SPECIAL NOTICE
Malicious code was found on the site, which has been removed, but would have been able to access files and the database, revealing email addresses, posts, and encoded passwords (which would need to be decoded). However, there is no direct evidence that any such activity occurred. REGARDLESS, BE SURE TO CHANGE YOUR PASSWORDS. And as is good practice, remember to never use the same password on more than one site. While performing housekeeping, we also decided to upgrade the forums.
This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

Converting Settings

Started by Panzerkraken, September 28, 2012, 05:12:55 PM

Previous topic - Next topic

Panzerkraken

Quote from: Doctor Jest;586944When doing conversions, converting the concept is always much, much easier than converting the mechanics.

I've converted RIFTS into three other game systems successfully by sticking to the maxim of "convert the concept not the mechanics".

We already know the mechanics are broken, after all. Strip those out entirely, separate the system from the setting and then read just the (copious) amount of fluff on each thing in the game you're converting and say "how would I make that in this system" and then do that.

Spinning off from this, what conversions have you done, and what did you feel were the challenges associated with your particular conversion, not specifically from a mechanical standpoint?

Also, how successful or unsuccessful were they and why?

My most recent experience was working with Living Steel (from Leading Edge) and working it into a semblance of the d20 system.  I'm mildly satisfied with where I'm at, but I'm waiting to run/playtest when I get back.
Si vous n'opposez point aux ordres de croire l'impossible l'intelligence que Dieu a mise dans votre esprit, vous ne devez point opposer aux ordres de malfaire la justice que Dieu a mise dans votre coeur. Une faculté de votre âme étant une fois tyrannisée, toutes les autres facultés doivent l'être également.
-Voltaire

The Traveller

#1
The challenge is rarely in the skills and mechanics, but in arbitrary stuff like magic and "feel". Magic is flat out the hardest, because you need to consider how each spell will work within your game framework, will a certain spell make characters combat gods if used as written, how does it balance, and you need to do that for every single spell. Take for example magic missile. Its a basic, simple spell that creates an arrow or arrows that can't be avoided or dodged. Works great in a game where hit points nearly run into phone numbers, but in my system an arrow in the guts can really mess you up. So, significant changes are needed.

Feel is a bit less laborious but can be just as tricky. If the game you are converting has special rules for say madness, you have a choice between reflecting that in your conversion or setting up an independent system that works better with your rules. Not quite as ephemeral, if its pulp, buff up the stats, if its primarily social tone down the combat skills.

And then in some games like Vampire I don't care that the writers want to emphasise the social skills of pasty faced blood drinkers sporting the last word in popped collars so I harden that edge regardless. Makes for a great game too.

Other than that, a jeep is a jeep, an awareness skill is an awareness skill.
"These children are playing with dark and dangerous powers!"
"What else are you meant to do with dark and dangerous powers?"
A concise overview of GNS theory.
Quote from: that muppet vince baker on RPGsIf you care about character arcs or any, any, any lit 101 stuff, I\'d choose a different game.

Spinachcat

Every time I have ported Rifts to another system, I have had fun, but there was definitely something missing. I definitely feel that for most conversions, you do lose something when you gain something and the big issue for you and your group is whether the gain is substantial enough.

In general, I have been happy with my Savage Worlds conversions, but for those groups who are more casual and happy to avoid the specifics of a setting and just play around in the generalities with a fast, easy system.

RPGPundit

I've never really converted systems; I've modified systems sometimes, and I've converted settings to other systems than the ones they came with.

RPGPundit
LION & DRAGON: Medieval-Authentic OSR Roleplaying is available now! You only THINK you\'ve played \'medieval fantasy\' until you play L&D.


My Blog:  http://therpgpundit.blogspot.com/
The most famous uruguayan gaming blog on the planet!

NEW!
Check out my short OSR supplements series; The RPGPundit Presents!


Dark Albion: The Rose War! The OSR fantasy setting of the history that inspired Shakespeare and Martin alike.
Also available in Variant Cover form!
Also, now with the CULTS OF CHAOS cult-generation sourcebook

ARROWS OF INDRA
Arrows of Indra: The Old-School Epic Indian RPG!
NOW AVAILABLE: AoI in print form

LORDS OF OLYMPUS
The new Diceless RPG of multiversal power, adventure and intrigue, now available.

Ronin

Ive pondered converting Rifts for example. (System wise or porting the setting to another system) But just looking at the breath of what just the main book has. It seems like a LOT of work. To the point I dont want to bother with it.
Vive la mort, vive la guerre, vive le sacré mercenaire

Ronin\'s Fortress, my blog of RPG\'s, and stuff

Panzerkraken

Quote from: Spinachcat;586992Every time I have ported Rifts to another system, I have had fun, but there was definitely something missing. I definitely feel that for most conversions, you do lose something when you gain something and the big issue for you and your group is whether the gain is substantial enough.

In general, I have been happy with my Savage Worlds conversions, but for those groups who are more casual and happy to avoid the specifics of a setting and just play around in the generalities with a fast, easy system.

That same issue of feeling like something's missing is what keeps me from doing Robotech in any system other than Palladium.  Rifts I've never felt as bad about; I did one using d6 that went fairly well, although the scaling system made things work out MUCH differently (instead of having MD stuff I just used scale and gave SN things some extra dice) especially from the perspective of the 'normal' characters.
Si vous n'opposez point aux ordres de croire l'impossible l'intelligence que Dieu a mise dans votre esprit, vous ne devez point opposer aux ordres de malfaire la justice que Dieu a mise dans votre coeur. Une faculté de votre âme étant une fois tyrannisée, toutes les autres facultés doivent l'être également.
-Voltaire

vytzka

Probably the biggest coherent conversion I did was (d20) Iron Kingdoms for RMFRP. Sadly I didn't get to run it for as long as I wanted to.

Funnily enough, the thing that I didn't actually like about the d20 implementation carried over very naturally. For whatever reason, the authors decided to give warjacks a metric fuckton of hit dice (like, on the order of 18) and thus insane BAB where in the wargame it's lucky to hit a broad side of the barn without a warcaster babysitting it. In Rolemaster a high offensive bonus is going to give high chances to hit as well as increased damage so it all works well enough.

Warcaster abilities were tricky. IIRC I made a Training Package spell list for that though no player ended up using it anyway. Sadface.

I didn't even bother with detailed mechanika rules as I still have no idea what the hell is going on in most of Liber Mechanika. Way to write completely incomprehensible rules.

Xavier Onassiss

I'm currently in the middle of a good-size conversion project involving my own setting. Terracide was originally written for the Hero System, and now I'm working on the Savage Worlds version. I have to agree 100% with Doctor Jest's comment: stripping out the mechanics and starting over with just the setting material is pretty much the only way to do this without going insane.

As far as "feel" is concerned, I realized early on that the SW version would necessarily have a very different feel compared to the Hero edition, but I decided not to struggle with it. Savage Worlds fans expect a SW setting to have a certain feel to it, and trying too hard to change that, to make it something other than Savage Worlds, would drive them away. So I'm focusing on being true to the mood and outlook of the original Terracide setting, and at the same time, if it feels and plays like SW, that's a good thing.

Someone (I've forgotten who) on another forum said "setting provides flavor, rules provide texture." Does that make any sense?

jadrax

I converted Castle Falkenstien over to the CODA system (used for decipher Lord of the Rings and Star Trek). This was mainly because I had players who did not like using cards. The conversion was very well received, and I think the reason for that is I was very careful to pick a system that suited the setting, as the CODA system has a very duel-like quality to its fights and very broad classes that could easily be adopted to Victorian-feeling professions.

Caesar Slaad

Quote from: Panzerkraken;586951Spinning off from this, what conversions have you done, and what did you feel were the challenges associated with your particular conversion, not specifically from a mechanical standpoint?

Also, how successful or unsuccessful were they and why?

I am converting the Pathfinder adventure path Serpent's Skull to Fantasy Craft on the fly.

The major task is converting NPCs, because despite both being d20 games, they have slightly different philosophies where:
1) scope of NPCs, and
2) magic items
are concerned.

Overall, though, once I learned a few things (and came up with a spreadsheet I could plug numbers into), it was pretty successful.

There were some odd corner cases that turned out pretty interesting. Fantasy Craft doesn't have wands as expendable items like D&D 3e & PF do, and makes magic much rarer. But FC has much more detailed non-magic modifications, with stuff like superior materials, bleed (for things like barbed weapons), armor piercing, etc. So most magic weapons became non-magic with one special non-magic "quality" per plus.

As for wands as expendable items, I often convert them to potions. One example had a group of ambushers equipped with a wand of "glyph of warding". I essentially made this into a weird elixir, oily with metallic bits in it. When you poured it on the ground, it formed a rune-like lattice that became the "trap" that triggered when stepped on.

The same group of NPCs also had potions of invisibility. I replaced this with natural abilities that just made them damned stealthy, and cut the magic even more.
The Secret Volcano Base: my intermittently updated RPG blog.

Running: Pathfinder Scarred Lands, Mutants & Masterminds, Masks, Starfinder, Bulldogs!
Playing: Sigh. Nothing.
Planning: Some Cyberpunk thing, system TBD.

Ben Rogers

Quote from: RPGPundit;587350I've never really converted systems; I've modified systems sometimes, and I've converted settings to other systems than the ones they came with.

I agree.

Systems are just a means of simulating a situation or providing a framework for a narrative.

It's the setting that matters.  

And, oh yes, I've converted a setting or two dozen.  :)

mcbobbo

I've done tons of conversions, primarily to D6.  I like the idea of putting your XP directly into what you want to get better, along with the concept that attrbutes directly power skills.  Oh, and I also like the skills defaulting to the relevant attribute thing.

I usually get stuck when trying to map back abilities (and particularly what they cost) in some kind of a fair way.

We had a hoot back in the nineties with a D6-powered fantasy campaign.  I ran modules for it, exclusively, converting on the fly.  We even attempted Dragon Mountain.

I've also recently attempted running Paizo's Beginner Box scenario against Warrior Rogue Mage, via Roll20.net.  Worked pretty well, but still wound up being a lot of prep work.
"It is the mark of an [intelligent] mind to be able to entertain a thought without accepting it."

mcbobbo

Quote from: Ben Rogers;587785Systems are just a means of simulating a situation or providing a framework for a narrative.

I also like to rely on systems to provide decision support.  Like in the 'multiple core rules' discussion, I cited the Star Wars RPG as being incomplete because it relied on the GM too much to make judgement calls about things depicted in the films.

I like to see the corner-cases touched, at least a little, so I can point to the book and move the game forward.
"It is the mark of an [intelligent] mind to be able to entertain a thought without accepting it."

Stephen (Alto)

One of my favorite 'systems' that I played for several years was a mishmash of whatever we happened to have handy. It was 2nd edition D&D combined with Rifts and other Palladium games, plus Shadowrun and any random thing we saw that we wanted to add. Once the general idea was done, we could convert stuff from nearly any source pretty much on the fly.

I also made a point based D20 system that my players seemed to enjoy. There were no classes or class levels and no hit dice, you simply bought what you wanted to get better at.

MoonHunter

Being a fan of Universal Systems (Hero, GURPs, Uni-system, and of course Continuum), I never had an issue with an adapted setting.  The only settings I did adapt were ones that were good settings and interested all parties involved.  Were they 100% perfect matches, of course not.  If they were... we would be playing them in their native systems.  However, if they work better than the existing system... then we were all happy.
MoonHunter
Sage, Gamer, Mystic, Wit
"The road less traveled is less traveled for a reason."
"The world needs dreamers to give it a soul."... "And it needs realists to keep it alive."
Now posting way, way, waaaaayyyy to much stuff @ //www.strolen.com