Converting an AP to Star Wars


Pathfinder Adventure Path General Discussion


Hey guys I'm thinking of converting a suitable AP into a Star Wars campaign.
Now the changing encounters to the SW rules doesn't worry me I'm just looking for an AP that would suit a Star Wars campaign.

I guess it would have to be one where the party travels from place to place, something which can easily turned into space travel.

An AP with exotic locales would probably be best and/or one with a plot that would suit a Star Wars campaign.

Has anyone ever done this or can anyone suggest an AP they've played which would suit this idea?

Thanks in advance
FDM

The Exchange

Rise of the Sith Lords


Are you using the only true and kosher d6 rules or d20/Saga?


Curse of the Crimson Clone?

d6 huzzah!


Oh I remember searching the forums when I was bored one day and I found something that may be of use. There was some talk of Second Darkness being fitted for a sci-fi setting. I know wraithstrike had something to say on it but that's about it.

Good luck to you!


Sarlac's Skull....

Actually, I'm half serious here. It starts with a shipwreck (crashland on planet) on a jungle island (jungle planet). It's based around an ancient race/cult trying to revive their half dead god (that's easy to switch up. could even be sith. or serpent sith). There's competing factions (trade federation, alliance, sith, jedi...etc) trying to get to a lost city.

I haven't played farther yet, but I believe once you get to the city you have to explore, delve underground and defend the city. Pretty easy swap. Lots of natives (could be made into an alien race), lots of really big animals and some dinosaurs (rancor monster, anyone?).

Check it out.


I converted RotRunelords to 7th Sea. If i had used more of the synreth, it would have got even more Sci-fi.

But i think it could easily work with most of then, anyway hope you enjoy.


Drejk wrote:
Are you using the only true and kosher d6 rules or d20/Saga?

I wish Drejk but most of my players don't like hardcore Star Wars RPG rules were getting Dark Side points actually matters, so we're going for the munchkin friendly SAGA rules.


The Eel wrote:

Sarlac's Skull....

Actually, I'm half serious here. It starts with a shipwreck (crashland on planet) on a jungle island (jungle planet). It's based around an ancient race/cult trying to revive their half dead god (that's easy to switch up. could even be sith. or serpent sith). There's competing factions (trade federation, alliance, sith, jedi...etc) trying to get to a lost city.

I haven't played farther yet, but I believe once you get to the city you have to explore, delve underground and defend the city. Pretty easy swap. Lots of natives (could be made into an alien race), lots of really big animals and some dinosaurs (rancor monster, anyone?).

Check it out.

Yeah I'm looking at that one at the moment Eel. I have Kingmaker and Carrion Crown but I just don't think they would work. I just finished reading Smugglers Shiv and that could easily work for SW.

I thought I might some different suggestions from peope who have played the other APs


I think one of the big things to consider is why a group of characters in the Star Wars universe don't just get in a starship and fly where they want. I'm not familiar with the rules (of either version), only the setting, so I don't know if starships are common or not. Crashing on a backwater jungle planet seems like a legit way to limit movement, as well as plop the PCs down in an unknown area.

If you were to go with an urban, cosmopolitan game, Council of Thieves might do the trick. My mind boggles at the conversion of a PF AP into SW, but more power to ya. I think it would be just as much work as writing your own adventures, cutting out the conversion. The point of APs and modules, for me at least, is the fact that they cut out so much prep time. Converting them to a whole other system seems like too much of a pain. I'd almost rather convert SW Saga into PF, which I think others have already done/started. That said, best of luck.


My thoughts and take on conversions (Which might echo whats been said but here goes anyway):

Curse of the Crimson Throne:
Characters come together in a place like coruscant (major city world that they could likely stay on?) to take down a crime lord who screwed them over (Lamm)... They get friendly help from a force spirit (Zelera) and take on the new Queen type who takes over in a palpatine like plot. She herself gets possessed by a force spirit (Kazavon) because shes latently force sensitive. Also the Grey maidens are her stoprm troopers and the plague doctors are sith in disguise... i mean it all fits decently. Blackjack could just be a jedi thing seeing as jedi get a bad rap alot in the history (they get blamed for dang near everything)... so a lone jedi or even a grey jedi trying to fix things works (he is a swordsman afterall and his force ability makes it harder to sense him etc). the part where they go play with the shaonti in the cinderlands becomes a stomp on tatoine (because every SW game has to go there!) and Scarwall becomes a ruined sith academy where they need a force artifact crystal to defeat the darkside spirit inhabiting Ioelesa.

Serpents Skull:
Much of whats been said here applies. Party on a ship that gets hijacked by a crazy alien shapeshifter ala Zam Wessell, who wants to find a hidden cache of powerful teck (if you wanna avoid the force tropes, itd be something similiar to the starforges from KOTOR) or a force artifact that will lead to their "god" a darkside spirit. Crazy cannibals are simply corrupted empirials who crashed there... and Mother Thrunefang becomes Mother Tarken or something and she is a Rhakghul... Adventure two becomes a bunch of groups (as mentioned) all trying to race for the location of this lost colony of builders or ancients or whatever. And then the big war for all that tech or darkside power (or Both!) This is how I'd do it

Rise of the Runelords:
someone joked itd be rise of the Sith Lords, but they are absolutely right. Karzoug is a member of the 7 sith lords who left when Darth Bane made the rule of two and they formed their opwn thing, the sith empire fell and they did their various acts of preservation... So you'd have Sandpoint be a small mining colony or Tatooiene-esque settlement (I really think all Star Wars games go here, its in the contract :P) and they deal with the gob... err sand people. They go to a bigger planet or city on the planet for Magnimar and then go traipsing about as the giants (insert an alien race here) start their rampaging... pretty much everything fits in and have the runewells work as they do since magic=the force mechanically. So the darksider uses the force to power himself via souls or their energy, unimportant. Everything kind of falls into place from there since Karzoug is an immensely powerful Sith Lord, he has cool abilities like mind reading across space. And then Xin-Shalast becomes a hidden Fortress in the darkest part of space, and thats why it took so long for him to wake up...

These are just me spitballing, off the top of my head. Hopefully you get ideas or inspiration from them.


Stewart Perkins wrote:

My thoughts and take on conversions (Which might echo whats been said but here goes anyway):

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **...

Stewart Perkins if I could kiss you I would! ;-)

I might take a look at those others after I read Serpents Skull.
Thanks heaps mate
FDM

Silver Crusade

Pathfinder Adventure Path Subscriber

Second Darkness works really well

Spoiler:
PCs start off owning a gambling den somewhere like Nar Shada or some other Hutt world that has a lost Sith Base. A group of Sith are working on a method to plow asteroids into planets and do a test run on a planet in the same system. The PCs head there because it has a rare mineral that the various crime lords want. After which the PCs are asked to help a group of Jedi retake a lost temple from sith upstarts. Eventually the PCs infiltrate the Sith planet, and discover the evil plan to throw a moon at Coruscant. They head to Coruscant where they must convince the council they have been infiltrated.
Finally there's the big showdown where the PCs have to stop the countdown timer in the Sith's Asteroid Battlestation.

As does Kingmaker

Spoiler:
PCs are sent to pacify a small star system currently unclaimed by the empire in order to provide a rebel staging post. There they discover strange force sensitive natives and competing prospectors who aren't too happy with the PC's attempted claim.


DM_aka_Dudemeister wrote:

Second Darkness works really well

** spoiler omitted **

As does Kingmaker

** spoiler omitted **

Someone wants a kiss... Thanks DM_aka_Dudemeister, there great ideas.

I'll have a look
FDM


Seems to me that Jade Regent would be a good possibility as well. Some good ideas on this thread!
M


Fractured DM wrote:
Stewart Perkins wrote:

My thoughts and take on conversions (Which might echo whats been said but here goes anyway):

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **...

Stewart Perkins if I could kiss you I would! ;-)

I might take a look at those others after I read Serpents Skull.
Thanks heaps mate
FDM

Nooooo, I've never EVER considered doing the exact same thing :)

I'll take a handshake or a pat on the back, I'm married. :P

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