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Old 12-04-2011, 09:18 PM   #1
donal
 
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Default 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.)
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Old 12-04-2011, 09:20 PM   #2
Peter V. Dell'Orto
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Default 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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Old 12-04-2011, 09:29 PM   #3
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Default Re: What conversions of "classic" AD&D modules to Dungeon Fantasy have you done?

Quote:
Originally Posted by donal View Post
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.)
I ran a rather successful DF version of Dwellers of the Forbidden City. What was supposed to be a quick 8 session game turned into 40+ sessions of awesome. I built it out quite a bit (as I suspect was the general idea way back when).

I actually want to try a conversion of Quagmire, too.
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Old 12-04-2011, 09:38 PM   #4
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Default 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!)
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Old 12-04-2011, 09:46 PM   #5
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Default 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:
  • The Keep on the Borderlands
  • The Isle of Dread
  • Castle Amber
  • The Village of Hommlet
  • The Sinister Secret of Saltmarsh
  • The Secret of Bone Hill
  • Expedition to the Barrier Peaks
  • The Rock of Bral
  • The Mansion of Mad Professor Ludlow (from Dragon #42)
  • Barnacus -- City in Peril (from Dragon #80)
  • The City Beyond the Gate (from Dragon #100)

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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Old 12-04-2011, 09:56 PM   #6
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Default Re: What conversions of "classic" AD&D modules to Dungeon Fantasy have you done?

Quote:
Originally Posted by Toadkiller_Dog View Post
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.
Are you aware of this magnificent product? http://e23.sjgames.com/item.html?id=BLU27

After reading Goblin Hero, I'd love to launch a delve into those caverns with humanoid swarms rushing the PCs.
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Old 12-04-2011, 11:40 PM   #7
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Default Re: What conversions of "classic" AD&D modules to Dungeon Fantasy have you done?

Quote:
Originally Posted by ectropy View Post
I ran a rather successful DF version of Dwellers of the Forbidden City.
Yeah, it was a toss-up for between this and Against the Cult of the Reptile God...Dwellers will be next!
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Old 12-05-2011, 01:25 AM   #8
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Default 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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Old 12-05-2011, 02:42 AM   #9
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Default 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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Old 12-05-2011, 08:27 AM   #10
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Default Re: What conversions of "classic" AD&D modules to Dungeon Fantasy have you done?

I have run:
  • Forgotten Realms - Into the Dragon's Lair
  • Forgotten Realms - Under Illefarn
  • The Ruins of Undermountain
  • Haunted Halls of Eveningstar
  • Ruins of Myth Drannor
  • Shadowdale

I'm running a Forgotten Realms campaign (using more FR AD&D books) with DF
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