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If you were making a Savage Worlds version of BECMI...

Started by Rhedyn, June 13, 2018, 06:46:27 PM

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Mike the Mage

Quote from: Rhedyn;1045616As for utility magic, I think the no power point versions of Savage Worlds have the best utility magic since you don't have to spend points to keep a power going so they can last a long time. Things like Fly, Invisibility, out shapechange start having a lot of Utility.

You make an excellent point. I read p98 of Deluxe  SW and was very very happy to see you are 100% correct!
When change threatens to rule, then the rules are changed

Jame Rowe

Quote from: Rhedyn;1043814What are the important parts of BECMI/RC D&D that have to make the transition to feel like a proper conversion?

What parts of Savage Worlds do you feel are entirely incompatible with BECMI? (And if your answer is "skills" then what specifically is jarring?)

Honestly I wouldn't convert BECMI to SW. They're too different.
Here for the games, not for it being woke or not.

Mike the Mage

I think you could have a blast using the setting The Minrothad Guilds or The Republic of Darokin for Savage Worlds, though I'd be tempted to have a look at Fifty Fathoms or Freeport for a few ideas for the former and I know for sure that I would borrow from Lankhmar SW for the latter.
When change threatens to rule, then the rules are changed

estar

Quote from: Christopher Brady;1045091So possible a tangential question, but what's the difference a Dungeon Crawl and a Hex Crawl?  Or maybe, more accurately, can't you have a Dungeon Crawl IN a Hex Crawl?

The format of the setting. One is a maze of one or more levels with numbered rooms. The other is a piece of geography with a numbered hex grid overlaid.

Since TSR published so many popular products with the maze with numbered rooms format it grew to one of the default presentations for an adventure. In contrast, numbered hex grid languished compared to the World of Greyhawk travelogue format as a way of presenting information about a setting.

Both are formats that could be used to present information about an adventure or setting for a tabletop roleplaying campaign. Neither prescribe a particular kind of campaign. That determined by the kind of setting you use the respective formats to write about.

Create enough rooms, mazes, and levels you can set an entire campaign in a single dungeon as it functions as a setting in of itself.

The hexcrawl format can present information about a setting in a compact form down at the local level of detail. So is particularly useful for sandbox campaigns where it is the players driving the overall direction of what is happening.

For the point of this thread, the maze with numbered rooms filled with monsters, traps, and treasures has the virtue of being very straightforward to describe to a novice in order to teach them how to create an adventure that is fun to run. So a Savage Worlds version of BECMI would do well to spend it limited page count on teaching it reader how to create a dungeon.

The hexcrawl likewise has similar virtues but it not quite so easy to as drawing a maze with room is a little easier than drawing  fictional geography.

As for having a Dungeon Crawl in a Hex Crawl sure, and the vice versa. Typically the Hexcrawl format is used to describe a region tens of miles wide and high. A dungeon is a specific location within that area that is described using a numbered list keyed to a maze with rooms. Conversely, one of the rooms in a maze could be so large that the hexcrawl format would be useful to describe what in there. Think D3 Vault of the Drow.

tenbones

Quote from: estar;1045791The format of the setting. One is a maze of one or more levels with numbered rooms. The other is a piece of geography with a numbered hex grid overlaid... /clip.

Good summary! Yeah this is my views as well.

I think the Vault of the Drow in particular was where a LOT of my fellow players cut their teeth on Hex-Crawling. It still, to this day, is an in-joke of ours on how it was something of a mark of accomplishment in learning to run well.

Vault the corollary benefit of introducing a whole lot of players and would-be GM's of gaining a much larger perspective in the act of transversing between just doing dungeons and expansive campaigning - by going to Hex-crawling (and back and forth as necessary).

I know personally that's how I started spiraling out to full on sandbox play where by default all my games are de-facto hex-crawls even when my players are not looking at an actual hex-map, as a GM - I'm treating all my overland travel, city-adventures, dungeon-spelunking as essentially Dungeon/Hex-Crawls with a lot of flexible nuance.

Jame Rowe

Quote from: Jame Rowe on June 24, 2018, 04:49:01 PM
Quote from: Rhedyn;1043814What are the important parts of BECMI/RC D&D that have to make the transition to feel like a proper conversion?

What parts of Savage Worlds do you feel are entirely incompatible with BECMI? (And if your answer is "skills" then what specifically is jarring?)

Honestly I wouldn't convert BECMI to SW. They're too different.

3 years later, I got the Print on Demand Rise of the Emperors and Grand Duchy books and have changed my mind.
It would take a bit of work though.
Here for the games, not for it being woke or not.

tenbones

3 years later...

I've run Savage Rifts - and I'm more than sure that it can handle "Immortal Levels" of play **WITH EASE**.

Also - you'll have Savage Pathfinder soon, so your conversion needs will be a lot easier. With the caveat that Savage Pathfinder is not a conversion of Pathfinder to Savage Worlds, its more of "this is the Pathfinder (i.e. D&D) as an aesthetic flavor - using Savage Worlds rules."

BECMI? No. But I'm not sure what is specific about BECMI that needs to expressly be translated as much as just framed by "tiers of play" - which Savage Worlds does natively.

Jame Rowe

Quote from: tenbones on March 01, 2021, 03:55:38 PM
3 years later...

I've run Savage Rifts - and I'm more than sure that it can handle "Immortal Levels" of play **WITH EASE**.

Also - you'll have Savage Pathfinder soon, so your conversion needs will be a lot easier. With the caveat that Savage Pathfinder is not a conversion of Pathfinder to Savage Worlds, its more of "this is the Pathfinder (i.e. D&D) as an aesthetic flavor - using Savage Worlds rules."

BECMI? No. But I'm not sure what is specific about BECMI that needs to expressly be translated as much as just framed by "tiers of play" - which Savage Worlds does natively.

My thoughts exactly.  :D
Here for the games, not for it being woke or not.