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PostPosted: Tue Sep 29, 2009 4:03 am 
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Cottar
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I am new to GMing in Harn and I wondered how i could convert the D&D adventures that I have to the Harn system.


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PostPosted: Tue Sep 29, 2009 4:12 am 
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Fenrys-Duathane wrote:
I am new to GMing in Harn and I wondered how i could convert the D&D adventures that I have to the Harn system.
How? With great restraint – also, depends if you want those adventures to still be D&D, or if you want Hârn to still be Hârn. :wink:

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PostPosted: Tue Sep 29, 2009 4:13 am 
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This is probably a silly question, but... Do you mean convert the adventures to fit in better with the environment of Harn, or to convert the adventure's D&D stats to HarnMaster Harn's role-play system? Or both?

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PostPosted: Tue Sep 29, 2009 6:32 am 
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I would strongly suggest getting the D20 Conversion guide from Lythia.com (if it still there) and using that to assist you.


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PostPosted: Tue Sep 29, 2009 7:09 am 
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Yeah, converting stats to fit in with the harn system. I find it daunting to use my favorite adventures from D&D, and not know how to incorporate it into Harn.


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PostPosted: Tue Sep 29, 2009 9:06 am 
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I have converted some D&D adventures to Harn, but I did not convert the creatures etc, I just found as close to equivalent creatures already in the Harn system. For example, I converted the Auran (makers of Web of the Widow) adventures called Shadowland. They were good adventures to convert as they were not crawling with creatures.

Allan


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PostPosted: Tue Sep 29, 2009 9:30 am 
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I concur. I converted the original Ravenloft to Harn by simply replacing all of the creatures with harnic equivalents. I even reinterpreted aspects of the scenario. My players loved it and Count Strahd, as a unique Amorvrus, was great fun to GM. Don't be afraid to get creative.

For instance, for the above adventure I re-imagined Ravenloft as being in eastern Trierzon in a valley which had been cursed and semi-removed from Kethira. The count had become a new and threatening form of amorvrus. The gods were locked in a stand off over how to keep Strahd from escaping out into the world. And I determined to make the "pocket-plane" that the valley was in a little leaky with barasi point gates opening up to it but locked from the inside by the power of the count and well, you get the picture... All I needed to do to bring in an old standard was a little creativity and a willingness to play in the sand box that is Kelestia.

I'm curious, which D&D adventure are you thinking of Harnifying? I'm currently working on "The Isle of Dread" myself.

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PostPosted: Tue Sep 29, 2009 3:46 pm 
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Our group has found that HarnMaster rules are a touch deadlier than D and D (of any edition) and thus the opponents have to be heavily modified in number and ability :twisted:

That being said "magic Spearmen" have shocked our game by proving how deadly a group of spearmen with shields can actually be against many single "monsters"

My 2d

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PostPosted: Wed Sep 30, 2009 9:54 am 
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Quote:
I have converted some D&D adventures to Harn, but I did not convert the creatures etc, I just found as close to equivalent creatures already in the Harn system.


Kind of what I did with Keep on the Borderlands (which you can download off Lythia.com) - reinterpret the original concept in a Harnic context. It works remarkably well - partly I expect because Robyn designed Harn back in 1983 specifically to make this workable.

Cheers,
De Coucy


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PostPosted: Wed Sep 30, 2009 1:53 pm 
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"The Keep on the Borderlands" is an excellent example. Well done effort, by the way, De Coucy. I taught a RPG class at a youth day camp this last summer where I had the students do the original Keep using basic D&D as written and then we ran the Harnic version to contrast. The kids loved both but were really impressed by the demands that Harnmaster put on their play and how the feel and mood were grittier and more coherent in a HarnWorld setting.

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PostPosted: Wed Sep 30, 2009 2:10 pm 
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jromain wrote:
I concur. I converted the original Ravenloft to Harn by simply replacing all of the creatures with harnic equivalents. I even reinterpreted aspects of the scenario. My players loved it and Count Strahd, as a unique Amorvrus, was great fun to GM. Don't be afraid to get creative.

For instance, for the above adventure I re-imagined Ravenloft as being in eastern Trierzon in a valley which had been cursed and semi-removed from Kethira. The count had become a new and threatening form of amorvrus. The gods were locked in a stand off over how to keep Strahd from escaping out into the world. And I determined to make the "pocket-plane" that the valley was in a little leaky with barasi point gates opening up to it but locked from the inside by the power of the count and well, you get the picture... All I needed to do to bring in an old standard was a little creativity and a willingness to play in the sand box that is Kelestia.

I'm curious, which D&D adventure are you thinking of Harnifying? I'm currently working on "The Isle of Dread" myself.



I'd love to see your notes on this if you have any


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PostPosted: Wed Sep 30, 2009 2:23 pm 
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Slave Lords Series....

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PostPosted: Thu Oct 01, 2009 7:10 am 
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Calcabrina wrote:
Slave Lords Series....


Great idea! I can imagine an interesting interaction with ivashu in in the middle of A1 (IIRC).

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PostPosted: Thu Oct 01, 2009 10:01 am 
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Yes I did the Slave Lords many years ago, starts on north coast of the Melderyn Island, then across to the mainland of Harn, and then one of those islands of the coast for the end. I just find I end up halving any one area from D&D modules, so a level of a dungeon, take it down to about half the size.
Allan


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PostPosted: Thu Oct 01, 2009 11:12 am 
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APrewett wrote:
Yes I did the Slave Lords many years ago, starts on north coast of the Melderyn Island, then across to the mainland of Harn, and then one of those islands of the coast for the end. I just find I end up halving any one area from D&D modules, so a level of a dungeon, take it down to about half the size.
Allan


Even with that guideline, the TOEE would still be too big. :P

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PostPosted: Thu Oct 01, 2009 12:51 pm 
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Thanks for the great insights guys. It will help me out in the future.


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PostPosted: Thu Oct 01, 2009 2:33 pm 
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Bestialwarlust,

Here are my basic room key and one doc. Admittedly they are sketchy at best. You would need the actual module and maps to make sense of it I fear. The premise is that the Zarov clan was a "knightly" or Equites class of the Azeryan Empire as it expanded to the west.

Attachment:
Harnic Ravenloft.doc


Attachment:
The Tome of Strahd.doc


I was using this as an addition to the Panaga series. Panaga "fled" through here with a captive and one of the silver boxes both of which he stashed with the Count.


You do not have the required permissions to view the files attached to this post.

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PostPosted: Tue Oct 06, 2009 9:30 am 
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I've started to tinker with stat-ting D&D's "world" under Harn rules. Maybe this will push me to start again...

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PostPosted: Tue Oct 06, 2009 10:17 am 
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My Harn players just finished with my own version of Harnic Ravenloft.

They are unusual for Harnic characters and campaigns though - I actually had to boost Strahd to provide a proper context for an "unkillable opponent" except via the path of the adventure. I turned Strahd into the god of his own sealed world keeping the populace terrified to fuel his powers by the time and depth of their fear.

The players though, are not D&D adventure players by background though (though their characters have been killing undead in Waterdeep of late and have gone through the "Throne of Bhaal" storyline and are effectively demigods themselves). They refused to follow any sort of intended adventure path and decided to walk in and bash the bad-guy head on.

The result was classic. Strahd said something like, "What you expected to march in here with a magic sword and kill ME?" at which point he threw one up against the wall, teleported two into the dungeon (killing one and turning him into a vampire) and the last escaped.

Eventually all 4 escaped or were rescued and they came back the second time with a great deal more respect and preparation. :twisted:

For all these adventures I have had to extensively modify the mechanics but they are a rich source of ideas and background. I found the 3rd edition D&D version of Ravenloft to be richer in detail but ultimately unuseable in terms of the creatures added to the module. The original Ravenloft version still needed modifications but was much easier to use.

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PostPosted: Sat Mar 12, 2011 5:56 am 
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I'm having a similar problem right now, actually. My players are all from the D & D table. I'm wanting to show them something else, like Harn. Unfortunately they're a little resistant. Also, I'm having a bit of problems explaining the different planes in Harn terms. Any suggestions?

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PostPosted: Sun Aug 26, 2012 4:17 am 
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Cottar
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APrewett wrote:
I have converted some D&D adventures to Harn, but I did not convert the creatures etc, I just found as close to equivalent creatures already in the Harn system. For example, I converted the Auran (makers of Web of the Widow) adventures called Shadowland. They were good adventures to convert as they were not crawling with creatures.

Allan


Hi Allan, Can you please tell me how did you do that?


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