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Converting Old Adventures
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<blockquote data-quote="Meech17" data-source="post: 9317661" data-attributes="member: 7044459"><p>I've been reading a lot of Dungeon Magazine and mining it for ideas. I've found that it's best to try not to re-create it 1 for 1, and instead use it as a basic outline. Take the plot, the interesting encounters, cool settings, and other parts that really stick out, but then re-work the rest from the ground up. </p><p></p><p>Re: Loot. A lot of these old adventures just SHOWER the party in gold and magic. Like many others suggested, I just trim it down. I try to limit the number of +# items/weapons the players get as that's just book keeping and can be tedious. I've also cut back on gold. I want money to be meaningful.. At least for a little while. If I had been following the modules/adventures to the letter my PCs would probably all have 200-500gp by this point.. I think they have less than 100gp combined at this point. The ranger really wants to upgrade to studded leather but it's been out of his grasp thus far. When he finally gets a set that extra AC point will have felt well earned, I think. Usually I roll for coin. d4 gold, d8 silver, d12 copper. I can scale the die up and down if I want to give them more or less. </p><p></p><p>On the flip side I'm pretty generous with magic items. I've taken the Baldur's Gate 3 approach and I like gluing spells onto items. 1x/day spider climb on a pair of gloves or whatever. </p><p></p><p></p><p>This is something else. Adventures are just different now. I feel like many of these old modules you spend 90% of the time in combat encounters, where as in most of my sessions we have one or two combat encounters. It's part of the game still, but it's no longer the core part of the game. </p><p></p><p>So when 'converting' old adventures I often re-do dungeon maps to make them shorter and more concise. Usually cutting a lot of rooms to do so. I also try to make them more consistent with the story the adventure is trying to tell. Why would the temple have a dungeon under it? Who built it? Who cares for it? </p><p></p><p>Also.. Windows. "You enter a cabin with no windows. It's lit by torches and full of smoke and haze.. Rooms unlit by torches are dark, and will require you to carry a lantern or have dark vision."... What? Why would these giants live like this Mr. Perkins? You really don't want players to be able to climb in and out of windows that badly?</p></blockquote><p></p>
[QUOTE="Meech17, post: 9317661, member: 7044459"] I've been reading a lot of Dungeon Magazine and mining it for ideas. I've found that it's best to try not to re-create it 1 for 1, and instead use it as a basic outline. Take the plot, the interesting encounters, cool settings, and other parts that really stick out, but then re-work the rest from the ground up. Re: Loot. A lot of these old adventures just SHOWER the party in gold and magic. Like many others suggested, I just trim it down. I try to limit the number of +# items/weapons the players get as that's just book keeping and can be tedious. I've also cut back on gold. I want money to be meaningful.. At least for a little while. If I had been following the modules/adventures to the letter my PCs would probably all have 200-500gp by this point.. I think they have less than 100gp combined at this point. The ranger really wants to upgrade to studded leather but it's been out of his grasp thus far. When he finally gets a set that extra AC point will have felt well earned, I think. Usually I roll for coin. d4 gold, d8 silver, d12 copper. I can scale the die up and down if I want to give them more or less. On the flip side I'm pretty generous with magic items. I've taken the Baldur's Gate 3 approach and I like gluing spells onto items. 1x/day spider climb on a pair of gloves or whatever. This is something else. Adventures are just different now. I feel like many of these old modules you spend 90% of the time in combat encounters, where as in most of my sessions we have one or two combat encounters. It's part of the game still, but it's no longer the core part of the game. So when 'converting' old adventures I often re-do dungeon maps to make them shorter and more concise. Usually cutting a lot of rooms to do so. I also try to make them more consistent with the story the adventure is trying to tell. Why would the temple have a dungeon under it? Who built it? Who cares for it? Also.. Windows. "You enter a cabin with no windows. It's lit by torches and full of smoke and haze.. Rooms unlit by torches are dark, and will require you to carry a lantern or have dark vision."... What? Why would these giants live like this Mr. Perkins? You really don't want players to be able to climb in and out of windows that badly? [/QUOTE]
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