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-   -   What conversions of "classic" AD&D modules to Dungeon Fantasy have you done? (https://forums.sjgames.com/showthread.php?t=85650)

robertsconley 12-05-2011 08:59 AM

Re: What conversions of "classic" AD&D modules to Dungeon Fantasy have you done?
 
In the 1990s I did a full conversion of T1-Village of Hommlet. Wrote up the entire module in GURPS terms even laid it out in Pagemaker. Did the characters in MakeChar. I still have the files around.

I did less detailed coversion of L1-Secret of Bone Hill. For this I can post the entire document for folks to use, it just has some notes and converted stats.

I used other D&D modules but I converted them on the fly using my stock NPCs/Monster roster.

I will dig around tonight and see what I can post.

Ed the Coastie 12-05-2011 11:35 AM

Re: What conversions of "classic" AD&D modules to Dungeon Fantasy have you done?
 
Quote:

Originally Posted by Gef
I've run parts of the U series (starting with Sinister Secret of Saltmarsh) and A series (Against the Slave Lords) in GURPS, but not at Dungeon Fantasy level. In fact, I think 100 points may be too many for Saltmarsh, which is intended for 1st level DnD characters.

If you are running it as a hack-and-slash adventure, you are right. The trick is to balance it so that the PCs are constantly on edge...they are supposed to be exploring a haunted house, so I always tended to play that part of it up.

I tend to set the adventure in the 1890's along the coast of Wales...with the subsequent adventures being set on the east coast of Africa and then off the coast of Madagascar.

robertsconley 12-05-2011 06:45 PM

Re: What conversions of "classic" AD&D modules to Dungeon Fantasy have you done?
 
Still sorting through my notes but here is a map I did of Restenford for L1.

http://3.bp.blogspot.com/_mFjy4EWzmt...Restenford.jpg

Nymdok 12-05-2011 07:15 PM

Re: What conversions of "classic" AD&D modules to Dungeon Fantasy have you done?
 
Rasputin started this ball rolling a while back:

White Plume MOuntain
http://forums.sjgames.com/showthread...plume+mountain

I did a 'by the percentages' conversion of 1e Tomb of Horrors
http://forums.sjgames.com/showthread.php?t=76221

I didnt get to do the monsters (Real Life keeps giving me fits) But there arent that many in there to begin with.

There are bound to be others done here, I just cant seem to track em all down.

Nymdok

p.s. Im of a mind to do a conversion of Castle Amber. That module was weird, but a heckuva lotta fun as I recall. If anyone has a GURPS conversion, Id love to hear about it.

Rasputin 12-05-2011 09:14 PM

Re: What conversions of "classic" AD&D modules to Dungeon Fantasy have you done?
 
Quote:

Originally Posted by Nymdok (Post 1288511)
Rasputin started this ball rolling a while back:

White Plume MOuntain
http://forums.sjgames.com/showthread...plume+mountain

I ran White Plume Mountain? You're right! I did. I had only crunched the numbers for Tomb of Horrors.

Doh!

Peter V. Dell'Orto 12-06-2011 06:44 AM

Re: What conversions of "classic" AD&D modules to Dungeon Fantasy have you done?
 
Quote:

Originally Posted by ClayDowling (Post 1288098)
Are you aware of this magnificent product? http://e23.sjgames.com/item.html?id=BLU27

I wasn't. $1.95 is tempting, but my players have already sacked about half the place already, and I've modified it myself - so this product's mods would clash. So it's a little late for something I can't use again . . . but it looks cool.


But back on the original topic, I've run a lot more than B2 with GURPS. I just haven't done it with DF. I've run so many D&D modules or bits of them with GURPS I couldn't list them all. I just can't vouch for how they run with GURPS Dungeon Fantasy.

robertsconley 12-06-2011 08:14 AM

Re: What conversions of "classic" AD&D modules to Dungeon Fantasy have you done?
 
Quote:

Originally Posted by Toadkiller_Dog (Post 1288713)
But back on the original topic, I've run a lot more than B2 with GURPS. I just haven't done it with DF. I've run so many D&D modules or bits of them with GURPS I couldn't list them all. I just can't vouch for how they run with GURPS Dungeon Fantasy.

Probably the characters will have a lot more "endurance". Anytime I played or refereed going into a D&D module with 150 pt GURPS Characters it was pretty much a matter of dealing with a room, healing, resting, and then dealing with the next room, rinse, repeat.

Needless to say, there a premium put on stealth tactics. And because GURPS combat was more detailed and realistic than AD&D made it possible to one shot kill many things (but not all). There was a lot of investment in healing potions to get out of a fubar situation.

korbeau 12-06-2011 11:02 AM

Re: What conversions of "classic" AD&D modules to Dungeon Fantasy have you done?
 
AD&D to Gurps 4ed, i've run:

Menzoberranzan Box Set
Ruins of Myth Drannor Box set
Ravenloft Box set
When black roses bloom adventure
Van Richten guide to Vampire
Mystara's Night of the Vampire
Labyrinth of Madness
Planescape box Set

All of them are played with DF.

Ed the Coastie 12-06-2011 12:21 PM

Re: What conversions of "classic" AD&D modules to Dungeon Fantasy have you done?
 
*nods* In my experience, most D&D and AD&D modules just aren't designed to handle a 250-point GURPS Dungeon Fantasy character build, much less an entire party of them...not without beefing them up to the point that they start looking like the guy in the League of Extraordinary Gentlemen movie who drank an entire flask of Jekyll's serum. If I were to try running one using DF, I would probably use 150-point characters from Eric B Smith's Dungeon Fantasy on the Cheap.

Rasputin 12-06-2011 12:28 PM

Re: What conversions of "classic" AD&D modules to Dungeon Fantasy have you done?
 
Quote:

Originally Posted by Ed the Coastie (Post 1288856)
*nods* In my experience, most D&D and AD&D modules just aren't designed to handle a 250-point GURPS Dungeon Fantasy character build, much less an entire party of them...

Dpends on the party size. I think I had two players and an accompanying NPC for White Plume Mountain, but obviously my memory isn't the best for that stuff. D&D modules expect at least four players, even five, making them even better to run under DF, given the group sizes that adults with responsibilities can muster.


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