the company has released them for free on the Internet).
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Old 07-08-2020, 11:34 AM   #13
Dalin
 
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Default Re: Old AD&D modules

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Originally Posted by Stormcrow View Post
That must have worked better in GURPS than in AD&D. Saltmarsh always struck me as an awkward fit for AD&D, both mechanically and thematically.
Yes, it is an excellent fit for GURPS because so many skills can come into play. It’s also easy to tailor to the needs of a particular group. I’ve run it with groups of mostly warriors, mostly sneaks and faces, and mostly wizards. It’s a great adventure for beginning players too.

Quote:
I've run it myself, and the AD&D players weren't at all interested in the town politics I set up or the haunted house itself. They just stole the ship and sailed away.
Lol. I suppose that’s one way of doing it.

I’ve never yet run the rest of the series. Danger At Dunwater is even messier with D&D, but might work well for GURPS and DFRPG. Unlike Saltmarsh, though, I think it will do better with some good prep work.
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Old 07-08-2020, 12:43 PM   #14
AllenOwen
 
Join Date: Apr 2012
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Default Re: Old AD&D modules

I want to use the old Forgotten Realms stuff with DFRPG; looks like I can without too much work. This is what I was looking for. Thanks.
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Old 07-08-2020, 02:04 PM   #15
AllenOwen
 
Join Date: Apr 2012
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Default Re: Old AD&D modules

Which is to say I now have a reason to begin recollecting the old AD&D 2ed Forgotten Realms stuff from my youth. GURPS has inspired me to cross WOTC's palms with a little silver soonish..
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Old 07-15-2020, 08:31 AM   #16
dripton
 
Join Date: Mar 2008
Location: Northern Virginia, USA
Default Re: Old AD&D modules

Not exactly AD&D, but:

Peter Dell'Orto ran Keep on the Borderlands (from the old Basic D&D box sets) using GURPS Dungeon Fantasy and there are extensive session reports on https://dungeonfantastic.blogspot.com

I ran about 80% of Castle Whiterock (huge D&D 3.5 adventure from Goodman Games) using DFRPG and there are lots of details on https://dfwhiterock.blogspot.com

I found converting DCs and monetary treasure trivial, converting monsters to be a lot of work (but much of it already done by other people on the web, if you like their conversions), and converting maps from squares to hexes and importing them into a VTT really tedious but doable. You have a lot of options though. If you'd rather not convert monsters, you can change a battle against mind flayers to a battle against Watchers at the Edge of Time. If you'd rather not convert maps from squares to hexes, you can either run theater of the mind so the map isn't as important, or use some variant facing and movement rules for squares.
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Old 07-15-2020, 09:15 AM   #17
Stormcrow
 
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Default Re: Old AD&D modules

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Originally Posted by dripton View Post
converting monsters to be a lot of work (but much of it already done by other people on the web [...] If you'd rather not convert monsters, you can change a battle against mind flayers to a battle against Watchers at the Edge of Time.
The key to using D&D monsters in GURPS or Dungeon Fantasy RPG is to not "convert" anything. Look at the D&D monster's stats and abilities and write or imagine a prose description of what that monster can do that does NOT use any game-specific terms. Then build a GURPS or DFRPG monster that can do those things. The "conversion" doesn't have to give you a mathematically identical set of stats.
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Old 07-15-2020, 05:14 PM   #18
maximara
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Default Re: Old AD&D modules

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Originally Posted by AllenOwen View Post
Has anyone taken old AD&D modules and used them in Dungeon Fantasy? I think i'd be rather straightforward to do so..
If you mean concept-wise. Yes. If you mean power-wise not so much. Of course some of the modules have lapses in logic.

I mean to expect a party of 10–14 level characters to have a chance to kill a demon goddess (Queen of the Demonweb Pits aka Q1) is laughable.
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Old 07-16-2020, 05:39 AM   #19
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Default Re: Old AD&D modules

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If you mean concept-wise. Yes. If you mean power-wise not so much. Of course some of the modules have lapses in logic.

I mean to expect a party of 10–14 level characters to have a chance to kill a demon goddess (Queen of the Demonweb Pits aka Q1) is laughable.
It probably depends a lot on how the goddess is adapted. Was Lolth fairly weak in Module Q1 (I don't think that I've ever played it)?
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Old 07-16-2020, 06:27 AM   #20
b-dog
 
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Default Re: Old AD&D modules

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Originally Posted by maximara View Post
If you mean concept-wise. Yes. If you mean power-wise not so much. Of course some of the modules have lapses in logic.

I mean to expect a party of 10–14 level characters to have a chance to kill a demon goddess (Queen of the Demonweb Pits aka Q1) is laughable.
I asked Gary Gygax about the Queen or the Demonweb Pits and he told me he had a different idea and that conclusion adventure to the Drow series would have been very different if he had written it. He said there were two factions of Drow, those that served Lolth and those that served the Elder Eye and the PCs would have to play them against one another to win. But instead the Queen of the Demonweb Pits ended up being a gonzo adventure that really didn’t make any sense.
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