Hey has anybody experience with converting 5e scenarios to dungeon world? I need some advice on what to do or not do to make it good. I’ve a feeling that 5e scenarios has tendency of being too determined and don’t let enough player input (since their game aren’t design with that in mind).
I’m not too afraid by monster stats conversion as I can easily just Improvise them on the fly and for treasures and can just roll on the DW table each time. I’m sure there’s other things I don’t think of that would make my life lot more complicated.
Thanks!
1-Most important thing is looking at what story/challenges are they trying to get the characters to experience. 2-You will need to personalise the starting quest hooks and encounters so they are more player interactive, for example if there is a hook from a merchant lord, then ask a player How do you know this person? then if they are supposed to fight some Bandits in the woods, ask a different player What happened last time you ran into these bandits? 3-if there are any encounters that make no sense or are not required, then replace them with world development questions like What have you heard about this forest and why is it important to your sister? this will allow cooperative setting development that normally happens as the campaign start.
1-Most important thing is looking at what story/challenges are they trying to get the characters to experience. 2-You will need to personalise the starting quest hooks and encounters so they are more player interactive, for example if there is a hook from a merchant lord, then ask a player How do you know this person? then if they are supposed to fight some Bandits in the woods, ask a different player What happened last time you ran into these bandits? 3-if there are any encounters that make no sense or are not required, then replace them with world development questions like What have you heard about this forest and why is it important to your sister? this will allow cooperative setting development that normally happens as the campaign start.
I think Blake Ryan already gave you the best advice here. The only thing I would add is that there might be an opportunity to build a custom move around some “set-piece” in the adventure. If there is a particular encounter in the adventure that you think captures the essence of the module, you might try putting it together as a “Danger”. I would definitely suggest writing up a list of dungeon moves that reflect the particular feel of your source material.
I think Blake Ryan already gave you the best advice here. The only thing I would add is that there might be an opportunity to build a custom move around some “set-piece” in the adventure. If there is a particular encounter in the adventure that you think captures the essence of the module, you might try putting it together as a “Danger”. I would definitely suggest writing up a list of dungeon moves that reflect the particular feel of your source material.
Ohh good idea!
Plus those are fun to write lol
Ohh good idea!
Plus those are fun to write lol
I’ve played Curse of Strahd with DW. For me it was mainly just stripping the set pieces out of the 5e book. Take a look at how the cast behaves in those set pieces (not what happens), and why they behave that way. Then you can make fronts and dangers based on that behavior. This is what these people are doing here, so here are some Grim Portents based on that.
I’ve played Curse of Strahd with DW. For me it was mainly just stripping the set pieces out of the 5e book. Take a look at how the cast behaves in those set pieces (not what happens), and why they behave that way. Then you can make fronts and dangers based on that behavior. This is what these people are doing here, so here are some Grim Portents based on that.
Basically you suggest just creating something from scratch INSPIRED by the interesting parts of the scenario?
Basically you suggest just creating something from scratch INSPIRED by the interesting parts of the scenario?
Pretty much, but use as much detail from it as you want to. In Strahd there is a Village called Berez that Strahd destroyed YEARS ago with rising waters. Now it’s inhabited by a hag and her scarecrows, but it’s a “piece of the puzzle” (or can be) to finding an artifact that will help destroy Strahd. There are specific reasons that Strahd destroyed the village (AND why it’s a piece of the puzzle) which you can use as is or disregard and make up your own.
Pretty much, but use as much detail from it as you want to. In Strahd there is a Village called Berez that Strahd destroyed YEARS ago with rising waters. Now it’s inhabited by a hag and her scarecrows, but it’s a “piece of the puzzle” (or can be) to finding an artifact that will help destroy Strahd. There are specific reasons that Strahd destroyed the village (AND why it’s a piece of the puzzle) which you can use as is or disregard and make up your own.
I think this method of deconstructing and rebuilding the scenario from scratch would actually immensely help in understanding how the scenario actually works, understanding how all the interconnecting pieces work together and all. And will leave lot more space to add/remove stuff.
I think this method of deconstructing and rebuilding the scenario from scratch would actually immensely help in understanding how the scenario actually works, understanding how all the interconnecting pieces work together and all. And will leave lot more space to add/remove stuff.
Don’t feel you have to read the entire thing, or that you have to reconstruct the entire campaign! The Campaign Front will come from what the Big Bad is trying to accomplish. Figure that out first and, as Blake Ryan suggested, craft some of your initial questions based on it.
Then find a couple of the pieces that you really like (I’ve used Berez in two other DW campaigns that had NOTHING to do with Strahd) and craft some questions based on them.
Later, if the players do something you hadn’t prepared for, look at the other pieces in the book and see if you can use them.
Don’t feel you have to read the entire thing, or that you have to reconstruct the entire campaign! The Campaign Front will come from what the Big Bad is trying to accomplish. Figure that out first and, as Blake Ryan suggested, craft some of your initial questions based on it.
Then find a couple of the pieces that you really like (I’ve used Berez in two other DW campaigns that had NOTHING to do with Strahd) and craft some questions based on them.
Later, if the players do something you hadn’t prepared for, look at the other pieces in the book and see if you can use them.
Great ideas from Brian Holland! Chances are, the things that capture your imagination in the module are the same things your players will love. You don’t have to cover very much of the source material at all. Just find those choice bits that you really love, think about what breathes life into them and build little “drop-ins” that you can use when they make sense for the adventure your party is creating as they go.
Great ideas from Brian Holland! Chances are, the things that capture your imagination in the module are the same things your players will love. You don’t have to cover very much of the source material at all. Just find those choice bits that you really love, think about what breathes life into them and build little “drop-ins” that you can use when they make sense for the adventure your party is creating as they go.
Blake’s advice is solid. You can also agree on some expectations at the start. Talk to the players about having a fleshed out adventure and see if they want to just play along. If they are interested in that experience then don’t be afraid to frame things in a way that keeps players on track. You can just break the 4th wall sometimes or you can use leading questions. I find players tend to suspect every NPC will betray in the worst way possible and that can derail things a lot. In this case I would want to do some signposting. Questions like “Why are you certain you can trust Lord Somersby, what bond do you share?”, “What tipped you off that Count Evorg’s pleasant demeanor is all a show and he really is planning to get rid of you?” would be good. In my last game I just told the players some meta information. “This character really does mean well.” “This item is exactly what it appears to be.” I’d also just become familiar with the setting, character and events and let them play out in the background as the characters do whatever they were going to do anyway. Sometimes it’s more interesting if the hoard of giant spiders gets loose and starts ravaging the countryside because the players decided not to deal with the weakening seal on the magic door.
Blake’s advice is solid. You can also agree on some expectations at the start. Talk to the players about having a fleshed out adventure and see if they want to just play along. If they are interested in that experience then don’t be afraid to frame things in a way that keeps players on track. You can just break the 4th wall sometimes or you can use leading questions. I find players tend to suspect every NPC will betray in the worst way possible and that can derail things a lot. In this case I would want to do some signposting. Questions like “Why are you certain you can trust Lord Somersby, what bond do you share?”, “What tipped you off that Count Evorg’s pleasant demeanor is all a show and he really is planning to get rid of you?” would be good. In my last game I just told the players some meta information. “This character really does mean well.” “This item is exactly what it appears to be.” I’d also just become familiar with the setting, character and events and let them play out in the background as the characters do whatever they were going to do anyway. Sometimes it’s more interesting if the hoard of giant spiders gets loose and starts ravaging the countryside because the players decided not to deal with the weakening seal on the magic door.
Yes: i’ve done the first session of the Lost Mine of Phandelver with friends a couple of times – just to show them how Dungeon World works when compared to D&D (i.e. it’s heaps better, hehe…). I just stole cool stuff I liked – goblin ambush on the road, dammed river trap, bugbear and goblin motivations. It’s pretty easy if you’ve read the thing to just take a few notes and then go for it. It went really well for me both times.
It’s open enough to give them real choices – e.g. one group went into town and then to the cave, another group just went straight to the cave. Have fun!! 😀
Yes: i’ve done the first session of the Lost Mine of Phandelver with friends a couple of times – just to show them how Dungeon World works when compared to D&D (i.e. it’s heaps better, hehe…). I just stole cool stuff I liked – goblin ambush on the road, dammed river trap, bugbear and goblin motivations. It’s pretty easy if you’ve read the thing to just take a few notes and then go for it. It went really well for me both times.
It’s open enough to give them real choices – e.g. one group went into town and then to the cave, another group just went straight to the cave. Have fun!! 😀