|
|
|
#21 | |
|
Join Date: Aug 2007
|
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.
__________________
Fred Brackin |
|
|
|
|
|
|
#22 | |
|
Join Date: Oct 2008
Location: Shangri-La
|
Quote:
|
|
|
|
|
|
|
#23 |
|
Join Date: Dec 2009
|
In general, I find converting systems easy, but converting "setting types" takes work, and can be more trouble than it's worth.
Converting D&D adventures for GURPS DF? Cake. Converting D&D adventures for GURPS THS? Iffy. Converting Shadowrun adventures for GURPS THS? Cake. However, you need to understand both systems. For example, if a 5th-level level has an EL: 7 fight, you need to notice that and convert accordingly. You can notice from experience that three owlbears(or whatever) is a hard fight for a 5th-level party, or have some skill with ELs, but either way.
__________________
If you must feed the troll, take it to PMs. "If it can't be turned off, it's not a feature." - Heuer's Razor Waiting For: Vehicle Design System
|
|
|
|
|
|
#24 | |
|
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
|
Quote:
|
|
|
|
|
|
|
#25 |
|
Join Date: Sep 2007
|
The desire for an extremely mechanistic conversion suffers from the misconception that the source adventures are meticulously balanced with a certain percentage chance of various outcomes to begin with. The D&D Encounter Level or Challenge Rating is a rough guide, but it's not really very precise. It can easily be off by a factor of two or more, depending on your group and tactics.
So there's no point in expecting a system that produced exactly the same probability of winning a fight ("balance" or "difficulty"), or exactly the same ratio of resources expended, and so on. D&D GMs have to wing it just as much as GURPS GMs if they want the adventure to feel challenging on the one hand, or avoid mistaken party wipes on the other. |
|
|
|
|
|
#26 |
|
Join Date: Jun 2009
|
How I understand them, DnD and GURPS are on opposite sides. DnD is mostly mechanic based than anything else, and GURPS is narrative based.
Maybe it's just me, but mechanic based elements are hard to make into narrative, while the opposite is pretty easy. So how I'm seeing it, GURPS is more adept at adapting books, movies, ect than it is at mechanical games like DnD or Final Fantasy. They're based too much on their own internal logic as opposed to a storytelling one. Then again, I am typing this a 2 in the morning.
__________________
Who is this kid? [link] |
|
|
|
|
|
#27 |
|
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
|
I don't know if I agree exactly with your terminology but I think this:
Is very accurate. A lot of systems have worlds with setting details based on mechanical aspects of the system. Witness Dragonlance's alignment wars, Shadowrun essence effects, etc. I find that when I convert between systems a large amount of the work is sitting down and giving very serious thought to what precisely is actually a valid piece of the setting and what is simply an artifact of wonky game rules that I'm leaving behind. |
|
|
|
|
|
#28 |
|
Join Date: Feb 2008
Location: Virginia, USA
|
I and a good friend have been converting D&D monsters into GURPS 4e for a while now. I've been using them for my GURPS Midnight game, and I'll be using them also in my upcoming Dungeon Fantasy game. I find converting from D&D 3.x to GURPS is rather easy, but prior editions of AD&D are a bit harder.
I tried also converting some of the Disciplines from Vampire: the Masquerade into GURPS Powers with some success, but the process was not quick (probably because I'm not as familiar with the GURPS Powers book).
__________________
Current games GM - G4e Drow War (Fantasy + Thaumatology) GM - In Nomine: The Word (modified rules) Player - G4e Sex Crossbows (Dungeon Fantasy) Player - Deadlands |
|
|
|
|
|
#29 |
|
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
|
Converting is easy, as long as you follow these two principes
|
|
|
|
|
|
#30 | |
|
Join Date: Apr 2010
Location: Oxfordshire, UK
|
Quote:
I was thinking of converting Tomb of Horrors and also The Sinister Secret of Saltmarsh. These seemed to be the best of the scenarios from the original D&D as released and bought by me back in, ahem, 1979. (Gawd, I feel the need to lie down with a sherry after admitting that). My intention is to do it properly, converting the maps etc and sticking the resultant pdfs up on my website. You know, just because I don't get out much... You say you did it completely on the fly - did you do any pre-conversion at all? More importantly, in an electronic form :-) All the best, Michael Amos
__________________
Michael Amos www.michaelamos.net Author of Homeland -"A ripping yarn...funny, satirical, different, yet reminiscent of Dawn of the Dead, Alien, 1984..." Ian Hunter, British Fantasy Society |
|
|
|
|
![]() |
| Tags |
| conversion, conversions |
| Thread Tools | |
| Display Modes | |
|
|