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Jabberwock 06-01-2024 01:26 PM

Converting D&D Modules to TFT...
 
What it says on the tin: any advice for doing this?

In particular, I'd like to convert B2: Keep on the Borderlands to TFT. Anyone tried that?

Shostak 06-01-2024 02:55 PM

Re: Converting D&D Modules to TFT...
 
Honestly, the easiest thing to do is to go by feel, since TFT and D&D are so radically different. But there are some guides, like this one by Forum regular HCobb.

TippetsTX 06-01-2024 04:26 PM

Re: Converting D&D Modules to TFT...
 
The Old School Monsters book helps by providing a few monsters from those old modules and of course you'll want to check out the D&D creature conversion rules in the TFT Companion.

I actually have this same project in my queue, although my goal is bit more ambitious... I'm working to convert the Shadowed Keep on the Borderlands 3rd-party adventure for 5e (it's a more modern take on B2).

Sigulf 06-01-2024 05:57 PM

Re: Converting D&D Modules to TFT...
 
I have converted some D&D modules to TFT over the years, mainly the Freeport setting. Some other adventures too (Red Hand of Doom was one that we tried to convert and played a bit, but then shut it down...)

Main problem we ran into was that the TFT characters were too easily killed compared to a D&D characters.

I am now thinking of converting some TFT adventures (bought a bunch of the Gaming Ballistics adventures) over to Barbarians of Lemuria.

TippetsTX 06-01-2024 07:02 PM

Re: Converting D&D Modules to TFT...
 
Quote:

Originally Posted by Sigulf (Post 2527577)
I have converted some D&D modules to TFT over the years, mainly the Freeport setting.

I'd love to see your Freeport stuff. It would save me a ton of time. ;)

(I started work on a Freeport + Isle of Dread adventure last year, but had to set it aside due to conflicts.)

hcobb 06-02-2024 09:20 AM

Re: Converting D&D Modules to TFT...
 
Quote:

Originally Posted by Shostak (Post 2527567)
Honestly, the easiest thing to do is to go by feel, since TFT and D&D are so radically different. But there are some guides, like this one by Forum regular HCobb.

I've added a link to SJ's monster conversion guide to my character class adaption guide.

Jabberwock 06-02-2024 07:40 PM

Re: Converting D&D Modules to TFT...
 
Quote:

Originally Posted by Shostak (Post 2527567)
Honestly, the easiest thing to do is to go by feel, since TFT and D&D are so radically different. But there are some guides, like this one by Forum regular HCobb.

Thanks, I read that, but it only speaks to 5E classes.

Jabberwock 06-02-2024 07:42 PM

Re: Converting D&D Modules to TFT...
 
Quote:

Originally Posted by TippetsTX (Post 2527570)
The Old School Monsters book helps by providing a few monsters from those old modules and of course you'll want to check out the D&D creature conversion rules in the TFT Companion.

I actually have this same project in my queue, although my goal is bit more ambitious... I'm working to convert the Shadowed Keep on the Borderlands 3rd-party adventure for 5e (it's a more modern take on B2).

I saw the OSM book, and I believe that has counters. Do you know which monsters it has in it? Do they redo goblins, for example, or are there just monsters that aren't included in TFT?

I didn't realize the Companion had conversion rules in it. Thanks!

Another thing I've been musing about concerning conversions is the mapping. I thought of just replacing the square grid with an underlying layer of hexes in Photoshop rather than rebuilding everything, but not sure whether to go with each hex = 1 MH, or sticking to the smaller 1:1 scale. A lot of the rooms in the Caves aren't really much more than a MH in size.

TippetsTX 06-02-2024 08:17 PM

Re: Converting D&D Modules to TFT...
 
Quote:

Originally Posted by Jabberwock (Post 2527658)
I saw the OSM book, and I believe that has counters. Do you know which monsters it has in it? Do they redo goblins, for example, or are there just monsters that aren't included in TFT?

No alternate goblins (though I tend to prefer TFT's version over those in other systems anyway), but it does add gnolls and flinds to the game. Nearly all of the entries were in the Tome of Horror series by Necromancer Games (now Frog God), but before that most appeared in the AD&D Fiend Folio and Monster Manual II.


Quote:

Originally Posted by Jabberwock (Post 2527658)
I didn't realize the Companion had conversion rules in it. Thanks!

Apologies... NOT in the Companion but the article can be found in Space Gamer #56 (the PDF is available from the SJG store).

Jabberwock 06-02-2024 10:27 PM

Re: Converting D&D Modules to TFT...
 
Quote:

Originally Posted by TippetsTX (Post 2527661)
No alternate goblins (though I tend to prefer TFT's version over those in other systems anyway), but it does add gnolls and flinds to the game. Nearly all of the entries were in the Tome of Horror series by Necromancer Games (now Frog God), but before that most appeared in the AD&D Fiend Folio.

The Fiend Folio is my favorite AD&D book! Having not only stats, but counters for those makes it a must have when I get some spare dough.


Quote:

Apologies... NOT in the Companion but the article can be found in Space Gamer #56 (the PDF is available from the SJG store).
Got it. Thanks.

Jpot 06-03-2024 07:02 AM

Re: Converting D&D Modules to TFT...
 
That's funny I'm converting Keep on the Borderlands right now for TFT.
My players are all new to the system. I have personally never run TFT but it's been a long-time wish of mine. A few months ago we played a few nights of Melee/Wizard, and they all had a blast, then we did a short intro one-shot.

We lost 2 players who moved away so now I am down to 3 PCs and trying to find a 4th. They may need to hire some muscle. I want to retain the feel of those early days of D&D Moldvay for them, yet on the TFT engine so I hope I can pull it off. HCobb I will certainly look at your efforts thanks.

Jabberwock 06-03-2024 11:09 PM

Re: Converting D&D Modules to TFT...
 
Quote:

Originally Posted by Jpot (Post 2527711)
That's funny I'm converting Keep on the Borderlands right now for TFT.
My players are all new to the system. I have personally never run TFT but it's been a long-time wish of mine. A few months ago we played a few nights of Melee/Wizard, and they all had a blast, then we did a short intro one-shot.

We lost 2 players who moved away so now I am down to 3 PCs and trying to find a 4th. They may need to hire some muscle. I want to retain the feel of those early days of D&D Moldvay for them, yet on the TFT engine so I hope I can pull it off. HCobb I will certainly look at your efforts thanks.

I recently purchased ItL and read how SJ suggested for it to be played like the early days of D&D, with a one or more GMs running a large group in an evolving hexcrawl. After having run a few one-off scenarios, and getting the feel for how the game flows, that inspired me to try out TFT for some old school gaming and led to my trying to see how it would work for the classic B2, which I've run quite a bit over 4 decades.

Henchmen and Hirelings are, indeed, a vital part of that experience and that is something else to consider: henchmen would obviously be 32 point characters, but what about hirelings? Normal humans with 30 points and a specific talent set?

When I get a chance I'm going to use the SJ conversion rules to whip up some initial encounters (maybe the Kobolds or Goblins), to test out with a 'typical' party of adventures with a few henchmen and hirlings.

TippetsTX 06-04-2024 07:36 PM

Re: Converting D&D Modules to TFT...
 
For a 'nuisance' opponent comparable to D&D goblins or kobolds (bearing in mind that even low-level threats in sufficient quantity can overcome a veteran TFT party), I recommend 24 TAP for the baseline.

Stat profiles (ST/DX/IQ) would be 7/10/7, 8/9/7, 6/10/8, etc.

tomc 06-04-2024 07:56 PM

Re: Converting D&D Modules to TFT...
 
Quote:

Originally Posted by TippetsTX (Post 2527858)
For a 'nuisance' opponent comparable to D&D goblins or kobolds (bearing in mind that even low-level threats in sufficient quantity can overcome a veteran TFT party), I recommend 24 TAP for the baseline.

Stat profiles (ST/DX/IQ) would be 7/10/7, 8/9/7, 6/10/8, etc.

The handy thing about giving "horde" creatures a DX of 10 is that they hit 50 percent of the time, so you can roll a handful of dice (one die for each creature) and they hit on 1-3 and miss on 4-6, or whatever is easiest to remember.

Shostak 06-04-2024 08:16 PM

Re: Converting D&D Modules to TFT...
 
Quote:

Originally Posted by Jabberwock (Post 2527796)
Henchmen and Hirelings are, indeed, a vital part of that experience

I recommend use Fear Factors for henchmen and hireling morale. See Hexagram #8. You can set a target based on how frightening the basic situation is and tack on modifiers for things like seeing comrades go down or run.

Jpot 06-04-2024 09:05 PM

Re: Converting D&D Modules to TFT...
 
All good ideas.

I picked up the TSG issue that was recommended and Steve gives pretty good guidelines for converting.
I like the rule of thumb of “24” given in this thread. Simple and to the point. Much of B2 is humanoid danger so not too complex (I’ll keep the orcs D&D classic style thank you - does anyone present TFT orcs as described in ITL??).
The main baddies at the end are evil clerics with a lot of plate and magical weaponry. So that may be the thing I have to think through the most. Clerical spells and power “level”.

In my introductory scenario, the PCs tracked a cadre of grave-robbing goblins (like literally taking the corpses) to a small cave complex that culminated in a higher large open air terrace where the shaman was preparing a pile of corpses for transport - nice battle that had the characters racing to intercept a goblin from running, opening a cage hosting 2 large Dire wolves while also fending off the shaman and his minions. Throughout the battle the wolves are howling and snapping between the bars and the characters fighting backs to it as the Goblins worked for a chance to open it or retreat the characters up against it. I want to say there were 9 baddies I’ll have to check my notes but it was 9 on 4 at this point but it was simple, exciting and fun for them.
In the aftermath they learn of of peril involving the Keep, leading into B2.

Shostak 06-05-2024 06:15 AM

Re: Converting D&D Modules to TFT...
 
Just be sure to give the evil clerics silver plate armor, to avoid the huge DX penalty for casting magic while wearing (or wielding) a lot of iron.

Jabberwock 06-05-2024 11:08 AM

Re: Converting D&D Modules to TFT...
 
All great ideas!

Quote:

Originally Posted by TippetsTX (Post 2527858)
For a 'nuisance' opponent comparable to D&D goblins or kobolds (bearing in mind that even low-level threats in sufficient quantity can overcome a veteran TFT party), I recommend 24 TAP for the baseline.

Stat profiles (ST/DX/IQ) would be 7/10/7, 8/9/7, 6/10/8, etc.

I have been learning Python, and I created a converter based on that article last night, with some minor modifications. But, more on that below...


Quote:

The handy thing about giving "horde" creatures a DX of 10 is that they hit 50 percent of the time, so you can roll a handful of dice (one die for each creature) and they hit on 1-3 and miss on 4-6, or whatever is easiest to remember.
What about criticals? Do you just ignore those for mooks?

Quote:

Just be sure to give the evil clerics silver plate armor, to avoid the huge DX penalty for casting magic while wearing (or wielding) a lot of iron.
I thought about that, but then I wondered if I might treat Clerical magic as different, in the way DCC does it, with critical failures leading to the displeasure of the deity. I'm still noodling on that one.

Jabberwock 06-05-2024 11:17 AM

Re: Converting D&D Modules to TFT...
 
As I mentioned above, I've been working on learning Python and created a short, rudimentary script for translating AD&D or B/X monsters to TFT. I used the Space Gamer #56 article as a starting point but made some tweaks as I got results, including losing the variable ST modifiers, and adding a section that allows you to add points to the individual monsters to make them full-blown characters.

The IQ is manual input for now, but I might work on that later.

Here is the result for a Goblin, with no additional points added, based on the MM:

ST 6, DX 8 IQ 8 Armor: 3 (Leather and Small Shield)


Just for fun, throw me an AD&D monster that you want to see translated and I'll run it through the program. Then you can critique the results and help me tighten the program up.

tomc 06-05-2024 03:53 PM

Re: Converting D&D Modules to TFT...
 
Quote:

Originally Posted by Jabberwock (Post 2527997)
What about criticals? Do you just ignore those for mooks?

Yep. I don't like having the adventure randomly derailed, or characters we're invested in drop dead because some random goblin got very lucky.

Some people enjoy the tension brought on by the possibility of death in every encounter, some folks see it as anticlimactic. To each his own.

Jabberwock 06-05-2024 04:51 PM

Re: Converting D&D Modules to TFT...
 
Quote:

Originally Posted by tomc (Post 2528033)
Yep. I don't like having the adventure randomly derailed, or characters we're invested in drop dead because some random goblin got very lucky.

Some people enjoy the tension brought on by the possibility of death in every encounter, some folks see it as anticlimactic. To each his own.

I like the idea of a middle ground, here. No crits but the possibility of a TPK caused by overwhelming odds: that's old school D&D for me. I never use critical hits or fumbles in the regular D&D rules either. I find the D20 much too swingy for that.

I like the quick D6 resolution rather than rolling a dozen 3D6 rolls. I'm likely to use that in my Con games from now on...

Steve Plambeck 06-05-2024 07:44 PM

Re: Converting D&D Modules to TFT...
 
I've used the DX is 10, so half of them hit without rolling technique only for swarms of rats, bats, and nuisance critters (I never used the two rats per hex limit.) As to the lack of critical hits happening, I wouldn't call that going too easy on anyone. Any PC that walks away from these types of encounters with only a hit or two is a hit or two closer to death if they next encounter something more dangerous before any healing, and that seems risk enough.

Jabberwock 06-05-2024 08:25 PM

Re: Converting D&D Modules to TFT...
 
Quote:

Originally Posted by Steve Plambeck (Post 2528048)
I've used the DX is 10, so half of them hit without rolling technique only for swarms of rats, bats, and nuisance critters (I never used the two rats per hex limit.) As to the lack of critical hits happening, I wouldn't call that going too easy on anyone. Any PC that walks away from these types of encounters with only a hit or two is a hit or two closer to death if they next encounter something more dangerous before any healing, and that seems risk enough.

I'm going to convert other numbers in that range to D6, as well, I think. Rolling a 9 or lower is roughly 35% (roughly 2 in 6), while an 8 is about 10% (or 1 out of 6). Going the other way, you could do 4 out of 6 for an 11, and 5 out of 6 for a 12. Anything better than a 12 doesn't really classify as a nuisance creature and I think a 12 is pushing that definition as well unless you want to stat up some personal guard for a boss goblin.

TippetsTX 06-05-2024 09:46 PM

Re: Converting D&D Modules to TFT...
 
Quote:

Originally Posted by Jpot (Post 2527868)
Much of B2 is humanoid danger so not too complex (I’ll keep the orcs D&D classic style thank you - does anyone present TFT orcs as described in ITL??).

Speaking of... my old-school inspired replacement for TFT orcs can be found here.

Jpot 06-06-2024 05:27 AM

Re: Converting D&D Modules to TFT...
 
Quote:

Originally Posted by TippetsTX (Post 2528057)
Speaking of... my old-school inspired replacement for TFT orcs can be found here.

Cool! I picked it up. Let me know if there is a newsletter or other releases. Thanks!

I always found it odd that SJ used "Piltdown Man" as an example for Orcs in ITL...even in the late 70's it was long known to be a fraudulent science scandal.

TippetsTX 06-06-2024 06:02 AM

Re: Converting D&D Modules to TFT...
 
Quote:

Originally Posted by Jpot (Post 2528070)
I always found it odd that SJ used "Piltdown Man" as an example for Orcs in ITL...even in the late 70's it was long known to be a fraudulent science scandal.

Perhaps that wasn't true on every Earth, though. The Mnoren had access to infinite parallel realities after all.

hcobb 06-06-2024 07:51 AM

Re: Converting D&D Modules to TFT...
 
Has anybody done a price comparison chart? It looks like one D&D GP is around $4 Cidri. (I blame the dwarves for overmining. When will the Balrogs shut them down?)

TippetsTX 06-06-2024 07:19 PM

Re: Converting D&D Modules to TFT...
 
Quote:

Originally Posted by Jabberwock (Post 2528001)
Just for fun, throw me an AD&D monster that you want to see translated and I'll run it through the program. Then you can critique the results and help me tighten the program up.

Start with the encounters in B2. Goblins, kobolds, orcs, the ogre, bugbears, hobgoblins, the owl-bear and the minotaur.

AlHazred 06-08-2024 09:56 AM

Re: Converting D&D Modules to TFT...
 
I went looking through my list of TFT articles, but the only D&D conversion system I could find was from D&D to Heroes & Other Worlds (HOW), which is TFT-adjacent. I could have sworn when I did the list I came across a conversion system for it, but I can't find anything now. I must have misremembered.

You might try the Alarums & Excursions magazines. I didn't track down all of them yet (because I spent my budget getting access to the other stuff), but it seems like something contributors to that zine would have done. They were freely mixing all of the games they played back then.

noirFan 06-08-2024 10:19 AM

Re: Converting D&D Modules to TFT...
 
Quote:

Originally Posted by AlHazred (Post 2528332)
I went looking through my list of TFT articles, but the only D&D conversion system I could find was from D&D to Heroes & Other Worlds (HOW), which is TFT-adjacent. I could have sworn when I did the list I came across a conversion system for it, but I can't find anything now. I must have misremembered.

Space Gamer #56 had an article titled "Metamorphosing Monsters: Adapting D&D Creatures to TFT". I did not check to see if that article was included in your very extensive list.

AlHazred 06-08-2024 11:58 AM

Re: Converting D&D Modules to TFT...
 
Quote:

Originally Posted by noirFan (Post 2528335)
Space Gamer #56 had an article titled "Metamorphosing Monsters: Adapting D&D Creatures to TFT". I did not check to see if that article was included in your very extensive list.

So it is! Had it listed as a "Character" article when it's clearly a "Conversion"! Fixed, and thank you, that is exactly what I was thinking of!

Craigflowers45 06-09-2024 09:32 PM

Re: Converting D&D Modules to TFT...
 
I have converted B2 with the original 1980 ITL. I have not yet bought the new version. I converted twice once in 1986 and again 2021. If you have any questions feel free to contact me and I will tell you what I did.

Jpot 06-10-2024 07:54 PM

Re: Converting D&D Modules to TFT...
 
Quote:

Originally Posted by Craigflowers45 (Post 2528508)
I have converted B2 with the original 1980 ITL. I have not yet bought the new version. I converted twice once in 1986 and again 2021. If you have any questions feel free to contact me and I will tell you what I did.

Craig,
I'd welcome a look at how you handled the conversion. I thought I sent you a PM or "email" but my profile "sent" folder isn't showing I did so. Let me know how to proceed. Thanks!

Bill_in_IN 06-10-2024 10:23 PM

Re: Converting D&D Modules to TFT...
 
In my Classic TFT days, I did conversions from the original D&D. Mostly from the Monster Manual. Some were from Deities and Demigods.

Craigflowers45 06-11-2024 01:45 AM

Re: Converting D&D Modules to TFT...
 
Jpot got your email and responded

hcobb 06-11-2024 11:01 AM

Re: Converting D&D Modules to TFT...
 
if you need to convert from classic TFT to legacy TFT then see
https://www.hcobb.com/tft/legacy_first.html

Also loading your classic TFT character into the text box at
https://www.hcobb.com/tft/tftcalc.html
Then hitting "parse from text" then "format to text" will convert some of the things. (Needs work on equipment.)

Jpot 06-11-2024 07:37 PM

Re: Converting D&D Modules to TFT...
 
Henry, the ultimate TFT Sage.

I appreciate all your content and videos!
What I admire most is that, you guys that were exposed to it back then now can nearly game the system from a numbers standpoint, using combos of weapons, talents and attributes. Your familiarity w the rules set is remarkable.

In this fashion, TFT is so much more mathematical/logical than D&D. I have loving memories of being exposed to Moldvay Basic then 1st Ed AD&D, the specific feel of those times and that game is hard to replicate. I’m hoping I can pass on some of that “feel” to my new players using ITL. The first couple times were a success, and 5 or 6 people playing teams in Melee and Wizard is super enjoyable too.

Jabberwock 06-16-2024 02:27 PM

Re: Converting D&D Modules to TFT...
 
Quote:

Originally Posted by Craigflowers45 (Post 2528508)
I have converted B2 with the original 1980 ITL. I have not yet bought the new version. I converted twice once in 1986 and again 2021. If you have any questions feel free to contact me and I will tell you what I did.

Sent you an email.


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