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Old 12-11-2008, 08:39 PM   #1
Rasputin
 
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Default White Plume Mountain for GURPS Dungeon Fantasy

I am opening this thread to propose the conversion of the classic D&D adventure White Plume Mountain to GURPS Dungeon Fantasy.

The way I see it, such a conversion will serve to do at least two things:
  1. Let us make a conversion so we can have an adventure that is ready-to-play.
  2. Let us make a conversion so we can better know how to make a conversion.
I have chosen White Plume Mountain as an adventure as it is freely available on Wizards of the Coast's web site. Wizards has already taken the liberty of converting this adventure to Dungeons & Dragons 3.5 Edition, which is also freely available and open source under the Open Gaming License. I am picking this for a first conversion instead of the similarily available Expedition to the Barrier Peaks as it is geared for slightly lower level play, and is a more conventional adventure. If all goes well, we can convert Expedition to the Barrier Peaks as a follow-up to this.

As I have no intention of stepping on the copyrights of Wizards of the Coast, the final conversion will be limited to game statistics for GURPS Dungeon Fantasy, and will require the version of the original adventure on Wizards's site.

The converted adventure will "play like GURPS" and will be game-balanced for GURPS. In some cases, this will mean changing the power level of various traps and monsters to fit a group of GURPS Dungeon Fantasy characters. Ideally, this adventure will be suitable for a group of four 250-point characters, but we may need to make the point total for characters higher. We should use existing GURPS monsters and traps when we can.
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Old 12-11-2008, 08:52 PM   #2
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Default Re: White Plume Mountain for GURPS Dungeon Fantasy

Hey Rasputin,

I did plenty of D20 SRD Monster conversions to GURPS (they are available on my site). An experiment like this would indeed appeal to me. I'd gladly try to write the monster writeups if you'd like.
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Old 12-11-2008, 09:13 PM   #3
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Default Re: White Plume Mountain for GURPS Dungeon Fantasy

I converted (most of) this module for GURPS recently, but it was for a much lower point campaign than DF. I have Excel sheets with the statted monsters, conversions for Whelm, Wave and BlackRazor, and even some flavor text to go with them.

Also, if you have campaign cartographer, I actually converted that map as well.

The downside is that I converted the original 1st edition AD&D module.

If your interested, email me and I'll bounce it to you.

Nymdok@gmail.com

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p.s. The formula that I used was TotalPartyPoints/AvgPartyLevel = points per hit die. PPHD*HD = Budget to build monsters. I think you'll find my stuff to be a good jumping off point (if a bit judeo centric in certain bits) and easy to Buff up for your game.
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Old 12-11-2008, 09:21 PM   #4
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Default Re: White Plume Mountain for GURPS Dungeon Fantasy

I would love to see a conversion of this module on the forums. I would also like to see a conversion of Tomb of Horrors because it is downloadable now too. Hopefully soon the Forgotten Temple of Tharizdun will be on the D&D dounload list too!
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Old 12-11-2008, 09:54 PM   #5
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Default Re: White Plume Mountain for GURPS Dungeon Fantasy

Quote:
Originally Posted by b-dog
I would love to see a conversion of this module on the forums. I would also like to see a conversion of Tomb of Horrors because it is downloadable now too. Hopefully soon the Forgotten Temple of Tharizdun will be on the D&D dounload list too!
I ran White Plume and Tomb of Horrors for a Gurps group in the last year or so (from the Hackmaster versions). Ravenloft and a bunch of others too.

I didn't do any paperwork on it of course. I just converted to Gurps on the fly. It's really too simple to make a big project of.

An Orc is an Orc and a trap is roll v. Perception to spot and Traps to disarm and so on.

It's really only the magic items that are at all complicated to convert. As a hint you want something to replace all those Rings of Protection +1 with. Also the Scrolls. A Gurps Scroll is pretty much not worth the trouble of carrying. If the spells useful take your next CP and learn it.
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Old 12-11-2008, 10:23 PM   #6
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Default Re: White Plume Mountain for GURPS Dungeon Fantasy

Quote:
Originally Posted by Fred Brackin
I ran White Plume and Tomb of Horrors for a Gurps group in the last year or so (from the Hackmaster versions). Ravenloft and a bunch of others too.

I didn't do any paperwork on it of course. I just converted to Gurps on the fly. It's really too simple to make a big project of.

An Orc is an Orc and a trap is roll v. Perception to spot and Traps to disarm and so on.

It's really only the magic items that are at all complicated to convert. As a hint you want something to replace all those Rings of Protection +1 with. Also the Scrolls. A Gurps Scroll is pretty much not worth the trouble of carrying. If the spells useful take your next CP and learn it.
Well, I could probably run those adventures on the fly but what I want is to convert them to GURPS formally. I have the downloads and I'm putting n the monsters and such. What I want to do is sort of put as many details as possible about the surroundings, monsters and anything else. Then I want to reprint them form the original for my collection.
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Old 12-12-2008, 08:17 AM   #7
Fred Brackin
 
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Default Re: White Plume Mountain for GURPS Dungeon Fantasy

Quote:
Originally Posted by b-dog
What I want to do is sort of put as many details as possible about the surroundings, monsters and anything else. Then I want to reprint them form the original for my collection.
How do the details that don't involve game stats differ from D&D to Gurps?
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Old 12-12-2008, 08:51 AM   #8
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Default Re: White Plume Mountain for GURPS Dungeon Fantasy

Quote:
Originally Posted by Fred Brackin
How do the details that don't involve game stats differ from D&D to Gurps?
In my experience, it's not that it differs from D&D to GURPS, so much as a LOT of these older adventures just... lack details. Lots of commentary on some things, none on others.

EDIT: but something that's important and system related is sensory advantages - D&D characters come with Infravision and Ultravision (for old system) or Low-light Vision and Darkvision (new system).

GURPS Dungeon Fantasy characters have access to Infravision, Darkvision, and Sound Vision spells, and could easily buy Night Vision, Dark Vision, and Vibration Sense as advantages. I'm constantly having to think about air currents because the catboy thief in the game I'm running has Vibration Sense from his whiskers.
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Old 12-12-2008, 05:05 PM   #9
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Default Re: White Plume Mountain for GURPS Dungeon Fantasy

Quote:
Originally Posted by Fred Brackin
How do the details that don't involve game stats differ from D&D to Gurps?
I would like some info on the strange rooms like in the Tomb of Horrors. There are a lot things that aren't really just cut and paste stats. There are some basic assumptions that need to be modified.
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Old 12-12-2008, 05:11 PM   #10
Fred Brackin
 
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Default Re: White Plume Mountain for GURPS Dungeon Fantasy

Quote:
Originally Posted by b-dog
I would like some info on the strange rooms like in the Tomb of Horrors. There are a lot things that aren't really just cut and paste stats. There are some basic assumptions that need to be modified.
If you can be specific I can try and help but off-hand I don't get what you mean.
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