Sunday, April 14, 2024

Are Conversions Even Worth the Trouble?

Some games are so large that they aren't even worth converting. They showcase a world, adventure path, and rules where everything is part of a whole. I picked Pathfinder because I have a massive collection of 1e pawns perfect for hex-based battles.

I am still working on a " Pathfinder-flavored" Dungeon Fantasy game since I have the pawns and background material. But converting in every spell, magic item, class, and power is off the table. This will be straight Dungeon Fantasy wearing a Pathfinder 1e look and style, much like the excellent Savage Pathfinder set of rules (without all the conversion).

I will likely base this around everyone's favorite starting town, Sandpoint, since it has a book of information and is as iconic to the game as the Keep on the Borderlands module. I would modify the town, the underwhelming dungeons underneath, and the sparse pickings in the overland map to add more dungeon locations and excitement to this map. This book assumes the Rise of the Runelords adventure path is completed, so take note of that.

That said, the 3.5E era Rise of the Runelords adventure is also a good resource, and if all Pathfinder 1e was is the core books and this module, that would be a lifetime of gaming or converting over for Dungeon Fantasy. A word of warning about any Pathfinder adventure path: there are places where they actively discourage exploration and expansion of locations and source materials, which is annoying. I know why they do it, to "keep the story moving" and "hustle the party along to the next place."

Because if you stick around in one place too long, you will gain levels and power, and the next part of the story will be a pushover. The appendix for the book above contains an ancient city, and it goes out of its way to say, "The real loot is in the tombs" and "Don't be scavengers here."

Seriously?

Sandbox, you ain't.

Old-school TSR would give you places to expand your adventure in every location. They would dot the Sandpoint landscape with ruins and exciting locations. Every chapter of the adventure path would be full of places where the game master could expand the area with new dungeons, missions, NPCs, and towns to help.

Paizo tends to say, "Please move along." To be fair, they have a section for "continuing the campaign" afterward, but as you go through the story parts, I wanted much more than was given here, especially for expansion.

If you convert these over, please be more like old-school TSR.

GURPS makes it easier to have a flatter power curve, and you don't need humanoids with 30-80 hit points in every room at level ten when you start with the same enemies with 3-8 hit points in every room at level one. In GURPS, I can "increase the CR" of an average orc by giving in 4 points of skill, 5 extra HP, a few points of FP and other stats, good armor, and the combat reflexes advantage.

Slow down and enjoy these places. Explore them. GURPS's flatter power curve has you covered, and you don't need to worry about artificially limiting character progression. Just have fun.

I can use most OSR monsters without too much conversion instead of Pathfinder stats. Pathfinder stats are on that lousy "Wizards scaling curve," so they are way out of line with the OSR. To do this, I halve Pathfinder HD and divide attack bonuses and damage by three. Or just grab a copy of Basic Fantasy and use those numbers.

Another word of warning is that some of the maps and creature sizes are strange in the Paizo adventures. A battle with a full-sized dragon occurs in a room 100 by 150 feet somewhere in the adventure. There isn't enough room for that dragon to fly in a circle. The 3.x and later versions of D&D have always had this disconnect with the proper sizes of creatures, and it shows. Some of the maps here with 5-foot squares are too darn small, and some of the "legendary dungeons" under iconic locations are tiny cellars. Battle-mat limitations, I suppose.

Use the books and maps as "inspirations" and make your own. Go big. Expand. Make these places your own. Part of the fun of a conversion is adding your own stuff, so go to town.

The OSR does not have this problem since you aren't supposed to "balance encounters." But every Wizards D&D release and Paizo version of the game is tightly balanced and easy to break if you stay too long in a place and level up a little. It has been this way since D&D 3.0 in the 2000s, and it sucks.

This is a tricky subject since some conversions rely on a few key things to be there to "look and feel" like the original setting. You do a Star Frontiers conversion, and you need the major races, the iconic gear (skimmers, explorers, hovercycles), and the hard sci-fi starships. Most of these items are reskinned gear in GURPS, but they still need to be listed and stated as the options for this world. You will not have anti-gravity cars and artificial gravity in this setting, though we did when we had a hybrid Space Opera/Star Frontiers game back in the day.

With GURPS Traveller, we have it all done for us. Sci-fi can be tough since there is more to convert, so the setting feels authentic.

Fantasy is easier than sci-fi since I can just throw all the old 3.5E content in the bin and stick to a system designed for a flatter power curve fantasy. Thematically, there is little difference between a GURPS fighter and a Pathfinder 1e one, except the GURPS fighter is much more capable and on a more even power level with casters.

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