| felonius |
Some of my players have recently developed an interest in playing Burning Wheel instead of D&D. I"ve had a subscription to the Pathfinder Adventure Paths for a bit, but haven't yet had a chance to run any of the modules. I was thinking of attempting to convert the adventures (at least 'Burnt Offerings' for now) into something a little more Burning Wheel, and I was wondering if anyone had tried anything like that yet? I've poked around a bit, but haven't yet found anything.
Thanks for your help, information, advice, whatever you're willing to provide (even if it's "Pathfinder won't work in Burning Wheel because it doesn't make sense that way...).
Cralius the Dark
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Have you seen the Burning THAC0 pdf?
It's sort of a D&D, BW hybrid. It might help to get started.
The thing that gets me about converting to BW are monsters and magic.
Almost every monster will have to be created using the monster burner. And the magic system, well I don't know if I'll ever get used to BW magic. Though the Magic Burner is coming out, so that might help. And I think it has a wizard lifepath in it too.
I do like the beliefs, instincts, and traits, as they tend to add to and shape the story. If the PCs can tie their beliefs to Sandpoint, that would be cool.
There might be a lot more downtime though. With people getting hurt and requiring rest to recover. The potion ideas in the pdf cut the recovery times down. But I see no reason a potion cant remove a wound on the spot. That would help to keep things moving, so everyone not walking around half dead.
Just some thoughts for now. Could be interesting though. I'd like to see what you come up with.
Fax
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I think it's pretty possible to wing most of the monsters; you don't need full lifepaths and all that for most of the creatures the party is going to face, so as long as you've got a good handle on the mechanics it shouldn't be too hard to come up with goblins and such.
The magic will be an issue, though. You're probably going to have to use something like Burning THAC0 or make it up if you want to emulate D&D/PFRPG magic. Might be simpler to just use one of the existing magic systems (I think there's a few available on the wiki) and modify the enemies to use that. That's an interesting theme for the path, actually, if you emphasize that the current level of magical ability is far, far below what it was in the Thassilonian era. Drop some custom magical stuff on the party as they move through the path and gain some knowledge and it'd be even more memorable.
I, too would be interested in how you approach it. I love Burning Wheel but I've never been able to find a group that was interested in playing it.
| felonius |
I like the ideas I've seen so far. I'm still kinda learning the system myself, so this might be a major project to try to bight off so soon, but I think Rise of the Runelords really does have a lot to offer, and the world in general, too, in other settings than D&D.
I think tying Relationships and Circles back to Sandpoint would make the most sense. I don't know if Beliefs, in general, need to be tied to Sandpoint, but certainly should be at first.
I also like the idea of "Magic as a lost art". Perhaps have it slowly coming back, a few isolated schools, that sort of thing.
I'll probably have to create lifepaths for things like Gnomes and Halflings, though perhaps I could treat one as Roden...
Thanks for the ideas so far. I'll keep everyone posted as best as I can. It may be slow going. We're doing 4e right now, and I try my best to socialize outside of Roleplaying, as well ;-)