From esa.tanskanen at tut.fi Fri Dec 1 11:44:33 2006 From: esa.tanskanen at tut.fi (Esa Tanskanen) Date: Fri, 01 Dec 2006 02:44:33 +0200 Subject: [Rq-rules] Divine Magic In-Reply-To: <20061129211652.210FCFDD2C9@mini.thinbits.net> References: <20061129211652.210FCFDD2C9@mini.thinbits.net> Message-ID: <456F7AF1.1010607@tut.fi> Hello, To us, divine magic was always something you saved for the last moment, when you REALLY needed it. Sure, for most things spirit magic is plenty, but it's hard to save anyone from certain death (unlucky critical to chest / stomach) with Heal 6 before the end of turn, while a Heal Body makes survival almost certain, if used. Or the time when you run into that dream-dragon. Bladesharp is nice, but true (weapon) works better on the really big ones. Though I have often wondered, if Bless Crops should be a ritual enchantment used to make the land itself more fertile. While farmers are probably happy with permanent sacrifices to guarantee crops when the stocks run low, more return for the investment would be nice. And you don't mess with 35 point priests. Sure, it will take them a few days of praying to get their powers back, but if they really DO want it, you're toast. Esa Tanskanen esa.tanskanen at tut.fi -- Causing offense since 1981 From styopa1 at gmail.com Fri Dec 15 00:28:15 2006 From: styopa1 at gmail.com (Styopa) Date: Thu, 14 Dec 2006 07:28:15 -0600 Subject: [Rq-rules] Conversion of D&D module? Message-ID: <56e64e7a0612140528u58af97cldefe5c2f4701976f@mail.gmail.com> I'm nearly finished with an RQ conversion of TSRs C1-Hidden Shrine of Tamoachan - anyone interested in it? I can email it to you directly or, if there's enough interest, someone I'm sure would post it. I always like Tamoachan because it is: - a competition module, so there tends to be rather more thinking than average, and "solutions" to everything encountered ARE available in the dungeon, also nice artwork supplements - a dungeon crawl, so very suitable for an inconsistently-peopled group - reasonably sized, so we can have some closure within 2-3 sessions. - entirely 'different' in feel than most gaming stuff. It's only a CONVERSION - meaning the monsters' stats are converted to RQ. Ownership of the module is required for play (ie for the map, the room descriptions, etc.) I'm just finishing the room notes that simply list the resolution modifications to RQ terms for the many 'special' things and traps throughout, as well as the conversion of the various magic items encountered. I've tweaked it to be a challenge for a group of relatively inexperienced gamers, a party of 6-8 characters, with 2 of them being mid-70s skills and the rest in the mid 50s, all with very little magic. -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20061214/699df79e/attachment.html From stephen.brittain at ntlworld.com Fri Dec 15 00:59:02 2006 From: stephen.brittain at ntlworld.com (stephen brittain) Date: Thu, 14 Dec 2006 13:59:02 -0000 Subject: [Rq-rules] Conversion of D&D module? References: <56e64e7a0612140528u58af97cldefe5c2f4701976f@mail.gmail.com> Message-ID: <001701c71f88$03cf5080$086e0752@user2starter> Hi I would love to have a copy. Thanks Stephen Brittain ----- Original Message ----- From: Styopa To: Discussion of RuneQuest rules. Sent: Thursday, December 14, 2006 1:28 PM Subject: [Rq-rules] Conversion of D&D module? I'm nearly finished with an RQ conversion of TSRs C1-Hidden Shrine of Tamoachan - anyone interested in it? I can email it to you directly or, if there's enough interest, someone I'm sure would post it. I always like Tamoachan because it is: - a competition module, so there tends to be rather more thinking than average, and "solutions" to everything encountered ARE available in the dungeon, also nice artwork supplements - a dungeon crawl, so very suitable for an inconsistently-peopled group - reasonably sized, so we can have some closure within 2-3 sessions. - entirely 'different' in feel than most gaming stuff. It's only a CONVERSION - meaning the monsters' stats are converted to RQ. Ownership of the module is required for play (ie for the map, the room descriptions, etc.) I'm just finishing the room notes that simply list the resolution modifications to RQ terms for the many 'special' things and traps throughout, as well as the conversion of the various magic items encountered. I've tweaked it to be a challenge for a group of relatively inexperienced gamers, a party of 6-8 characters, with 2 of them being mid-70s skills and the rest in the mid 50s, all with very little magic. ------------------------------------------------------------------------------ _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://crashbox.com/mailman/listinfo/rq-rules -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20061214/e2f9cba1/attachment.html From stephen.brittain at ntlworld.com Fri Dec 15 01:02:36 2006 From: stephen.brittain at ntlworld.com (stephen brittain) Date: Thu, 14 Dec 2006 14:02:36 -0000 Subject: [Rq-rules] module Message-ID: <004501c71f88$83db7740$086e0752@user2starter> Hi I would love to have a copy. Thanks Stephen Brittain my email address is stephen.brittain at ntlworld.com -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20061214/16bb250f/attachment.html From Nick.Middleton at wrsl.com Fri Dec 15 01:08:58 2006 From: Nick.Middleton at wrsl.com (Nick.Middleton at wrsl.com) Date: Thu, 14 Dec 2006 14:08:58 +0000 Subject: [Rq-rules] Conversion of D&D module? In-Reply-To: <001701c71f88$03cf5080$086e0752@user2starter> Message-ID: >I'm nearly finished with an RQ conversion of TSRs C1-Hidden Shrine of Tamoachan - anyone interested in it?? I can email it to >you directly or, if there's enough interest, someone I'm sure would post it.? I always like Tamoachan because it is: >- a competition module, so there tends to be rather more thinking than average, and "solutions" to everything encountered ARE >available in the dungeon, also nice artwork supplements >- a dungeon crawl, so very suitable for an inconsistently-peopled group >- reasonably sized, so we can have some closure within 2-3 sessions. >- entirely 'different' in feel than most gaming stuff. > >It's only a CONVERSION - meaning the monsters' stats are converted to RQ.? Ownership of the module is required for play (ie >for the map, the room descriptions, etc.)? I'm just finishing the room notes that simply list the resolution modifications to >RQ terms for the many 'special' things and traps throughout, as well as the conversion of the various magic items encountered. > >I've tweaked it to be a challenge for a group of relatively inexperienced gamers, a party of 6-8 characters, with 2 of them >being mid-70s skills and the rest in the mid 50s, all with very little magic. I love a copy, have always been rather fond of C1 - ndm230867 AT yahoo DOT co DOT uk Cheers, Nick Middleton From rog_benham at hotmail.com Fri Dec 15 02:17:24 2006 From: rog_benham at hotmail.com (Roger Benham) Date: Thu, 14 Dec 2006 15:17:24 +0000 Subject: [Rq-rules] Conversion of D&D module? In-Reply-To: <56e64e7a0612140528u58af97cldefe5c2f4701976f@mail.gmail.com> Message-ID: An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20061214/ebac4ce0/attachment.html From slposey at slposey.cnc.net Fri Dec 15 03:18:45 2006 From: slposey at slposey.cnc.net (Stephen Posey) Date: Thu, 14 Dec 2006 09:18:45 -0700 (MST) Subject: [Rq-rules] Conversion of D&D =?UTF-8?Q?module=3F?= In-Reply-To: <56e64e7a0612140528u58af97cldefe5c2f4701976f@mail.gmail.com> Message-ID: <200612141618.LAA17659@arkroyal.cnc.net> An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20061214/c9b1c5bb/attachment.html From anders at california.com Fri Dec 15 04:02:04 2006 From: anders at california.com (Anders Swenson) Date: Thu, 14 Dec 2006 09:02:04 -0800 Subject: [Rq-rules] module In-Reply-To: <004501c71f88$83db7740$086e0752@user2starter> Message-ID: On Thu, 14 Dec 2006 14:02:36 -0000 Oh boy, back to the day! I did a lot of RQ ing using converted DnD modules, because I like modules and once you'd saved Apple Lane and conquered Rainbow Mounds and smoked the Snake Pipe there wasn't much. When converting monsters, remember there are no levels in our game, so you have the freedom and the mandate to key the levels to what will make a good entertaining run for the players. This means no killer monsters or rooms, unless you have a definate plot point for the players to overcome. Anybody can design a sneaky 100% fatal trap, there is no point to doing that! You need to keep in mind that encounter sizes may need to be adjusted because there are different combat dynamics in play. Don't forget to give your monsters appropriate magic and if they have a magic item, they have to use it in battle against those uppity PCs. More later if there is any life to this thread. --Anders From styopa1 at gmail.com Fri Dec 15 04:18:58 2006 From: styopa1 at gmail.com (Styopa) Date: Thu, 14 Dec 2006 11:18:58 -0600 Subject: [Rq-rules] Conversion of D&D module? In-Reply-To: <200612141618.LAA17659@arkroyal.cnc.net> References: <56e64e7a0612140528u58af97cldefe5c2f4701976f@mail.gmail.com> <200612141618.LAA17659@arkroyal.cnc.net> Message-ID: <56e64e7a0612140918o18c9313ftaf5aca0253564dc8@mail.gmail.com> On 12/14/06, Stephen Posey wrote: > > Discussion of RuneQuest rules. wrote: > > I'm nearly finished with an RQ conversion of TSRs C1-Hidden Shrine of > Tamoachan - anyone interested in it? I can email it to you directly or, if > there's enough interest, someone[snip] > > Man, I haven't looked at any of those old AD&D modules in years. Very > cool, I'd like to see what you've come up with. > > Did you follow a formal creature conversion procedure for this? If so, > what? > > Did you convert anything else? (I'm thinking mainly treasure, esp. magic > items). > > Stephen Posey > > slposey at concentric.net > http://img168.imageshack.us/img168/8663/samplefk6.jpg is a screenshot of the data. I just used my excel monster-generator sheet, and then copy/(paste values) from that miniblock-format output to a separate excel sheet. Took me perhaps an hour or two to convert everything in the module. Most of the time was spent 'tweaking' unique D&D creatures that had no RQ analogue - for a couatl, I used a small wyrm with inferior stats and relatively high POW. * * I did take out the one 'save or die' trap that I thought was extremely harsh for a non-experienced bunch of PLAYERS. Tournament modules, with one-off characters, tend to be a little more cutthroat in that respect. If I was running this with experienced RPG players, I'd leave it in and expect them to be using the highest standards of caution at all times. But my group now are roleplaying newbs, so the "wow, if that trap had gone off, it would have killed us!" will be a teaching moment. :) Equipping in-dungeon monsters with adequate-but-not-overpowered magic was probably the biggest challenge; one creature in the adventure has a "web" spell for example - so I gave him Web (3) which essentially duplicates the effects of the AD&D Web spell. (But you have to make a STR roll vs 18 to move 1m/r through web, spec=2m/r, crit=3m/r - which frankly I think is 'neater' than the D&D spell mechanic.. etc.) Tonight I'll be finishing up the list of magic items, etc. but it's pretty simple: +1 sword = +5% to hit/parry and +1 damage. +1 Ring of protection = +1 AP & +1 POW (only to resist spell effects!). GP treasure = lunars. Some creativity is needed: Bracers of Protection against normal missiles turns into Bracers that allow the wearer to parry any physical missile as a normal action with 4AP. No treasure in Tamoachan really is overpowering, IMO, so that's a benefit. Next, probably I'll do the A1-4 series. At some point I hope to convert the G1-G2-G3, D1-D2-D3, Q1 series...which is going to be a MAJOR challenge for even a major party of Runelord-level characters. Frikking giants are really tough and RQ characters (even super-powered ones) are so much more brittle. -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20061214/d54c6901/attachment.html From anders at california.com Fri Dec 15 04:28:49 2006 From: anders at california.com (Anders Swenson) Date: Thu, 14 Dec 2006 09:28:49 -0800 Subject: [Rq-rules] Conversion of D&D module? In-Reply-To: <56e64e7a0612140918o18c9313ftaf5aca0253564dc8@mail.gmail.com> Message-ID: On Thu, 14 Dec 2006 11:18:58 -0600 Styopa wrote: [snip] > I just used my excel monster-generator sheet, and then copy/(paste values) > from that miniblock-format output to a separate excel sheet. > > Took me perhaps an hour or two to convert everything in the module. > [snip] Where can I get a copy? I could make my own, but that's work! --Anders From styopa1 at gmail.com Fri Dec 15 04:45:03 2006 From: styopa1 at gmail.com (Styopa) Date: Thu, 14 Dec 2006 11:45:03 -0600 Subject: [Rq-rules] module In-Reply-To: References: <004501c71f88$83db7740$086e0752@user2starter> Message-ID: <56e64e7a0612140945v2156b302h8b088d92a6d8469@mail.gmail.com> On 12/14/06, Anders Swenson wrote: > > You need to keep in mind that encounter sizes may need to be adjusted > because > there are different combat dynamics in play. Don't forget to give your > monsters appropriate magic and if they have a magic item, they have to use > it > in battle against those uppity PCs. > That part is really key - RQ combat is much more realistic, and is all about the NUMBERS. You simply cannot have a couple high-level PCs wading through dozens of enemies like you can in D&D. In that I have a bit of a pass, only because our playing group is 8 PCs which really amps-up the ability of the party to handle a lot of encounters. If you only have 2-3 players, even seemingly-simple encounters can become extremely challenging with one or two bad rolls. As you said, you really have to fine-tune for the specific group you're DMing. -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20061214/c414d5ac/attachment.html From Tony.Williamson at aucklandcity.govt.nz Fri Dec 15 05:57:59 2006 From: Tony.Williamson at aucklandcity.govt.nz (Williamson, Tony) Date: Fri, 15 Dec 2006 07:57:59 +1300 Subject: [Rq-rules] Conversion of D&D module? In-Reply-To: <56e64e7a0612140528u58af97cldefe5c2f4701976f@mail.gmail.com> Message-ID: <88A44AE56AA7AB429616F541E775432004878D62@ACEXEVS1.auckland.local> Yes, I'd be keen for a copy too. Thanks, Tony Williamson ________________________________ From: rq-rules-bounces at crashbox.com [mailto:rq-rules-bounces at crashbox.com] On Behalf Of Styopa Sent: Friday, 15 December 2006 2:28 a.m. To: Discussion of RuneQuest rules. Subject: [Rq-rules] Conversion of D&D module? I'm nearly finished with an RQ conversion of TSRs C1-Hidden Shrine of Tamoachan - anyone interested in it? I can email it to you directly or, if there's enough interest, someone I'm sure would post it. I always like Tamoachan because it is: - a competition module, so there tends to be rather more thinking than average, and "solutions" to everything encountered ARE available in the dungeon, also nice artwork supplements - a dungeon crawl, so very suitable for an inconsistently-peopled group - reasonably sized, so we can have some closure within 2-3 sessions. - entirely 'different' in feel than most gaming stuff. It's only a CONVERSION - meaning the monsters' stats are converted to RQ. Ownership of the module is required for play (ie for the map, the room descriptions, etc.) I'm just finishing the room notes that simply list the resolution modifications to RQ terms for the many 'special' things and traps throughout, as well as the conversion of the various magic items encountered. I've tweaked it to be a challenge for a group of relatively inexperienced gamers, a party of 6-8 characters, with 2 of them being mid-70s skills and the rest in the mid 50s, all with very little magic. This email is confidential. If it is not intended for you please do not read, distribute or copy it or any attachments. Please notify the sender by return email and delete the original message and any attachments. Any views expressed in this email may be those of the individual sender and may not necessarily reflect the views of Auckland City Council. -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20061215/295a43da/attachment.html From lorgryt at comcast.net Fri Dec 15 06:42:48 2006 From: lorgryt at comcast.net (Bo Whitten) Date: Thu, 14 Dec 2006 11:42:48 -0800 Subject: [Rq-rules] Conversion of D&D module? In-Reply-To: References: <56e64e7a0612140918o18c9313ftaf5aca0253564dc8@mail.gmail.com> Message-ID: <7.0.1.0.2.20061214114218.0250d050@comcast.net> At 09:28 AM 12/14/2006, you wrote: >On Thu, 14 Dec 2006 11:18:58 -0600 > Styopa wrote: > >[snip] > >> I just used my excel monster-generator sheet, and then copy/(paste values) >> from that miniblock-format output to a separate excel sheet. >> >> Took me perhaps an hour or two to convert everything in the module. >> >[snip] > >Where can I get a copy? I could make my own, but that's work! > >--Anders Hazzah! LOL I was thinking the same thing. Bo From stephen.brittain at ntlworld.com Fri Dec 15 07:34:21 2006 From: stephen.brittain at ntlworld.com (stephen brittain) Date: Thu, 14 Dec 2006 20:34:21 -0000 Subject: [Rq-rules] Conversion of D&D module? References: <88A44AE56AA7AB429616F541E775432004878D62@ACEXEVS1.auckland.local> Message-ID: <001a01c71fbf$3de91ad0$086e0752@user2starter> I would like one as well. thanks Stephen Brittain ----- Original Message ----- From: Williamson, Tony To: Discussion of RuneQuest rules. Sent: Thursday, December 14, 2006 6:57 PM Subject: RE: [Rq-rules] Conversion of D&D module? Yes, I'd be keen for a copy too. Thanks, Tony Williamson ------------------------------------------------------------------------------ From: rq-rules-bounces at crashbox.com [mailto:rq-rules-bounces at crashbox.com] On Behalf Of Styopa Sent: Friday, 15 December 2006 2:28 a.m. To: Discussion of RuneQuest rules. Subject: [Rq-rules] Conversion of D&D module? I'm nearly finished with an RQ conversion of TSRs C1-Hidden Shrine of Tamoachan - anyone interested in it? I can email it to you directly or, if there's enough interest, someone I'm sure would post it. I always like Tamoachan because it is: - a competition module, so there tends to be rather more thinking than average, and "solutions" to everything encountered ARE available in the dungeon, also nice artwork supplements - a dungeon crawl, so very suitable for an inconsistently-peopled group - reasonably sized, so we can have some closure within 2-3 sessions. - entirely 'different' in feel than most gaming stuff. It's only a CONVERSION - meaning the monsters' stats are converted to RQ. Ownership of the module is required for play (ie for the map, the room descriptions, etc.) I'm just finishing the room notes that simply list the resolution modifications to RQ terms for the many 'special' things and traps throughout, as well as the conversion of the various magic items encountered. I've tweaked it to be a challenge for a group of relatively inexperienced gamers, a party of 6-8 characters, with 2 of them being mid-70s skills and the rest in the mid 50s, all with very little magic. This email is confidential. If it is not intended for you please do not read, distribute or copy it or any attachments. Please notify the sender by return email and delete the original message and any attachments. Any views expressed in this email may be those of the individual sender and may not necessarily reflect the views of Auckland City Council. ------------------------------------------------------------------------------ _______________________________________________ RQ-Rules mailing list RQ-Rules at crashbox.com http://crashbox.com/mailman/listinfo/rq-rules -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20061214/91cad988/attachment.html From vikingjarl at gmail.com Fri Dec 15 11:05:24 2006 From: vikingjarl at gmail.com (Sven Lugar) Date: Thu, 14 Dec 2006 16:05:24 -0800 Subject: [Rq-rules] Conversion of D&D module? In-Reply-To: <56e64e7a0612140918o18c9313ftaf5aca0253564dc8@mail.gmail.com> References: <56e64e7a0612140528u58af97cldefe5c2f4701976f@mail.gmail.com> <200612141618.LAA17659@arkroyal.cnc.net> <56e64e7a0612140918o18c9313ftaf5aca0253564dc8@mail.gmail.com> Message-ID: <4581E6C4.3030009@gmail.com> Likewise, I would be interested in a copy. tusen takk, Sven Styopa wrote: > On 12/14/06, *Stephen Posey* > wrote: > > Discussion of RuneQuest rules. > wrote: > > I'm nearly finished with an RQ conversion of TSRs C1-Hidden > Shrine of Tamoachan - anyone interested in it? I can email it > to you directly or, if there's enough interest, someone[snip] > > Man, I haven't looked at any of those old AD&D modules in years. > Very cool, I'd like to see what you've come up with. > > Did you follow a formal creature conversion procedure for this? If > so, what? > > Did you convert anything else? (I'm thinking mainly treasure, esp. > magic items). > > Stephen Posey > > slposey at concentric.net > > > http://img168.imageshack.us/img168/8663/samplefk6.jpg is a screenshot > of the data. > > I just used my excel monster-generator sheet, and then copy/(paste > values) from that miniblock-format output to a separate excel sheet. > > Took me perhaps an hour or two to convert everything in the module. > > Most of the time was spent 'tweaking' unique D&D creatures that had no > RQ analogue - for a couatl, I used a small wyrm with inferior stats > and relatively high POW. * > > * I did take out the one 'save or die' trap that I thought was > extremely harsh for a non-experienced bunch of PLAYERS. Tournament > modules, with one-off characters, tend to be a little more cutthroat > in that respect. If I was running this with experienced RPG players, > I'd leave it in and expect them to be using the highest standards of > caution at all times. But my group now are roleplaying newbs, so the > "wow, if that trap had gone off, it would have killed us!" will be a > teaching moment. :) > > Equipping in-dungeon monsters with adequate-but-not-overpowered magic > was probably the biggest challenge; one creature in the adventure has > a "web" spell for example - so I gave him Web (3) which essentially > duplicates the effects of the AD&D Web spell. (But you have to make a > STR roll vs 18 to move 1m/r through web, spec=2m/r, crit=3m/r - which > frankly I think is 'neater' than the D&D spell mechanic.. etc.) > > Tonight I'll be finishing up the list of magic items, etc. but it's > pretty simple: +1 sword = +5% to hit/parry and +1 damage. +1 Ring of > protection = +1 AP & +1 POW (only to resist spell effects!). GP > treasure = lunars. Some creativity is needed: Bracers of Protection > against normal missiles turns into Bracers that allow the wearer to > parry any physical missile as a normal action with 4AP. > > No treasure in Tamoachan really is overpowering, IMO, so that's a > benefit. Next, probably I'll do the A1-4 series. At some point I > hope to convert the G1-G2-G3, D1-D2-D3, Q1 series...which is going to > be a MAJOR challenge for even a major party of Runelord-level > characters. Frikking giants are really tough and RQ characters (even > super-powered ones) are so much more brittle. > > > ------------------------------------------------------------------------ > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20061214/774aa3be/attachment.html From peter.brink at brinkdata.se Fri Dec 15 11:37:54 2006 From: peter.brink at brinkdata.se (Peter Brink) Date: Fri, 15 Dec 2006 01:37:54 +0100 Subject: [Rq-rules] Conversion of D&D module? In-Reply-To: <56e64e7a0612140528u58af97cldefe5c2f4701976f@mail.gmail.com> References: <56e64e7a0612140528u58af97cldefe5c2f4701976f@mail.gmail.com> Message-ID: <4581EE62.3060804@brinkdata.se> Styopa skrev: > I'm nearly finished with an RQ conversion of TSRs C1-Hidden Shrine of > Tamoachan - anyone interested in it? If you want to I could post it on website of mine, then you wouldn't have to send out a bunch of emails with the same content. Next, I'd be interested in your conversion methodology. I have a few notes of my own (at http://recipes.rollspelshornan.se/Conversions/DungeonsAndDragons) and I'd like to make those notes as complete and useful as possible. Finally, you mention an excel spreadsheet - any chance you'd like to share it? /Peter Brink From styopa1 at gmail.com Sat Dec 16 02:36:35 2006 From: styopa1 at gmail.com (Styopa) Date: Fri, 15 Dec 2006 09:36:35 -0600 Subject: [Rq-rules] Conversion of D&D module? In-Reply-To: <4581EE62.3060804@brinkdata.se> References: <56e64e7a0612140528u58af97cldefe5c2f4701976f@mail.gmail.com> <4581EE62.3060804@brinkdata.se> Message-ID: <56e64e7a0612150736s3ba53505l73cf54bae76e9a3e@mail.gmail.com> On 12/14/06, Peter Brink wrote: > > Styopa skrev: > > I'm nearly finished with an RQ conversion of TSRs C1-Hidden Shrine of > > Tamoachan - anyone interested in it? > > If you want to I could post it on website of mine, then you wouldn't > have to send out a bunch of emails with the same content. > > Next, I'd be interested in your conversion methodology. I have a few > notes of my own (at > http://recipes.rollspelshornan.se/Conversions/DungeonsAndDragons ) and > I'd like to make those notes as complete and useful as possible. > > Finally, you mention an excel spreadsheet - any chance you'd like to > share it? > /Peter Brink > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > 1) to all the folks who've asked (great response!), I will be sending the conversion out this afternoon. 2) I'll also send to Peter, who's graciously offered to host it. For all - the RQ-Roller is hosted on Simon's site (www.soltakss.com) currently; I just sent him an updated version - Simon, could you please post a link? I couldn't find it on your front page. If you're downloading, please make sure you get RQ-Roller 12-11-06 for the most recently updated version. Peter: I like your conversion methodology. It's far more rigorous than mine. I've been playing D&D since 1979 and RQ since 1980, I tend to just wing it as far as what feels right to me. Using my RQ-roller program, I've had good luck generating characters/creatures that feel right using the following ratings: (this is raw skill, not including base to hit, or A% (manipulation) bonus) Heroic 100 (D&D lvl 15+) Excellent 80 elite or expert (D&D lvl 12-16) Superior 60 veteran (D&D lvl 9-12) Good 40 good training AND experience (D&D lvl 6-8) Average 20 good training or some experience (D&D lvl 4-5) Inferior 10 basic level of training, no experience (D&D lvl 2-3) Novice 5 introductory training, unfamiliar (D&D lvl 1) Untrained 0 (D&D lvl 0) (yes, there's overlap at the highest levels, obviously those conversions take more 'crafting') For the lowest levels, I might bump them up a category for their primary weapon just to make them not COMPLETE pushovers. Armor is a bit of quandary, only because everyone and their brother has great ACs in D&D. Further armor has a MUCH more significant effect on the difficulty of an encounter in RQ. Fighting another human in light leathers is no big deal. Killin another human with 6ap all over is staggeringly tougher. Generally I give D&D creatures an armor that's a slight downgrade from what they have in D&D - if the D&D description says Plate, I give them 5 AP (chain). If it says their AC is due to Chainmail, I tend to give them bezainted (4 ap) or maybe only 3ap on legs/arms. Shields (and the parry skill of the wielder) also matter a lot more in RQ, so that weighs into the equation as well. For creatures with good AC based on Dodge, One needs to keep in mind that RQ's dodge/armor paradigm is zero-sum, where D&Ds isn't (really). For old-school D&D I tend to give them +5% to dodge based each step of their AC that's due to it (quite a guesstimate, usually). I haven't converted any D&D 3.5 stuff, so I haven't even thought about that. So say your typical (old school) D&D AC3 8th level fighter, I'd probably aim for him to have weapon attack/parry skills in the high 80s/low 90s, 5 AP everywhere, 6 on the head/chest. An AC -10 Will o'the Wisp would be 0 AP but 100% dodge. Basically, as you say on your page about spells - it's more of a "best feel" translation than a algorithmic conversion. -Steve -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20061215/a4dbd920/attachment.html From styopa1 at gmail.com Sat Dec 16 13:49:35 2006 From: styopa1 at gmail.com (Styopa) Date: Fri, 15 Dec 2006 20:49:35 -0600 Subject: [Rq-rules] Conversion of D&D module? In-Reply-To: <56e64e7a0612150736s3ba53505l73cf54bae76e9a3e@mail.gmail.com> References: <56e64e7a0612140528u58af97cldefe5c2f4701976f@mail.gmail.com> <4581EE62.3060804@brinkdata.se> <56e64e7a0612150736s3ba53505l73cf54bae76e9a3e@mail.gmail.com> Message-ID: <56e64e7a0612151849jb1ad575sb860b327d4fa35fc@mail.gmail.com> OK everyone that asked for the conversion should have it. Peter will hopefully be posting it sometime shortly for download as well. Enjoy - I'm running it tomorrow. If I survive (my 6 player group has now sprung to 10...of which 3 are never-before-played-a-game-like-this surprise guests...) comments will follow. -Steve -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20061215/6499ed4a/attachment.html From peter.brink at brinkdata.se Sun Dec 17 01:39:14 2006 From: peter.brink at brinkdata.se (Peter Brink) Date: Sat, 16 Dec 2006 15:39:14 +0100 Subject: [Rq-rules] Conversion of D&D module? In-Reply-To: <56e64e7a0612150736s3ba53505l73cf54bae76e9a3e@mail.gmail.com> References: <56e64e7a0612140528u58af97cldefe5c2f4701976f@mail.gmail.com> <4581EE62.3060804@brinkdata.se> <56e64e7a0612150736s3ba53505l73cf54bae76e9a3e@mail.gmail.com> Message-ID: <45840512.7090503@brinkdata.se> Styopa skrev: > > 2) I'll also send to Peter, who's graciously offered to host it. > You can find Steves conversion notes for C1 - The Hidden Shrine of Tamoachan at: http://recipes.rollspelshornan.se/Scenarios/HiddenShrineOfTamoachan /Peter Brink From styopa1 at gmail.com Tue Dec 19 02:50:19 2006 From: styopa1 at gmail.com (Styopa) Date: Mon, 18 Dec 2006 09:50:19 -0600 Subject: [Rq-rules] How did Tamoachan go? (spoilers possible) Message-ID: <56e64e7a0612180750l7a41c39chf4bede4719489068@mail.gmail.com> As a brief review for those interested, the party I was running through the Tamoachan adventure converted to RQ performed probably even worse than expected as a party, but the conversion seemed to work suitably. As anticipated, some of the ruses that were set up based on "D&D canon" were meaningless, like the "green slime that's hanging" that turns out to be simply inoffensive algae. But most importantly the 'scaling' of the party vs. encounter difficulty was just about right. As mentioned before, it was a large party (8) but all inexperienced f2f RPG players, 12-14 yrs old. A few things stood out for me, as a longtime roleplayer watching kids who really grew up on CRPGs: - they tended to severely OVERestimate their capabilities. A result of too many CRPGs where the player is solo so the designers have buffed them to heroic proportions? This might just be a personality difference, but as I recall being a beginner RPGer I tended toward overcaution - I remember our party of 10 2nd lvl characters being terrified in B2 "Keep on the Borderlands" when the DM mentioned that we were facing a (lone) 4th lvl Cleric. LOL - verbal descriptions were problematic. I may be overanalyzing, but when they are used to a game 'cueing' them on what's clickable and what's not, it seemed quite difficult for them to pick up cues buried in text. They certainly weren't overanalyzing anything. It could be that they were all so excited by what was going on generally, they tended not to listen very well to the descriptions. - a surfeit of choices: they tended to be paralyzed by NOT having a linear format. CRPGs tend to spoon-feed players with information about 'what's the next step'. I even would say that Tamoachan is actually a rather linear adventure. - a dearth of information: I was struck by the naivete of one of the players when another character was blinded in the course of the adventure, and he asked me "is blindness something that this game lets you cure?" - He wasn't asking if there was a spell that could cure it, or if it was temporary...he was clearly asking about the meta-rules. They still haven't QUITE gotten their heads around the idea that their ideas of real life logic can inform them about what's possible and what's not (which is why I love RQ so much more than D&D). But that's getting off the track, I guess. Everyone had a very good time, great excitement and thrills. Catastrophic fumbles that put the party's survival in jeopardy, as well as one "OK....you only have a 5% chance to dispel that effect, and if you don't he's going to die the next round.....(player rolls).....05" And there was much rejoicing. :) Lots left to do. 6 hours of play and they really only got through 5 rooms, 3 of which really had nothing happen in them....sigh. It's a little tough for me (as a DM); the group I play(ed) with had been playing together for 15 years, so we had developed very clear understandings amongst ourselves about how we 'adventured' regardless of context, be it fantasy, science fiction, or even superhero role-playing. This group has none of those sorts of things worked out, and I'd rather let them come to their own conclusions than to simply tell them "here's how you divide treasure". -Steve -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20061218/ad132d83/attachment.html From aelarsen at mac.com Tue Dec 19 04:40:33 2006 From: aelarsen at mac.com (Andrew Larsen) Date: Mon, 18 Dec 2006 11:40:33 -0600 Subject: [Rq-rules] How did Tamoachan go? (spoilers possible) In-Reply-To: <56e64e7a0612180750l7a41c39chf4bede4719489068@mail.gmail.com> Message-ID: I?ve encountered this same problem. Recently I was teaching my partner, who?s only ever done CRPGs to play a tabletop RPG, and in his case he tended to either be unsure what to do next because he saw too many options, or else he would do something wildly inappropriate simply because he could. At one point, when he was dealing with someone a lot more politically powerful than he was, he said, ?So I could try to kill this guy, right?? And I had to say, ?You could, but it might be a bad idea.? Eventually, however, he got the hang of it and found that he really liked the open-ended quality of tabletop. Andrew On 12/18/06 9:50 AM, "Styopa" wrote: > > As mentioned before, it was a large party (8) but all inexperienced f2f RPG > players, 12-14 yrs old. > > A few things stood out for me, as a longtime roleplayer watching kids who > really grew up on CRPGs: > - > - a surfeit of choices: they tended to be paralyzed by NOT having a linear > format. CRPGs tend to spoon-feed players with information about 'what's the > next step'. I even would say that Tamoachan is actually a rather linear > adventure. -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20061218/0eebdc9a/attachment.html From lancelot at inetnebr.com Tue Dec 19 14:53:42 2006 From: lancelot at inetnebr.com (Lance Dyas) Date: Mon, 18 Dec 2006 21:53:42 -0600 Subject: [Rq-rules] How did Tamoachan go? (spoilers possible) In-Reply-To: References: Message-ID: <45876246.2050403@inetnebr.com> I introduced my son to purely diceless roleplay via bed time stories before he ever played crpg's his imagination and adaptability in game play ummm kicks my butt. Andrew Larsen wrote: > I?ve encountered this same problem. Recently I was teaching my > partner, who?s only ever done CRPGs to play a tabletop RPG, and in his > case he tended to either be unsure what to do next because he saw too > many options, or else he would do something wildly inappropriate > simply because he could. At one point, when he was dealing with > someone a lot more politically powerful than he was, he said, ?So I > could try to kill this guy, right?? And I had to say, ?You could, but > it might be a bad idea.? Eventually, however, he got the hang of it > and found that he really liked the open-ended quality of tabletop. > > Andrew From tcantine at incentre.net Tue Dec 19 16:12:02 2006 From: tcantine at incentre.net (Tom Cantine) Date: Mon, 18 Dec 2006 22:12:02 -0700 Subject: [Rq-rules] How did Tamoachan go? (spoilers possible) In-Reply-To: <45876246.2050403@inetnebr.com> References: <45876246.2050403@inetnebr.com> Message-ID: <75D6847E-8F1F-11DB-993B-000D9334A9EA@incentre.net> On 18-Dec-06, at 8:53 PM, Lance Dyas wrote: > I introduced my son to purely diceless roleplay via bed time stories > before he ever played crpg's his imagination and adaptability in game > play ummm kicks my butt. > Heh heh. Same here. I'm really enjoying the game I'm running for my son and a couple of his friends. They keep surprising me by playing much smarter than I would. From lev_lafayette at yahoo.com.au Tue Dec 19 20:09:10 2006 From: lev_lafayette at yahoo.com.au (Lev Lafayette) Date: Tue, 19 Dec 2006 01:09:10 -0800 (PST) Subject: [Rq-rules] How did Tamoachan go? (spoilers possible) In-Reply-To: <45876246.2050403@inetnebr.com> Message-ID: <181937.15269.qm@web33511.mail.mud.yahoo.com> Heh... pnp rpgs don't have a 'save game' option... On-topic (kinda) I'll be running Tamoachan in a few weeks using DragonQuest. Promises to be interesting... All the best, Lev --- Lance Dyas wrote: > I introduced my son to purely diceless roleplay via > bed time stories > before he ever played crpg's his imagination and > adaptability in game > play ummm kicks my butt. > > Andrew Larsen wrote: > > I?ve encountered this same problem. Recently I was > teaching my > > partner, who?s only ever done CRPGs to play a > tabletop RPG, and in his > > case he tended to either be unsure what to do next > because he saw too > > many options, or else he would do something wildly > inappropriate > > simply because he could. At one point, when he was > dealing with > > someone a lot more politically powerful than he > was, he said, ?So I > > could try to kill this guy, right?? And I had to > say, ?You could, but > > it might be a bad idea.? Eventually, however, he > got the hang of it > > and found that he really liked the open-ended > quality of tabletop. > > > > Andrew > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > __________________________________________________ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com From soltakss at yahoo.com Tue Dec 19 21:25:01 2006 From: soltakss at yahoo.com (Simon Phipp) Date: Tue, 19 Dec 2006 02:25:01 -0800 (PST) Subject: [Rq-rules] *** JUNK MAIL ***Re: Conversion of D&D module? Message-ID: <20061219102501.90653.qmail@web51008.mail.yahoo.com> Styopa: > For all - the RQ-Roller is hosted on Simon's site (www.soltakss.com) > currently; I just sent him an updated version - Simon, could you please post > a link? I couldn't find it on your front page. > If you're downloading, please make sure you get RQ-Roller 12-11-06 for the > most recently updated version. I haven't put the new version on the site yet. I will do later today, hopefully. There isn't a link on the main site at the moment, because I wanted it kept as a link from RQ Rules. I'll amend the main website and put a link in. Do you want the credit under Styopa or have you got a real name, apart from Steve? See Ya Simon -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20061219/e32a5519/attachment.html From lancelot at inetnebr.com Wed Dec 20 00:31:22 2006 From: lancelot at inetnebr.com (Lance Dyas) Date: Tue, 19 Dec 2006 07:31:22 -0600 Subject: [Rq-rules] How did Tamoachan go? (spoilers possible) In-Reply-To: <181937.15269.qm@web33511.mail.mud.yahoo.com> References: <181937.15269.qm@web33511.mail.mud.yahoo.com> Message-ID: <4587E9AA.8040508@inetnebr.com> Lev Lafayette wrote: > Heh... pnp rpgs don't have a 'save game' option... > Actually they can have rewinding, revisionist history and flash backs/flash forwards if you want them to... These amount to more power than a save game. I guess my point was that CRPG's do not necessarily have the impact Andrew was presenting. > On-topic (kinda) I'll be running Tamoachan in a few > weeks using DragonQuest. Promises to be interesting... > > All the best, > > > Lev > > --- Lance Dyas wrote: > > >> I introduced my son to purely diceless roleplay via >> bed time stories >> before he ever played crpg's his imagination and >> adaptability in game >> play ummm kicks my butt. >> >> Andrew Larsen wrote: >> >>> I?ve encountered this same problem. Recently I was >>> >> teaching my >> >>> partner, who?s only ever done CRPGs to play a >>> >> tabletop RPG, and in his >> >>> case he tended to either be unsure what to do next >>> >> because he saw too >> >>> many options, or else he would do something wildly >>> >> inappropriate >> >>> simply because he could. At one point, when he was >>> >> dealing with >> >>> someone a lot more politically powerful than he >>> >> was, he said, ?So I >> >>> could try to kill this guy, right?? And I had to >>> >> say, ?You could, but >> >>> it might be a bad idea.? Eventually, however, he >>> >> got the hang of it >> >>> and found that he really liked the open-ended >>> >> quality of tabletop. >> >>> Andrew >>> >> _______________________________________________ >> RQ-Rules mailing list >> RQ-Rules at crashbox.com >> http://crashbox.com/mailman/listinfo/rq-rules >> >> > > > __________________________________________________ > Do You Yahoo!? > Tired of spam? Yahoo! Mail has the best spam protection around > http://mail.yahoo.com > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > > . > > From styopa1 at gmail.com Wed Dec 20 03:35:56 2006 From: styopa1 at gmail.com (Styopa) Date: Tue, 19 Dec 2006 10:35:56 -0600 Subject: [Rq-rules] *** JUNK MAIL ***Re: Conversion of D&D module In-Reply-To: <20061219102501.90653.qmail@web51008.mail.yahoo.com> References: <20061219102501.90653.qmail@web51008.mail.yahoo.com> Message-ID: <56e64e7a0612190835n4605d939h73ffa31c48f0c122@mail.gmail.com> Hi Simon, No worries! Thank you! Steve Lieb will do nicely. My parents felt it was adequate. :) -Steve On 12/19/06, Simon Phipp wrote: > > Styopa: > > > For all - the RQ-Roller is hosted on Simon's site (www.soltakss.com) > > currently; I just sent him an updated version - Simon, could you please > post > > a link? I couldn't find it on your front page. > > If you're downloading, please make sure you get RQ-Roller 12-11-06 for > the > > most recently updated version. > > I haven't put the new version on the site yet. I will do later today, > hopefully. > > There isn't a link on the main site at the moment, because I wanted it > kept as a link from RQ Rules. > > I'll amend the main website and put a link in. Do you want the credit > under Styopa or have you got a real name, apart from Steve? > > See Ya > > Simon > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > > > -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20061219/fc28946b/attachment.html From soltakss at yahoo.com Wed Dec 20 04:04:06 2006 From: soltakss at yahoo.com (Simon Phipp) Date: Tue, 19 Dec 2006 09:04:06 -0800 (PST) Subject: [Rq-rules] Re: RQ-Rules Digest, Vol 15, Issue 5 Message-ID: <20061219170406.55355.qmail@web51013.mail.yahoo.com> Styopa: > No worries! Thank you! > Steve Lieb will do nicely. My parents felt it was adequate. :) Well, if it was good enough for them, it's good enough for me. I've uploaded the new version and updated the main page to include it under Tools. The link is http://www.soltakss.com/index.html#tools for the main page link and http://www.soltakss.com/rqroller.zip for the file. See Ya Simon -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20061219/a81330b7/attachment.html From jurrubin at gmail.com Wed Dec 20 08:06:05 2006 From: jurrubin at gmail.com (David Smart) Date: Tue, 19 Dec 2006 15:06:05 -0600 Subject: [Rq-rules] How did Tamoachan go? (spoilers possible) In-Reply-To: <4587E9AA.8040508@inetnebr.com> References: <181937.15269.qm@web33511.mail.mud.yahoo.com> <4587E9AA.8040508@inetnebr.com> Message-ID: <1c92296e0612191306t6d165bd3lac1f036fffe7b68d@mail.gmail.com> And don't forget there's always GM bribes in the form of food. *wink* On 12/19/06, Lance Dyas wrote: > > Lev Lafayette wrote: > > Heh... pnp rpgs don't have a 'save game' option... > > > Actually they can have rewinding, revisionist history and flash > backs/flash forwards > if you want them to... These amount to more power than a save game. > -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20061219/3e51fcab/attachment.html From postmaster at runequest.za.org Wed Dec 27 23:25:15 2006 From: postmaster at runequest.za.org (postmaster at runequest.za.org) Date: Wed, 27 Dec 2006 14:25:15 +0200 (SAST) Subject: [Rq-rules] Conversion of D&D module? In-Reply-To: <56e64e7a0612150736s3ba53505l73cf54bae76e9a3e@mail.gmail.com> References: <56e64e7a0612140528u58af97cldefe5c2f4701976f@mail.gmail.com> <4581EE62.3060804@brinkdata.se> <56e64e7a0612150736s3ba53505l73cf54bae76e9a3e@mail.gmail.com> Message-ID: <43056.196.8.104.31.1167222315.squirrel@wwm.runequest.za.org> With all this talk of converting D&D modules, I restarted my long running project doing a module from an ancient Dragon magazine. I had previously scanned it and OCR's the text and am right now busy highlighting every DRD type area which requires conversion. Its a bigger task than I originally thought, hopefully I will not grow bored of it and leave it half finished like most of my projects. Tony From styopa1 at gmail.com Thu Dec 28 01:52:40 2006 From: styopa1 at gmail.com (Styopa) Date: Wed, 27 Dec 2006 08:52:40 -0600 Subject: [Rq-rules] Conversion of D&D module? In-Reply-To: <43056.196.8.104.31.1167222315.squirrel@wwm.runequest.za.org> References: <56e64e7a0612140528u58af97cldefe5c2f4701976f@mail.gmail.com> <4581EE62.3060804@brinkdata.se> <56e64e7a0612150736s3ba53505l73cf54bae76e9a3e@mail.gmail.com> <43056.196.8.104.31.1167222315.squirrel@wwm.runequest.za.org> Message-ID: <56e64e7a0612270652p5edda1ccvdf1098cb62c3d528@mail.gmail.com> Which one? I still have many of the ancient ones lying around, my D&D phase covering Dragon issues 34 to about....dunno, maybe 140 or so? On 12/27/06, postmaster at runequest.za.org wrote: > > With all this talk of converting D&D modules, I restarted my long running > project doing a module from an ancient Dragon magazine. I had previously > scanned it and OCR's the text and am right now busy highlighting every DRD > type area which requires conversion. Its a bigger task than I originally > thought, hopefully I will not grow bored of it and leave it half finished > like most of my projects. > Tony > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > -------------- next part -------------- An HTML attachment was scrubbed... URL: http://localhost.localdomain/pipermail/rq-rules/attachments/20061227/61144fde/attachment.html From anders at california.com Thu Dec 28 04:03:02 2006 From: anders at california.com (Anders Swenson) Date: Wed, 27 Dec 2006 09:03:02 -0800 Subject: [Rq-rules] Conversion of D&D module? In-Reply-To: <56e64e7a0612270652p5edda1ccvdf1098cb62c3d528@mail.gmail.com> Message-ID: On Wed, 27 Dec 2006 08:52:40 -0600 Actually, Dungeon mag has the modules. I did a few White Dwarf DnD mods back in the day. It's rather simple IIRC. Take a SMALL adventure, note all the monsters on a list, start filling out monster sheets to fit. Traps and stuff you do on the fly. Treasure is up to you. Remember, RQ combat takes longer and is riskier for PCs than DnD combat. Level is unimportant both because the RQ world is a tough as it is, not graduated by party capability, and because, conversely, your job is to make the monsters entertaining for the party your players have. --Anders Styopa wrote: > Which one? I still have many of the ancient ones lying around, my D&D > phase covering Dragon issues 34 to about....dunno, maybe 140 or so? > > On 12/27/06, postmaster at runequest.za.org > wrote: > > > > With all this talk of converting D&D modules, I restarted my long running > > project doing a module from an ancient Dragon magazine. I had previously > > scanned it and OCR's the text and am right now busy highlighting every > DRD > > type area which requires conversion. Its a bigger task than I originally > > thought, hopefully I will not grow bored of it and leave it half finished > > like most of my projects. > > Tony > > _______________________________________________ > > RQ-Rules mailing list > > RQ-Rules at crashbox.com > > http://crashbox.com/mailman/listinfo/rq-rules > > From carpgachair at yahoo.com Thu Dec 28 04:36:58 2006 From: carpgachair at yahoo.com (Paul Cardwell) Date: Wed, 27 Dec 2006 09:36:58 -0800 (PST) Subject: [Rq-rules] Conversion of D&D module? In-Reply-To: Message-ID: <693435.94770.qm@web31810.mail.mud.yahoo.com> Back in the early days of Mythworld, Randy Ray (who sometimes posts to this site) experimented with converting modules from various game systems to Mythworld. Naturally RuneQuest was relatively easy as would be the conversions in the other direction. Iron Crown Middle Earth was almost as easy, since they use descriptions rather than stats for NPCs. However, D&D was quite difficult, almost requiring taking just the plot and completely rewriting the stats, magic, and just about everything derived from those features. We were also test-playing a contemporary RPG, Nuclear Winter, a reaction against the errors of Twilight 2000. It was ultimately abandoned due the collapse of the Soviet Union and the development of detection systems which would make the source of a nuclear missile obvious. We back-dated the technology to the late 1920s and had considerable success in playing the Cthulhu 1930s horror movies scenarios in Mythworld rules. We never checked with GURPS, but there are enough smilarities that conversion to either RuneQuest or Mythworld should be relatively easy. But with D&D, take their plots and do the rest from scratch - it is just as easy and does not entail laborious character conversions. Paul Cardwell __________________________________________________ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com From tom at zunder.org.uk Thu Dec 28 04:56:14 2006 From: tom at zunder.org.uk (Thomas Zunder) Date: Wed, 27 Dec 2006 12:56:14 -0500 Subject: [Rq-rules] Conversion of D&D module? In-Reply-To: <693435.94770.qm@web31810.mail.mud.yahoo.com> References: <693435.94770.qm@web31810.mail.mud.yahoo.com> Message-ID: <4592B3BE.90605@zunder.org.uk> GURPS can be converted using the probability curve of 3d6 and the skill rating/names. The stats can be similarly estimated on a scale. I find D&D stats easy, the skill ranks are basically as detailed on the website but it is the whole magic/items etc. that needs interpretation and frankly you either ignore them and do what a RQ scenario would do, or you accept that there will be a noticeably item led style to your RQ, which is not a bad thing. I found that if you make the items limited in 'charges' then they're great fun but don't last too long. Integrating them into a Glorantha game can also be fun, ally them to cults, if they're powerful then the cult may well send their heroes to come and get them back. I've found Dungeon very good for looting for scenarios to run with other systems. From anders at california.com Thu Dec 28 06:32:01 2006 From: anders at california.com (Anders Swenson) Date: Wed, 27 Dec 2006 11:32:01 -0800 Subject: [Rq-rules] Conversion of D&D module? In-Reply-To: <4592B3BE.90605@zunder.org.uk> Message-ID: On Wed, 27 Dec 2006 12:56:14 -0500 Thomas Zunder wrote: > GURPS can be converted using the probability curve of 3d6 and the skill > rating/names. The stats can be similarly estimated on a scale. > > I find D&D stats easy, the skill ranks are basically as detailed on the > website but it is the whole magic/items etc. that needs interpretation and > frankly you either ignore them and do what a RQ scenario would do, or you > accept that there will be a noticeably item led style to your RQ, which is > not a bad thing. I found that if you make the items limited in 'charges' > then they're great fun but don't last too long. > > Integrating them into a Glorantha game can also be fun, ally them to cults, > if they're powerful then the cult may well send their heroes to come and > get them back. > > I've found Dungeon very good for looting for scenarios to run with other > systems. > Well, the point here is that there is no fixed formula for conversion. You make the RQ monsters as tough or wimpy as they need to be, using the DnD stats as a rough guide. Only. I struggled for a long time before coming to this conclusion: now I routinely alter my DnD texts to make the adventure entertaining for my friends. Having a formula to fall back or into is comforting, but the logic is ultimately false. Use the plot and the maps, do your own criters. --Anders From lorgryt at comcast.net Thu Dec 28 10:20:30 2006 From: lorgryt at comcast.net (Bo Whitten) Date: Wed, 27 Dec 2006 15:20:30 -0800 Subject: [Rq-rules] Conversion of D&D module? In-Reply-To: References: <4592B3BE.90605@zunder.org.uk> Message-ID: <7.0.1.0.2.20061227151948.0267cdb8@comcast.net> At 11:32 AM 12/27/2006, you wrote: >Use the plot and the maps, do >your own criters. >--Anders Very good advise. The only time I worry about conversions is if I want a critter for RQ, not if it is in the adventure. Bo From tom at zunder.org.uk Thu Dec 28 15:10:26 2006 From: tom at zunder.org.uk (Thomas Zunder) Date: Wed, 27 Dec 2006 23:10:26 -0500 Subject: [Rq-rules] Conversion of D&D module? In-Reply-To: References: Message-ID: <459343B2.7030703@zunder.org.uk> Anders Swenson wrote: > Well, the point here is that there is no fixed formula for conversion. You > make the RQ monsters as tough or wimpy as they need to be, using the DnD > stats as a rough guide. Only. I struggled for a long time before coming to > this conclusion: now I routinely alter my DnD texts to make the adventure > entertaining for my friends. Having a formula to fall back or into is > comforting, but the logic is ultimately false. Use the plot and the maps, do > your own criters. > --Anders > Agreed. Most of it can indeed be done on the fly... From postmaster at runequest.za.org Thu Dec 28 18:01:04 2006 From: postmaster at runequest.za.org (postmaster at runequest.za.org) Date: Thu, 28 Dec 2006 09:01:04 +0200 (SAST) Subject: [Rq-rules] Conversion of D&D module? In-Reply-To: <56e64e7a0612270652p5edda1ccvdf1098cb62c3d528@mail.gmail.com> References: <56e64e7a0612140528u58af97cldefe5c2f4701976f@mail.gmail.com> <4581EE62.3060804@brinkdata.se> <56e64e7a0612150736s3ba53505l73cf54bae76e9a3e@mail.gmail.com> <43056.196.8.104.31.1167222315.squirrel@wwm.runequest.za.org> <56e64e7a0612270652p5edda1ccvdf1098cb62c3d528@mail.gmail.com> Message-ID: <53471.196.8.104.31.1167289264.squirrel@wwm.runequest.za.org> Vol V, No 0, Feb 1981 Temple of Posiedon There are a few extra rules for D&D at that time that are already covered in many cases by the RQ rules, so there are prob large bits I can leave out or just refer people to the rule in question. Tony > Which one? I still have many of the ancient ones lying around, my D&D > phase > covering Dragon issues 34 to about....dunno, maybe 140 or so? > > On 12/27/06, postmaster at runequest.za.org > wrote: >> >> With all this talk of converting D&D modules, I restarted my long >> running >> project doing a module from an ancient Dragon magazine. I had previously >> scanned it and OCR's the text and am right now busy highlighting every >> DRD >> type area which requires conversion. Its a bigger task than I originally >> thought, hopefully I will not grow bored of it and leave it half >> finished >> like most of my projects. >> Tony >> _______________________________________________ >> RQ-Rules mailing list >> RQ-Rules at crashbox.com >> http://crashbox.com/mailman/listinfo/rq-rules >> > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules > From postmaster at runequest.za.org Thu Dec 28 18:02:32 2006 From: postmaster at runequest.za.org (postmaster at runequest.za.org) Date: Thu, 28 Dec 2006 09:02:32 +0200 (SAST) Subject: [Rq-rules] Conversion of D&D module? In-Reply-To: References: <56e64e7a0612270652p5edda1ccvdf1098cb62c3d528@mail.gmail.com> Message-ID: <55583.196.8.104.31.1167289352.squirrel@wwm.runequest.za.org> Ja, basically what I had in mind. Methinks this Dragon preceeded the launch ofd Dungeon Mag, its from 1981 Tony > On Wed, 27 Dec 2006 08:52:40 -0600 > Actually, Dungeon mag has the modules. I did a few White Dwarf DnD mods > back > in the day. It's rather simple IIRC. Take a SMALL adventure, note all the > monsters on a list, start filling out monster sheets to fit. Traps and > stuff > you do on the fly. Treasure is up to you. Remember, RQ combat takes longer > and is riskier for PCs than DnD combat. Level is unimportant both because > the > RQ world is a tough as it is, not graduated by party capability, and > because, > conversely, your job is to make the monsters entertaining for the party > your > players have. > --Anders From postmaster at runequest.za.org Thu Dec 28 18:05:01 2006 From: postmaster at runequest.za.org (postmaster at runequest.za.org) Date: Thu, 28 Dec 2006 09:05:01 +0200 (SAST) Subject: [Rq-rules] Conversion of D&D module? In-Reply-To: <693435.94770.qm@web31810.mail.mud.yahoo.com> References: <693435.94770.qm@web31810.mail.mud.yahoo.com> Message-ID: <59430.196.8.104.31.1167289501.squirrel@wwm.runequest.za.org> Interesting, I never really looked at MERP, sounds like it may be worthwhile to check some modules out sometime. > Back in the early days of Mythworld, Randy Ray (who > sometimes posts to this site) experimented with > converting modules from various game systems to > Mythworld. Naturally RuneQuest was relatively easy as > would be the conversions in the other direction. Iron > Crown Middle Earth was almost as easy, since they use > descriptions rather than stats for NPCs. However, D&D > was quite difficult, almost requiring taking just the > plot and completely rewriting the stats, magic, and > just about everything derived from those features. > From slposey at slposey.cnc.net Fri Dec 29 03:55:58 2006 From: slposey at slposey.cnc.net (Stephen Posey) Date: Thu, 28 Dec 2006 09:55:58 -0700 (MST) Subject: [Rq-rules] Conversion of D&D =?UTF-8?Q?module=3F?= In-Reply-To: <693435.94770.qm@web31810.mail.mud.yahoo.com> Message-ID: <200612281655.LAA02847@theseus.cnc.net> ---- Discussion of RuneQuest rules. wrote: > > Interesting, I never really looked at MERP, sounds like it may be > worthwhile to check some modules out sometime. The ICE MERP ruleset is basically "RoleMaster Light", trimmed down and simplified to better suit the Middle Earth setting; easier to digest but still pretty baroque. The MERP *modules*, OTOH, are among the most creative and best designed RPG products ever published IMO. I'd make mostly the same claim about the ICE "Shadow World" setting. Stephen Posey slposey at concentric.net From anders at california.com Fri Dec 29 06:21:13 2006 From: anders at california.com (Anders Swenson) Date: Thu, 28 Dec 2006 11:21:13 -0800 Subject: [Rq-rules] Conversion of D&D module? In-Reply-To: <59430.196.8.104.31.1167289501.squirrel@wwm.runequest.za.org> References: <693435.94770.qm@web31810.mail.mud.yahoo.com> <59430.196.8.104.31.1167289501.squirrel@wwm.runequest.za.org> Message-ID: On Thu, 28 Dec 2006 09:05:01 +0200 (SAST) postmaster at runequest.za.org wrote: Yes they are great adventures. Find them and run them! --Anders > Interesting, I never really looked at MERP, sounds like it may be > worthwhile to check some modules out sometime. > > > > Back in the early days of Mythworld, Randy Ray (who > > sometimes posts to this site) experimented with > > converting modules from various game systems to > > Mythworld. Naturally RuneQuest was relatively easy as > > would be the conversions in the other direction. Iron > > Crown Middle Earth was almost as easy, since they use > > descriptions rather than stats for NPCs. However, D&D > > was quite difficult, almost requiring taking just the > > plot and completely rewriting the stats, magic, and > > just about everything derived from those features. > > > _______________________________________________ > RQ-Rules mailing list > RQ-Rules at crashbox.com > http://crashbox.com/mailman/listinfo/rq-rules From carpgachair at yahoo.com Sat Dec 30 03:44:02 2006 From: carpgachair at yahoo.com (Paul Cardwell) Date: Fri, 29 Dec 2006 08:44:02 -0800 (PST) Subject: [Rq-rules] Conversion of D&D module? In-Reply-To: Message-ID: <435491.66969.qm@web31809.mail.mud.yahoo.com> I recently had a problem that this site should deal with. Most (but not all) the postings (including my own below) went to the bulk with the spam, despite my marking each as "not spam". I only got one there today, and this one came through properly, so it might be easing off. Still, something should be done with Yahoo to keep these the Inbox and the European lotteries and AfroAsian "business deals" in with the spam. Paul Cardwell --- Anders Swenson wrote: > On Thu, 28 Dec 2006 09:05:01 +0200 (SAST) > postmaster at runequest.za.org wrote: > Yes they are great adventures. Find them and run > them! > --Anders > > > Interesting, I never really looked at MERP, sounds > like it may be > > worthwhile to check some modules out sometime. > > > > > > > Back in the early days of Mythworld, Randy Ray > (who > > > sometimes posts to this site) experimented with > > > converting modules from various game systems to > > > Mythworld. Naturally RuneQuest was relatively > easy as > > > would be the conversions in the other direction. > Iron > > > Crown Middle Earth was almost as easy, since > they use > > > descriptions rather than stats for NPCs. > However, D&D > > > was quite difficult, almost requiring taking > just the > > > plot and completely rewriting the stats, magic, > and > > > just about everything derived from those > features. __________________________________________________ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com From carpgachair at yahoo.com Sat Dec 30 03:53:17 2006 From: carpgachair at yahoo.com (Paul Cardwell) Date: Fri, 29 Dec 2006 08:53:17 -0800 (PST) Subject: [Rq-rules] Conversion of D&D module? In-Reply-To: <200612281655.LAA02847@theseus.cnc.net> Message-ID: <806927.4134.qm@web31802.mail.mud.yahoo.com> --- Stephen Posey wrote: > The ICE MERP ruleset is basically "RoleMaster > Light", trimmed down and simplified to better suit > the Middle Earth setting; easier to digest but still > pretty baroque. > > The MERP *modules*, OTOH, are among the most > creative and best designed RPG products ever > published IMO. I agree. That is why we used the modules, but with Mythworld rules. They would serve under RuneQuest rules just as easily. RuneQuest and Mythworld translate very easily. I will use Foes when I need quick and dirty javelin-fodder NPC in Mythworld. Paul Cardwell __________________________________________________ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com