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#1 |
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Join Date: Jan 2005
Location: Minneapolis, MN, USA
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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:
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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#2 |
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Join Date: Jun 2006
Location: Montreal, Canada
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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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#3 |
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Join Date: Dec 2006
Location: Houston
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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 Nymdok 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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#4 |
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Join Date: Nov 2006
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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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#5 | |
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Join Date: Aug 2007
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Quote:
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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Fred Brackin |
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#6 | |
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Join Date: Nov 2006
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#7 | |
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Join Date: Aug 2007
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Fred Brackin |
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#8 | |
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Join Date: Sep 2004
Location: Canada
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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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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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#9 | |
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Join Date: Nov 2006
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#10 | |
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Join Date: Aug 2007
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Fred Brackin |
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| Tags |
| bestiary, conversion, d&d |
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