Anyone use Savage Worlds or Fantasy Craft for RofR?


Rise of the Runelords


I'm looking for conversion notes and suggestions for anyone that's run this adventure path using Savage Worlds or Fantasy Craft. I'm gearing up to run it using one of the two (although PFRPG is still in the running, as is AD&D2) and looking for experiences...

Thanks!

Liberty's Edge

Ron Hay wrote:

I'm looking for conversion notes and suggestions for anyone that's run this adventure path using Savage Worlds or Fantasy Craft. I'm gearing up to run it using one of the two (although PFRPG is still in the running, as is AD&D2) and looking for experiences...

Thanks!

I've been running a Runelords as a Fantasy Craft play by post on Crafty's boards.

Play Thread

OOC Thread

Wiki with PCs and some other info.

Personally, I like the ruleset better in general, and think it does Golarion better in a lot of ways.

My players just beat the Glassworks and are taking a week to heal, restock, and interrogate captives before heading into the Catacombs, having decided they were a bigger immediate threat then Thistletop.

I've been using the following Campaign Qualities:

Complex Heroes - Double XP from Subplots - What can I say, I like drama.
Dramatic Pacing - shifts everything to scene basis rather then hours.
Flexible Magic Items - D&D emulation.
Greater Magic Items - D&D emulation.
Miracles (Beneficent Universe, Generous Universe, Warring Universe) - Divine Magic, all faithful gain a step, furthering your alignment's agenda nets you two action dice, you gain a bonus to hit and opposed tests against opposed alignments equal to your Cha bonus.
Sorcery - Arcane Magic - No extra qualities.
Triumphant Heroes - Citical hit or success give Rep equal to the dice spent - War stories are always good for a drink.
Versatile Heroes - Non-class, non-origin skills can be bought for 2 skill points a rank - More D&D emulation.

I also renamed the Goblin and Ogre species in the Fantasy Craft book to Korrigan and Fomori respectively since I wanted to allow them as players without having to change the Golarion Goblins or Ogres. Additionally I dropped the Ogre species size to Large(1x1). I also banned the Spider Nation species feats. I'm currently running with a Giant, but if I did it again I'd likely disallow Giants and Drakes until further on in the AP due to trying to fit a 14' tall 2x2 Giant or a 2x3 Drake into some of the dungeons.

Let me know if you're interested in NPC blocks and other notes so far.

Liberty's Edge

Oh, the other thought is if someone wanted to play a Gnome I'd make a new Species up rather then employing the Quick Finger Folk species feat.

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