I have plans to (roughly and loosely) convert an old D&D module and run it using Dungeon World.

I have plans to (roughly and loosely) convert an old D&D module and run it using Dungeon World.

I have plans to (roughly and loosely) convert an old D&D module and run it using Dungeon World. I know lots of folks have tread these waters before me, and I come hat in hand, seeking some advice!

We’ve got some great guidelines in the book itself (and in the online Gazetteer) on how to convert monsters and other creatures (or just use the ones in the book) which is great.

Where I’m struggling specifically is in regards to converting the mountains of cash this module is throwing at the potential characters. For instance, one room has 6100 electrum pieces and 600 platinum pieces. Cool, alright. 

Are there any rough currency conversion guidelines someone out there has cooked up? I don’t need to be spot on here, but just a rough “1 platinum is like 10 coins” or something would be great. Thanks!

6 thoughts on “I have plans to (roughly and loosely) convert an old D&D module and run it using Dungeon World.”

  1. The ‘gifts and finery’ section in equipment might help. For example, a kings crown might be 5000 coins.

    More realistically though, I’ve not seen or played many games of DW where money is particularly relevant. Thinking about the end of session moves, I’d focus more on memorable treasures for the players to stumble upon.

  2. Good point regarding money not being particularly relevant. And this is being planned for a one-shot, so mountains of cash might be fun (as well as memorable treasures.)

  3. I was clearly making this more difficult than I needed to and over thinking it.

    Both Joe Banner and Mark Tygart have provided simple (and perfect) answers. Thanks gents.

  4. I’d add that if you’re willing to come off script a bit, the savage worlds setting Beasts and Barbarians has some great ‘tween adventures results of what can happen with loot.

  5. I would leave all the cash on the ground, and ask some sharp questions at session start about why they are so desperate for money: “Thief, which poison did you accidentally ingest, how long do you have to live, and why does the antidote cost so much?”

    Then get realistic about how hard it would be to transport massive amounts of coin, and make it hard for them to do it.

    As has been pointed out, specific quantities don’t matter so much, but general quantities, like “the floor is carpeted with coins” or  “a backpack full of silver” gets the point across.

    Coin-centric adventures can be great in DW, you just need to instill some clear motivation to acquire cash beyond “I want to buy new gear” or “I am a greedy bastard.”

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