Conversion for Keep on the Borderlands? (RMU, RMSS/FRP, RMC/RM2)

Started by EltonJ, August 31, 2024, 11:07:17 AM

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EltonJ

Just wondering if anyone converted the classic module Keep on the Borderlands?  I would not like to recreate the wheel, and this can be done for any edition of RM.  Although I'll be using it for RMSS/FRP.  I just want to run something classic to get the players on the same page.  This is for my RM campaign set in Greyhawk.

Thot

I think NPC stats should basically just work as they are, with AT just being halved?

MisterK

Quote from: Thot on September 01, 2024, 11:44:14 AM
I think NPC stats should basically just work as they are, with AT just being halved?
If I'm not mistaken, The Keep on the Borderlands (and Return to the Keep on the Borderlands) are D&D adventures.

EltonJ

Quote from: MisterK on September 01, 2024, 01:07:09 PM
Quote from: Thot on September 01, 2024, 11:44:14 AM
I think NPC stats should basically just work as they are, with AT just being halved?
If I'm not mistaken, The Keep on the Borderlands (and Return to the Keep on the Borderlands) are D&D adventures.

Yes, they are Dungeons and Dragons adventures. I got a copy of the original Creatures and Treasures with it's AD&D conversion statistics, and I have some classic Shadow World adventures. I just didn't want to reinvent the wheel -- and I'm asking if anyone did a conversion of them and can share their notes.

Thot

Quote from: MisterK on September 01, 2024, 01:07:09 PM
Quote from: Thot on September 01, 2024, 11:44:14 AM
I think NPC stats should basically just work as they are, with AT just being halved?
If I'm not mistaken, The Keep on the Borderlands (and Return to the Keep on the Borderlands) are D&D adventures.

Oh. Well... then it'll be a lot more work. It would be pointlessly complex to try and compute everything into RMU according to formulas.

Instead, I recommend to look at what the stats are supposed to represent, and recreate that in RMU from scratch.

rdanhenry

Any conversion from D&D to Rolemaster is going to have to be non-formulaic. You cannot just change the creature stats. You have to revise to down to reasonable number of opponents. Being outnumbered by less powerful opponents is routine in D&D. In Rolemaster, it is deadly peril.
Rolemaster: When you absolutely, positively need to have a chance of tripping over an imaginary dead turtle.

katastrophe

There's no direct conversion of D&D adventures to RM. the HP attrition in D&D doesn't exist in RM. throwing multitudes of Kobolds and goblins at PCs and multiple random and nonsensical monster encounters in woods or dungeons doesn't really work.

I've run entire D&D and Pathfinder campaigns in RM as concepts or frameworks but stripping out 90% of the encounters monsters critters and the ubiquitous- open door A you meet an Owlbear and then open door B it's a oddly placed Ogremagi.

Have a look at the module, keep the core idea, develop an adventure that makes sense then create 1-3 encounters for the group.

EltonJ

Quote from: katastrophe on September 10, 2024, 12:20:30 AM
There's no direct conversion of D&D adventures to RM. the HP attrition in D&D doesn't exist in RM. throwing multitudes of Kobolds and goblins at PCs and multiple random and nonsensical monster encounters in woods or dungeons doesn't really work.

I've run entire D&D and Pathfinder campaigns in RM as concepts or frameworks but stripping out 90% of the encounters monsters critters and the ubiquitous- open door A you meet an Owlbear and then open door B it's a oddly placed Ogremagi.

Have a look at the module, keep the core idea, develop an adventure that makes sense then create 1-3 encounters for the group.

Okay, I'll do that.  Thanks.  :)

terefang

Quote from: katastrophe on September 10, 2024, 12:20:30 AM
There's no direct conversion of D&D adventures to RM. the HP attrition in D&D doesn't exist in RM. throwing multitudes of Kobolds and goblins at PCs and multiple random and nonsensical monster encounters in woods or dungeons doesn't really work.

I've run entire D&D and Pathfinder campaigns in RM as concepts or frameworks but stripping out 90% of the encounters monsters critters and the ubiquitous- open door A you meet an Owlbear and then open door B it's a oddly placed Ogremagi.

Have a look at the module, keep the core idea, develop an adventure that makes sense then create 1-3 encounters for the group.

have you tried using "Goon Rules" to remedy the D&D-isms ?
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katastrophe

Quote from: terefang on September 20, 2024, 03:35:33 PM
Quote from: katastrophe on September 10, 2024, 12:20:30 AM
There's no direct conversion of D&D adventures to RM. the HP attrition in D&D doesn't exist in RM. throwing multitudes of Kobolds and goblins at PCs and multiple random and nonsensical monster encounters in woods or dungeons doesn't really work.

I've run entire D&D and Pathfinder campaigns in RM as concepts or frameworks but stripping out 90% of the encounters monsters critters and the ubiquitous- open door A you meet an Owlbear and then open door B it's a oddly placed Ogremagi.

Have a look at the module, keep the core idea, develop an adventure that makes sense then create 1-3 encounters for the group.

have you tried using "Goon Rules" to remedy the D&D-isms ?

No, but that is a good idea. Mainly the reason that we decided to forgo something to that effect is that most of the ideas within the D&D modules are pretty good. But because of the combat attrition being the only real damage and challenge mechanics of consequence the modules tend to be filled with insane numbers of combat related challeges. Rolemaster is far deadlier and an arrow with a high roll from a kobold can still kill or maim a mid level PC, something that just isnt going to happen in D&D. Also, keep in mind that there is always GM luck in the rolls (really just a high volume of rolling giving way to a high level crit from time to time) so even though a mid level PC will nearly always survive a fight with 4-5 goblins or kobolds or other intended nonthreatening critter, the GM will eventually roll openended resulting in PC injury that might not be able to be fixed on the battlefield. Hence, we opeted for more game appropiate challenged spread further out in the adventures rather than the way that D&D designs encounters.