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I Might Have to Run a Bad RPG System Next Week!
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<blockquote data-quote="aramis erak" data-source="post: 7847216" data-attributes="member: 6779310"><p>The post replied to claimed¹ that <em>fidelity to the setting is not important to the adventure</em>, not that<em> it can't be run in other systems</em>.² </p><p></p><p>If you choose a system which is built inherently counter to the tropes, then either</p><ol> <li data-xf-list-type="ol"> you're not going to be using the system unmodified or </li> <li data-xf-list-type="ol">you're not going to be running the adventure with the setting tropes intact</li> </ol><p>Choice 1 means the benefit of that system switch becomes irrelevant</p><p>Choice 2 can break the adventure, and generally damages the experience of adventures based strongly upon the setting tropes.</p><p></p><p>TEW is VERY strongly tied to the setting tropes. </p><p></p><p>As an exemplar: Doomstones can be run almost unmodified in D&D by use of the same named monsters... as a low-level adventure. </p><p>D&D Module B2 can be run in WFRP the same way, but note that it routinely kills starting characters.... some of the more social B and X adventures can be ported in similarly. </p><p>Meanwhile, Lichemaster really doesn't work all that well by this port method... a D&D cleric makes short work of the badguys, and the whole cringe-worthy threat is lost... Because the mechanics violate the tropes. (Not to mention, there's no real good direct conversion for rat-men/skaven.)</p><p></p><p>——————————</p><p>¹: or at least strongly implies.</p><p>²: It can, as is evidenced by peoples suggestions, including my own, of using WFRP2 or Zweihänder.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 7847216, member: 6779310"] The post replied to claimed¹ that [I]fidelity to the setting is not important to the adventure[/I], not that[I] it can't be run in other systems[/I].² If you choose a system which is built inherently counter to the tropes, then either [LIST=1] [*] you're not going to be using the system unmodified or [*]you're not going to be running the adventure with the setting tropes intact [/LIST] Choice 1 means the benefit of that system switch becomes irrelevant Choice 2 can break the adventure, and generally damages the experience of adventures based strongly upon the setting tropes. TEW is VERY strongly tied to the setting tropes. As an exemplar: Doomstones can be run almost unmodified in D&D by use of the same named monsters... as a low-level adventure. D&D Module B2 can be run in WFRP the same way, but note that it routinely kills starting characters.... some of the more social B and X adventures can be ported in similarly. Meanwhile, Lichemaster really doesn't work all that well by this port method... a D&D cleric makes short work of the badguys, and the whole cringe-worthy threat is lost... Because the mechanics violate the tropes. (Not to mention, there's no real good direct conversion for rat-men/skaven.) —————————— ¹: or at least strongly implies. ²: It can, as is evidenced by peoples suggestions, including my own, of using WFRP2 or Zweihänder. [/QUOTE]
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