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General Tabletop Discussion
*Dungeons & Dragons
EverQuest's Norrath via D&D. Any good conversions?
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<blockquote data-quote="Unwise" data-source="post: 9291370" data-attributes="member: 98008"><p>I ran a full campaign set in Qeynos. It was using Everquest 2 as the basis though. It lends itself really well to rediscovering the world. If the players don't know something, that is fine, as nobody else knows for sure anyway.</p><p>My main takeaway is not to try and come up with rules for everything and lots of monster conversions. Races did not require any conversion. Only spare a thought for the races/classes that players actually want to use. Don't bother writing a list of Magician spells if nobody wants to play one.</p><p></p><p>I also played an excellent campaign set in Freeport. It had a real Ankh Morkpork feel to it, dangerous to the point of being humourous. Given that the law was draconian, it was interesting playing a setting where Trolls would not eat Gnomes as they didn't want to get executed. Over time all the 'evil' species were all just like everybody else, doing whatever they could get away with, but mostly keeping out of trouble. Old loyalties to hateful deities and evil empires had given way to simply obeying the Overlord and vying for his favour.</p><p></p><p>I think it is much less work than you might think. A typical party requires no conversion, nor do most monsters.</p><p></p><p>One thing I did make a big deal of was guild prestige. The best contracts and jobs go to the best guilds. People on the street acknowledge them and they are treated like nobles/generals if they achieve enough. Inter-guild rivalries was a big deal. Sure the PCs could spend weeks making a plan to attack the dragon, but what if the other group beat them to it? Did the other group purposely lead a train of monsters to them before teleporting out? Or was it an accident?</p></blockquote><p></p>
[QUOTE="Unwise, post: 9291370, member: 98008"] I ran a full campaign set in Qeynos. It was using Everquest 2 as the basis though. It lends itself really well to rediscovering the world. If the players don't know something, that is fine, as nobody else knows for sure anyway. My main takeaway is not to try and come up with rules for everything and lots of monster conversions. Races did not require any conversion. Only spare a thought for the races/classes that players actually want to use. Don't bother writing a list of Magician spells if nobody wants to play one. I also played an excellent campaign set in Freeport. It had a real Ankh Morkpork feel to it, dangerous to the point of being humourous. Given that the law was draconian, it was interesting playing a setting where Trolls would not eat Gnomes as they didn't want to get executed. Over time all the 'evil' species were all just like everybody else, doing whatever they could get away with, but mostly keeping out of trouble. Old loyalties to hateful deities and evil empires had given way to simply obeying the Overlord and vying for his favour. I think it is much less work than you might think. A typical party requires no conversion, nor do most monsters. One thing I did make a big deal of was guild prestige. The best contracts and jobs go to the best guilds. People on the street acknowledge them and they are treated like nobles/generals if they achieve enough. Inter-guild rivalries was a big deal. Sure the PCs could spend weeks making a plan to attack the dragon, but what if the other group beat them to it? Did the other group purposely lead a train of monsters to them before teleporting out? Or was it an accident? [/QUOTE]
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EverQuest's Norrath via D&D. Any good conversions?
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