07-16-2020, 08:48 AM | #21 |
Munchkin Line Editor
Join Date: Aug 2004
Location: Austin, TX
|
Re: Old AD&D modules
Two moderator notes:
(1) This discussion is for the Dungeon Fantasy RPG. If you want to discuss GURPS Dungeon Fantasy, please move the conversation to the GURPS forum. (2) If you want to start talking about D&D in general, and you can do so without starting arguments about which edition/adventurer/etc. was great/awful/brilliant/stupid, you can do so in the general Role Playing forum. If you want to argue, please don't bother -- we have enough of that online already.
__________________
Andrew Hackard, Munchkin Line Editor If you have a question that isn't getting answered, we have a thread for that. Let people like what they like. Don't be a gamer hater. #PlayMunchkin on social media: Twitter || Facebook || Instagram || YouTube Follow us on Kickstarter: Steve Jackson Games and Warehouse 23 |
07-17-2020, 08:36 AM | #22 | |
Join Date: Jun 2006
|
Re: Old AD&D modules
Quote:
The "conceptual" adaptation you have to do to make an old module work with GURPS isn't actually all that different than the tweeking you needed to do to make the module work with the spell lists, magic item loadouts and usual tactics of a particular AD&D party. Don't let this newfangled level appropriate challenge rating stuff cloud your memories....
__________________
-- MA Lloyd |
|
07-17-2020, 09:10 PM | #23 | |||
On Notice
Join Date: Aug 2004
Location: Sumter, SC
|
Re: Old AD&D modules
Quote:
If this dose of "Are you kidding?!" wasn't enough Deities and Demigods (which came out the same year) added the following which I converted with regards to Tiamat (though Tiamat was converted with GURPS not DFRPG in mind): Command ("no saving throw vs. this divine ability"): Mind Control [50] Comprehend languages: Gift of Tongues and Gift of Letters combined (special spell) Detect alignment: NA in GURPS Gate: Planar Summons (spell) - limited to mythos Geas: Great Geas (spell) Quest (no saving throw): Lesser Geas (spell) Teleport: Jumper [100] and Warp [100] True seeing: Aura (spell) Quote:
That is the one thing you have to watch like a hawk with the early modules - overly powerful magic items for the level involved. White Plume Mountain (S2) had the Blackrazor (effectively Elric's Stormbringer) which if you weren't careful one of your 5 - 10 level party members could get a hold of. And if the module has anything that grants a D&D wish...just don't. Or if you do for the love of sanity do not twist the wish - it just makes the players feel "cheated" out of should have been some nice swag and sets up the Players vs GM mentality that wound up destroying many a campaign. Quote:
Also in modules like Tomb of Horrors the "gotcha" aspects depend on the way a lot of D&D spells work which are not true of spells in DF/DFRPG and certainly not with their GURPS Magic inspirations. You really have to have a good handle on how the D&D spells work to adapt a module to DF and even more so for DFRPG as you have a far smaller toolkit to work with. Also some modules (like the previously mentioned Tomb of Horrors) expect the player to have a medium number of hirelings and henchmen with them. So instead of just the 6-8 PCs you actually had what amounted to a platoon running around with the encounters designed for that. Also there are concepts that just do not convert very well. D&D Magic Resistance had no effect on a creature that could cast spells...regardless of it casting them on itself or others.
__________________
Help make a digital reference for GURPS by coming to the GURPS wiki and provide some information and links (such as to various Fanmade 4e Bestiaries) . Please, provide more then just a title and a page number. Last edited by maximara; 07-17-2020 at 11:29 PM. |
|||
07-28-2020, 04:01 PM | #24 |
Join Date: Feb 2007
Location: New York City
|
Re: Old AD&D modules
I have used some D&D adventures for DFRPG & they work just fine.
To be fair I've used 1st to 5th level adventures not "high level" adventures. High level ones should work fine too though. I find the hardest part is balancing some encounters. I try to use Matt Riggsby's N system from: MOFD http://www.warehouse23.com/products/...the-fire-demon Otherwise some encounters are too easy (for example 2 orcs vs a party). However, add two more & your good to go. Also, converting some monsters that don't already have DFRPG or DF equivalents can be tricky. Then I eyeball it. Although, I find that an almost straight use of stat levels & damage works. |
07-28-2020, 04:42 PM | #25 |
Join Date: Feb 2005
Location: Berkeley, CA
|
Re: Old AD&D modules
I've run D&D modules using GURPS (not DF, this was back before DF even existed). It works like any other system conversion: you have to treat it as inspiration, rather than directly translating.
|
07-29-2020, 11:39 AM | #26 | |
Join Date: Aug 2013
|
Re: Old AD&D modules
Quote:
There *are* a lot of magic items, though (substituting many of them out for DF Magic Items), and early on. It's fine, but so far, the delvers have had a fairly easy go of it after about 12 or 13 multi-session delves (and they're now about 315 points or so). They've also been pretty cautious, for the most part, and haven't had a lot of really difficult encounters--one of which was wisely avoided by not using the "attack first, ask questions later" strategy |
|
Thread Tools | |
Display Modes | |
|
|