I’m thinking about starting DW game with DnD veterans and I’m thinking about taking a classic – Temple of Elemental Evil. Can conversion be made on the fly with DW rules? Anyone tried that before?
I’m thinking about starting DW game with DnD veterans and I’m thinking about taking a classic – Temple of Elemental…
I’m thinking about starting DW game with DnD veterans and I’m thinking about taking a classic – Temple of Elemental…
Recentely I started “return to the temple of elemental evil” using D&D 3.5, with a couple of player from my Apocalypse world gaming group and two other players deeply grounded in the D&D stuff-mentality.
As we started playing, I found my self thinking “wow, that could have been much better with DW”.
In the end, I’d guess you can manage to made things on the fly, assuming you have read the adventure, just to transfer the proper feeling (or the one you want to transfer) to the game.
Let me know about your experience!
I haven’t yet read all the rules – only thing I think really needs adapting is the challenge ratings using DW monsters.
on the DW manual, page 318 ther’s something might be useful to you.
I think it is the way you play a monster that reflect the challenge ratings of the original adventure; how smart, indomitable, cruel, skilled…the monster is.
Never try to 1-to-1 convert everything in an old module, or hell, anything from D&D. DW really works best with little prep. I’m currently running a DW game from B1: Into the Unknown, really only using the map and the module notes as inspiration.
Tobias Mcnabb I don’t think I see your point? Why “never”?
Because converting everything puts the game on rails and removes a lot of the player buy-in of DW.
Let the fiction happen naturally. Improv and spontaneity should rule the table. Also, let fiction lead. Your trolls shouldn’t have a “challenge rating” or “xp budget” or anything like that. Instead of all that, use your GM moves and the player’s 7-9’a and 6- results to guide the difficulty.
Remember, the GM is playing to find out what happens just like the player.
I also think “conversion” is a strong word, considering what it means for going between games like 3e and 4e, for instance, you have to come up with all this terminology to make it work. In DW, you assign, what, 3 numerical stats (HP, armor, and damage dice), but you spend more time on its fiction than the mechanics.
If you feel the need to prep, look over the module to get a good idea where everything is, but only bring the maps from the module (and get ready to edit those as you play!).
Also, if you try to keep on rails too much, it tends to limit the moves you can make on a golden opportunity. Always leave the option for things to get worse.
Oh, this game looks more than I thought.
Most people skip the How to GM section of RPG’s–in DW, it’s easily the most important chapter.
Tha’s the same problem I had (have?) with my AW gaming group. Most of them think they can Mc the game, skipping the “how to mc” part of the book. Huge mistake. In this way you can really change an awesome game into something less than awful.
So, I never saw a list of what people considered “Fronts” and “Dangers” for ToEE. Any thoughts? What would you choose as Fronts/Dangers? How about Grim Portents?