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<blockquote data-quote="John Crothers" data-source="post: 8244051" data-attributes="member: 6878719"><p>Goodman Games did an updated version of Dark Tower for 3.5 back in 2007. It was much needed as the original was bonkers, but hey, that's 1st edition Judges Guild stuff for you. I have included the Introduction from the 3.5 version so you can have an idea of what changes they were able to make from the 1980 original. The conversion was for levels 8-10.</p><p></p><p><em>"Dark Tower was originally written by Paul Jaquays and published by The Judges Guild in 1980. It quickly became one of the most beloved adventures ever published for the classic game. It was intended for use for the new first edition, and it continues to inspire writers and designers of fantasy role playing adventures to this day. As we are also big fans of this classic adventure, we’ve attempted to make only the most minor updates and modifications to it in this edition. Any such updates, modifications, or new material were done with great reverence for the original</em></p><p><em>work. Some of the key updates we’ve added were actually suggestions from Paul Jaquays from The Dungeoneer issue #12, pp 22-23, and 57-58 in which Mr. Jaquays suggests the most appropriate location within the Judges Guild Wilderlands world to set the adventure, corrects some printing mistakes, and proposes some rumors to help adventurers get started with the adventure. Other changes and modifications (other than updating the stats) were added to clear up inconsistencies from the original, or to enhance places or characters from the original. It is a very difficult task to make any alterations to such a cherished work, but our modifications were done with great care and respect, and we hope that those who loved the original will appreciate the minor changes we’ve made.</em></p><p><em></em></p><p><em>We expect that each referee will alter, expand and illuminate areas that they wish. The setting may be changed to fit your individual campaign (Wilderlands-based or no). If the deities Set and Mitra are not part of your campaign world, you may either consider adding them as isolated cults of strange deities, or you may substitute your own good vs. evil rivalry in their place (but you will need to modify many of the characteristics of the followers detailed herein). Inspiration may require deleting, shrinking and modifying areas of your choice and is desirable in personalizing this</em></p><p><em>area of your campaign. It is important for you to add and delete treasures that are appropriate to your campaign flavor. Likewise, the mix of creatures might be modified to suit your world mythos. And, finally, consider replacing some characters here with important characters (heroes or villains) from your own campaign to create an adventure thread. Whether you change it extensively or use it as is, we hope you enjoy this updated version as much as we have enjoyed the original for nearly 30 years."</em></p><p></p><p>Just for those that might be interested on other 3.5 revisions that Goodman Games did back then, they also were able to convert <strong><em>'Thieves of Fortress Badabaskor' </em></strong>levels 10-12, and <em><strong>'Citadel of Fire' </strong></em>levels 12-14.<em><strong> </strong></em>These were JG1, JG2, and Dark Tower being JG3.</p></blockquote><p></p>
[QUOTE="John Crothers, post: 8244051, member: 6878719"] Goodman Games did an updated version of Dark Tower for 3.5 back in 2007. It was much needed as the original was bonkers, but hey, that's 1st edition Judges Guild stuff for you. I have included the Introduction from the 3.5 version so you can have an idea of what changes they were able to make from the 1980 original. The conversion was for levels 8-10. [I]"Dark Tower was originally written by Paul Jaquays and published by The Judges Guild in 1980. It quickly became one of the most beloved adventures ever published for the classic game. It was intended for use for the new first edition, and it continues to inspire writers and designers of fantasy role playing adventures to this day. As we are also big fans of this classic adventure, we’ve attempted to make only the most minor updates and modifications to it in this edition. Any such updates, modifications, or new material were done with great reverence for the original work. Some of the key updates we’ve added were actually suggestions from Paul Jaquays from The Dungeoneer issue #12, pp 22-23, and 57-58 in which Mr. Jaquays suggests the most appropriate location within the Judges Guild Wilderlands world to set the adventure, corrects some printing mistakes, and proposes some rumors to help adventurers get started with the adventure. Other changes and modifications (other than updating the stats) were added to clear up inconsistencies from the original, or to enhance places or characters from the original. It is a very difficult task to make any alterations to such a cherished work, but our modifications were done with great care and respect, and we hope that those who loved the original will appreciate the minor changes we’ve made. We expect that each referee will alter, expand and illuminate areas that they wish. The setting may be changed to fit your individual campaign (Wilderlands-based or no). If the deities Set and Mitra are not part of your campaign world, you may either consider adding them as isolated cults of strange deities, or you may substitute your own good vs. evil rivalry in their place (but you will need to modify many of the characteristics of the followers detailed herein). Inspiration may require deleting, shrinking and modifying areas of your choice and is desirable in personalizing this area of your campaign. It is important for you to add and delete treasures that are appropriate to your campaign flavor. Likewise, the mix of creatures might be modified to suit your world mythos. And, finally, consider replacing some characters here with important characters (heroes or villains) from your own campaign to create an adventure thread. Whether you change it extensively or use it as is, we hope you enjoy this updated version as much as we have enjoyed the original for nearly 30 years."[/I] Just for those that might be interested on other 3.5 revisions that Goodman Games did back then, they also were able to convert [B][I]'Thieves of Fortress Badabaskor' [/I][/B]levels 10-12, and [I][B]'Citadel of Fire' [/B][/I]levels 12-14.[I][B] [/B][/I]These were JG1, JG2, and Dark Tower being JG3. [/QUOTE]
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