Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Actual interest in conversion of old adventures
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Belbarrus" data-source="post: 1354121" data-attributes="member: 10962"><p>Castle Amber was the first D&D module that I converted to D&D 3.0. I have also converted Ghost Tower of Inverness and am currently working on converting All That Glitters... and Beyond the Crystal Caves. Later I will be working on Tomb of the Lizard King and Rahasia.</p><p></p><p>There are a few things that I take into account when I convert a module, so some of the "conversion" is made just for me as a DM:</p><p></p><p>1) I do the straight conversions. In other words, things like magic items, traps, NPCs and monsters get converted directly to their 3.x counterparts or whatever is closest.</p><p>2) I add in a lot of information for skills and spells. For example, I may put the DC's for Spot and Listen checks. I may put in the DC modifier for terrain for Tumble, Jumping or Climbing. I especially put in information for skills like Spellcraft, Survival, Decipher Script and Knowledge. I may put in details of what spells like Detect Magic will determine. This section I find incredibly lacking in a lot of modules. Whomever writes modules seem to ignore the information that the 3.x skill and spell system can provide to players and how commonly skills like Spellcraft, Survival and Knowledge skills can be used.</p><p>3) I also like to add detailed information regarding "weird" or "unusual" things and events. For example, if a room has a "magic statue" that, when touched, will randomly bestow a benefit or curse, I make sure I put information, such as caster level, spell school and what information the Spellcraft skill and detect magic spell will determine. For doors and rooms that are supposed to be difficult to enter I put statistics such as Hardness and Hit Points. If a door or room is supposed to be "impossible to enter if the party does not have the special key", then I detail "why" it is impossible. Things like Dimensional Lock, Anti-magic fields, Walls of Force or evn mundane things like a "cryptic lock" (Open Lock DC 40), iron door with reinforced hinges. I hate the "blah blah blah and nothing short of a wish will allow the PCs to blah" type of modules. If the PCs disintegrate a door and it doesnt work, I need a reason why.</p><p>4) I remove anything that is redundant or too weinie/mundane/stupid to bother with.</p><p>5) I add in NPC reactions and preparations. Once again, this is mostly tailored to my style of DMing and my campaign setting.</p><p></p><p></p><p>With some alterations, I can probably make these conversions usable by anyone.</p><p></p><p>B</p></blockquote><p></p>
[QUOTE="Belbarrus, post: 1354121, member: 10962"] Castle Amber was the first D&D module that I converted to D&D 3.0. I have also converted Ghost Tower of Inverness and am currently working on converting All That Glitters... and Beyond the Crystal Caves. Later I will be working on Tomb of the Lizard King and Rahasia. There are a few things that I take into account when I convert a module, so some of the "conversion" is made just for me as a DM: 1) I do the straight conversions. In other words, things like magic items, traps, NPCs and monsters get converted directly to their 3.x counterparts or whatever is closest. 2) I add in a lot of information for skills and spells. For example, I may put the DC's for Spot and Listen checks. I may put in the DC modifier for terrain for Tumble, Jumping or Climbing. I especially put in information for skills like Spellcraft, Survival, Decipher Script and Knowledge. I may put in details of what spells like Detect Magic will determine. This section I find incredibly lacking in a lot of modules. Whomever writes modules seem to ignore the information that the 3.x skill and spell system can provide to players and how commonly skills like Spellcraft, Survival and Knowledge skills can be used. 3) I also like to add detailed information regarding "weird" or "unusual" things and events. For example, if a room has a "magic statue" that, when touched, will randomly bestow a benefit or curse, I make sure I put information, such as caster level, spell school and what information the Spellcraft skill and detect magic spell will determine. For doors and rooms that are supposed to be difficult to enter I put statistics such as Hardness and Hit Points. If a door or room is supposed to be "impossible to enter if the party does not have the special key", then I detail "why" it is impossible. Things like Dimensional Lock, Anti-magic fields, Walls of Force or evn mundane things like a "cryptic lock" (Open Lock DC 40), iron door with reinforced hinges. I hate the "blah blah blah and nothing short of a wish will allow the PCs to blah" type of modules. If the PCs disintegrate a door and it doesnt work, I need a reason why. 4) I remove anything that is redundant or too weinie/mundane/stupid to bother with. 5) I add in NPC reactions and preparations. Once again, this is mostly tailored to my style of DMing and my campaign setting. With some alterations, I can probably make these conversions usable by anyone. B [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Actual interest in conversion of old adventures
Top