What conversions of "classic" AD&D modules to Dungeon Fantasy have you done?
Just curious as to what conversions (not necessarily how the conversions were done) of "classic" AD&D (or even Basic D&D) modules to Dungeon Fantasy people have done *and* played, and how well these modules play using Dungeon Fantasy? I'm about to start "Against the Cult of the Reptile God" which should be fun.
(I could have just said conversion to GURPS, but playing old AD&D modules seems an obvious use of the Dungeon Fantasy line.) |
Re: What conversions of "classic" AD&D modules to Dungeon Fantasy have you done?
I'm running Keep on the Borderlands, moderately modified, right now. It's going well, but you have to expect goblinoid foes to die horribly, in droves, with little or no effect on the PCs.
1-3 level adventures aren't really challenges to 250 point DFers. But they can be if you accept that and beef them up. |
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I actually want to try a conversion of Quagmire, too. |
Re: What conversions of "classic" AD&D modules to Dungeon Fantasy have you done?
I have run Tomb of Horrors under DF, albeit the D&D 3e conversion; it wasn't hard to convert at all. Indeed, knowing a bit more now, I might have been able to convert some of the monsters on the fly, though I had converted them before the session.
I've been considering the A1-4 series (Slave Lords), or possibly its whole sequence (T1-4, A1-4, GDQ), though the Temple of Elemental Evil is too wussy for 250-point characters, as Peter said. (And Hommlet has way too many NPC stats, with no names! I mean, c'mon, Gary!) |
Re: What conversions of "classic" AD&D modules to Dungeon Fantasy have you done?
Actually, I generally adapt most of my old AD&D (and other games) modules into GURPS. I used to attempt straight-up conversions, but came to the conclusion that I much prefer the term "adaptation" as it better describes what I am doing. I don't adapt directly into full-blown Dungeon Fantasy, however, because I do not actually run that setting as-is.
I do have a few favorites among my collection of D&D and AD&D modules that I have adapted and run in one campaign or another:
One of these days, I am going to get around to finishing my "big project" of adapting the entire T1-4/A1-4/GDQ1-7 arc so that it fits into my "Beyond World" GURPS Fantasy setting. I keep working on it here and there, but always get interrupted before I can get much done with it. |
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After reading Goblin Hero, I'd love to launch a delve into those caverns with humanoid swarms rushing the PCs. |
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Re: What conversions of "classic" AD&D modules to Dungeon Fantasy have you done?
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. -GEF
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Re: What conversions of "classic" AD&D modules to Dungeon Fantasy have you done?
I've GMed te Hackmaster Quest for the Unknown (a hackmaster adapted In Search of the Unknown, AKA B-1), and I'm currently GMing Die Vecna Die. Once they finish the first step, it wil be up to them if they follow into the Ravenloft part.
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Re: What conversions of "classic" AD&D modules to Dungeon Fantasy have you done?
I have run:
I'm running a Forgotten Realms campaign (using more FR AD&D books) with DF |
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. |
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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. |
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 |
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. |
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Doh! |
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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. |
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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. |
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. |
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.
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GEF |
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If you scale the challenges up to the point where Orcs are worthy for 250 point adventurers then they are functionally 'level one' (to use that arcane designation). Its not abut point values, its how capable they are in the world that determines their 'level'. There really is no good reason that brand new 250 point DF guys couldnt have a great time in the Original Keep on the Borderlands and then progress on to much higher point values and plunge through Ravenloft or the Lost tomb of martek or even the G series. I only say this because I spent alot of time trying to figure out what level one meant in gurps point values. I realized that it didnt matter. They are completely disjoint concepts that are only tied together by interpretation, not math. Again, if a single goblin is giving you fits, your level one. If your kicking flaming snot right out of a dragon, your probably level 10 (or so). That said, I started my DF group on a slightly lower point budget but have torn well through a few of the 'pocket' modules that we could DL for free from WOTCs website. I chose to use the lower point values so that they could feel like options were opening up and becoming available to them. That they were getting stronger relative to certain creatures in the environment. That they were 'leveling up'. Its worth noting thought that DF already provides 'next level' sorts of options that will soak up points for a long long time. Nymdok |
Re: What conversions of "classic" AD&D modules to Dungeon Fantasy have you done?
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I catch your meaning but you're undermining it a bit here - because 250 points gives you a lot of options that are all pretty kick-ass (starting mages with Magery 6, Weapon Masters with ST 17 and Skill 20+, 20+ HP in easy reach of several combat templates, etc.) DF guys are meant to chop up orcs in bunches, and if you re-scale that it doesn't make much sense to me - better to drop the PCs point values than to make their "starter" opponents into really tough guys. Quote:
Level doesn't translate to points, that's true. But fodder-filled AD&D adventures will amount to so much fodder carrying treasure in DF. If you keep them as fodder, that is. If you juice them up, no, but it feels lame to say, here, make a 250-point guy, but unless you outnumber the orcs expect to die. Who wants that? I don't want to get 250 points but then have the orcs scaled up. I want 250 points and then have the zombie vampire lich-trolls scaled up. You're not wrong that it's how you distribute the points, but it's hard to follow the DF templates and end up with knights who can't kick butt, barbarians who suck at outdoors stuff, thieves who can't steal people blind, etc. Most of the DF skills my DF PCs have are at the template default levels, and they are pretty good. "Oh, hey, I *do* have Survival, at a 15. Sweet! I make it by 5." That kind of thing. The knight does 3d+8 with the Thrusting Greatsword he started with; orcs aren't a big deal. |
Re: What conversions of "classic" AD&D modules to Dungeon Fantasy have you done?
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I know it's said you really can't compare levels and points but I think you can make a pretty good case 1st level old school D&D characters are about 75-100 points. The range for "Competent" is 50-75 and I figure a 0 level man at arms is about at that level. That means a 1st level fighter or similar character should be at least a notch above that, so around 75-100 points. Then the question is how much each level above is worth. |
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I still use Nommo -- and the "Nommo Civil War" -- in my games. |
Re: What conversions of "classic" AD&D modules to Dungeon Fantasy have you done?
The module I am most interested in seeing converted is Return to the Keep on the Borderlands, not the original - because Return is very cool for roleplaying and dynamic encounters.
Anyone done anything with that? |
Re: What conversions of "classic" AD&D modules to Dungeon Fantasy have you done?
My wife and I are working on a full conversion for the Dragonlance Chronicles. it's been about 9 months of work so far, but we're mostly done with the system parts.
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Regardless of what the options are available to them at the 250 point level, I dont think its impossible to come up with challenges that will be suitable for them, it simply means that those options must be considered, and apporpriate modifiers, counter options, and other measures must be in place. This is true for any point level and any adventure though isnt it? It doesnt really matter much if you call it an orc or a dire whatnot or an Ogre Magi. It doesnt really matter if its at a -1, -5 or -10 modifier for a skill check. I know that this is a bit wide of the RAW that states that -10 oughta be ridiculously impossible, and that skills in excess of 18 are experts. For me, the modifiers and skill levels are just numbers that help me get the odds of success that I want. I still havent proven this idea out completely first hand, were still building up our DF party, but its going swimmingly so far. Nymdok |
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