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#11 | |
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Join Date: Aug 2007
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Quote:
The original material (minus combat details) was actually quite useful. It's putting the "middle" into adventures that I find dificult. Starting things is easy, big finishes are easy. It's where do you go next and what do you do when you get there between the start and finish that requires soms structure. That's what the original modules were good for. Here's a map, here's a schedule of what happens when. How to implement those things in Gurps is really not that hard either. Traps require rolls against Per to find and against Traps to disable. Orcs have 10 Hp, HT 10, Attack 12, Parry 9, Dodge 8 and do 1D Sw/Cut with crude, curved short swords. Big ones have better stats. Spells in the text turn into their nearest Gurps equivalent and so forth. This is anything but rocket science. It only requires a decent but basic understanding of how Gurps works. Page upon page of conversion notes aren't needed at all.
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Fred Brackin |
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| Tags |
| conversion, conversions |
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