How difficult is it to convert 1E modules to DW? I’m considering running the GDQ or ToEE series.
How difficult is it to convert 1E modules to DW? I’m considering running the GDQ or ToEE series.
How difficult is it to convert 1E modules to DW? I’m considering running the GDQ or ToEE series.
First take the factions that are present in the module and figure out what they are trying to accomplish. Give them a terrible thing that will occur if no one intervenes. Give them each a three step plan, each more obvious than the last, to achieve their goal. If you have multiple fronts in your dungeon make sure that some of their steps to victory require either the cooperation or destruction of another front. By this step your module may look nothing like the original and that is ok.
Then take the creatures that exist in the original module and figure out who serves which front. You will likely end up with a few left overs that serve no front. Give them a powerful reason to stand their ground anyway.
Last, take the maps and redraw them. Give each front and each independent it’s own area. Create tension points where the fronts will interact with each other or the independents. Leave spaces unassigned to fill in as your players answer an ask questions about the dungeon. Use the original maps as guides but do not feel bound to them.
Very easy. Like, really very easy.
The major thing that I needed to give attention to was how DW characters have easier access to information, what with Discern Reality and and other moves like that. It turns out that thinking about fronts helps with this, organizing your thoughts as DM into the layers of challenge ahead. But I had a lot of fun running D1-D2, and players had a good time playing them. (We’ll be getting back to D3 once life settles down some more.)
One thing to consider when choosing a module is that the plot of the module won’t really translate over exactly because you’ll be playing to find out. What will is the setting and situation. If those are clear and compelling, you’re golden.
It’s stupid easy.
Like Marshall said, you’ll get all the trappings but the story will come out weird. Good weird.
Ostensibly, Cult of the Reptile God is about going to town, finding out who is a cultist and then smashing up their lair.
I’ve never had it play out that way in DW. Sometimes its about placating the Cult, or joining it, or burning down the village and riding a giant swamp turtle into battle against a tyrannosaurus.
So, you know.