experience running another RPG with Pathfinder Adventure Path?


Pathfinder Adventure Path General Discussion


in short;
Anybody ever used an AP for a New World of Darkness game?

I understand you can not copy everything, since they both have totally different game mechanics, but what about the story, the NPC's, some of the creatures and bad guys?

On a side note, we are all familiar with the NWoD rules.

Cheers!


I assume that you want to use nWoD mechanics for a fantasy setting/Golarion, not adapting AP to modern world? It is certainly doable as any incident of using adventure with different mechanics. It will be lots of work for the GM as he'll have to design mechanical side (mainly opponents) from scratch basing them on the description but plot is plot and can be used anywhere.


Drejk wrote:
I assume that you want to use nWoD mechanics for a fantasy setting/Golarion, not adapting AP to modern world? It is certainly doable as any incident of using adventure with different mechanics. It will be lots of work for the GM as he'll have to design mechanical side (mainly opponents) from scratch basing them on the description but plot is plot and can be used anywhere.

I am looking into adapting the AP to (early) modern world or a post apocaliptic world. Mostly to cancel out some "handy technology". I am up against a "rules efficiency expert" and several Munchkins hehe.

So yes, mostly using the plot from Pathfinder (probably CC or CotCT) and the mechanics from NWoD. I just hope I am able to not get lost in al the mechanical flavour that is called Pathfinder hehe.

At first it looked easy to "just" use the story and plot, but I get lost in all the fun stuff fast...

I hoped someone had some pointers for me


I guess that Carrion Crown with its gothic feel could be adapted to be late XVIII or XIX century (or even early XX). I think that Council Of Thieves could be done so as well with its strongly city-based plot but it's less sure than CC. Others would require more work - I can't exactly see adapting occasional dungeon crawl as presented in the average d20 module into modern world.

There were a nWoD supplement that introduced rules for making fantasy games using the nWoD rules, but I can't recall its name... [i]Mirror(s)[i], perhaps.


I've heard of people using Savage Worlds and Fantasy Hero to run adventure paths, but not nWoD.

Liberty's Edge

Second Darkness actually has worked better for me as a Star Wars game (elves jedi, drow sith) than as fantasy but the game is back burner cuz we have so many running consecutively).

nWoD seems tough but Kingmaker could be good as post apocalyptic.

Liberty's Edge

I've been running Runelords and Serpent's Skull using Fantasy Craft. Personally, I like the system far better and feel it handles the setting more evocatively then Pathfinder.

nWoD seems a stretch (although I haven't done much more than glance it, but it doesn't seen far of systemically from oWoD).

Carrion Crown, maybe Council of Thieves or Skull and Shackles could be made to work in a different time and place. Kingmaker might be doable too.


I have run the Savage Tides AP in a gritty sci-fi game (using M&M and later Savage Worlds in a different attempt). I have considered Age of Worms in several different ways for other games (mostly WoD), but never followed up on them. I think the stories are universal and can be adapted atleast in spirit to whatever game/system/setting that you want it to do, but you will have to work.


Arcmagik wrote:
I think the stories are universal and can be adapted atleast in spirit to whatever game/system/setting that you want it to do, but you will have to work.

That's what I wanted to heard!

I have some premade characters, with a different amounts of XP spend. Just like having a list of NPC's on certain levels with certain builds. It's suprisingly easy to switch a wizard in Pathfinder to a mage in nWoD.

Cheers

Dark Archive

Arcmagik wrote:
I have run the Savage Tides AP in a gritty sci-fi game (using M&M and later Savage Worlds in a different attempt). I have considered Age of Worms in several different ways for other games (mostly WoD), but never followed up on them. I think the stories are universal and can be adapted atleast in spirit to whatever game/system/setting that you want it to do, but you will have to work.

Cool stuff Arcmagik. Your sci-fi conversion reminded me that my friend said he'd converted Savage Tide and AoW for his 2e/3e Shadowrun game several years ago. He didn't get very far in either (military deployments broke up both groups) but he said it was surprisingly easy. Shrug.

Maybe it's time to give those a look again and take a crack at 'em. Might be fun... hrmmm...


Hiya.

Well, I have actually run 3 of the AP's using different systems. As a matter of fact, the only AP I ever ran using Pathfinder was the first module for the Council of Thieves.

The others...

Age of Worms:
--ran with Star Frontiers
--also with Marvel Super Heroes Advanced
--also with Powers & Perils
--also with BECMI/RC

Savage Tide:
--ran with "Fantasy Elements" (my own, homebrew fantasy system)
--got ready to run with Call of Cthulhu, but haven't started that one yet.

Rise of the Rune Lords:
--getting ready to run with Powers & Perils

Second Darkness:
--ran it using the Dark Dungeons (RC clone; awesome, btw...you can find it online at http://darkdungeonsblog.wordpress.com/ ).

From my experience, the AP's actually work better with a different system. I've found that during conversion, I feel MUCH more "free" to change things. I also get a lot more creative with conversions to fit the system. For example, there is a specially locked/barred door in AoW. There is a specific creature that will be able to be befriended by the PC's; it will open the door from the other side if the PC's help it. With my Star Frontiers conversion, I had the door be rigged and locked by the creature...who was a genius hacker. The PC's watched a holo-vid of him...it relayed that they could find the pass-code to override the door if they followed the vid's instructions.

The overall bonus I found for all conversions...no worries about 'levels' or things like "the PC's need to be level X by chapter Y". This way, the adventure progressed at whatever rate the players dictated.

^_^

Paul L. Ming

Dark Archive

I'm thinking of running Kingmaker with the rules from A Song of Ice and Fire - A Game of Thrones edition (Green Ronin), but it's something still very much on the planning table.

Another weird project of mine would be running Curse of the Crimson Throne... in space! The main BBEG would be a virus-like AI, undead creatures would be humans infected with nanites (taboo technology from the past golden age), assorted monstruous creatures would be translated as genetic engineering, mutants or droids. Psi-powers instead of magic.

Korvosa would a be a space colony, Scarwall an abandoned fortified research station, the Shoanti nomadic asteroid belt dwellers.
I was thinking of using Thousand Suns as a system of choice, if only I could find some spare time to properly read the manual...


Star Frontiers and Powers & Perils? Now that's old school!

Running a D&D module in a superhero game is usually a fairly easy fit, IMO. For instance, I ran Castle Amber as a Champions module, back in the day.

Liberty's Edge

I've mused about reskinning CotCT as a d20 Modern campaign set in a post apocalyptic future city.

Genetically/fallout modified mutants, a death cult, a wilderness trip to a native band/survivalist group, a trip through mutant infested dead lands to a cursed biker fortress...


golem101 wrote:

I'm thinking of running Kingmaker with the rules from A Song of Ice and Fire - A Game of Thrones edition (Green Ronin), but it's something still very much on the planning table.

Another weird project of mine would be running Curse of the Crimson Throne... in space! The main BBEG would be a virus-like AI, undead creatures would be humans infected with nanites (taboo technology from the past golden age), assorted monstruous creatures would be translated as genetic engineering, mutants or droids. Psi-powers instead of magic.

Korvosa would a be a space colony, Scarwall an abandoned fortified research station, the Shoanti nomadic asteroid belt dwellers.
I was thinking of using Thousand Suns as a system of choice, if only I could find some spare time to properly read the manual...

I considered doing something similar with Kingmaker too. I also thought about using Deathwatch for Curse of the Crimson Throne or Rise of the Runelords. Rogue Trader may work well for a Savage Tides or Skull & Shackles game.


Pulling adventures across systems and settings is something I do quite a lot so I can make use of some of the old stuff I have in the games I currently play. I love to mine odd sources for inspiration and adventure. As far as nWoD I have only pulled Call of Cthulhu material over but I was beginning work once on a Call of Cthulhu adaptation of Age of Worms so by my logic that puts it only one step away from nWoD.

I ran the Dungeon adventures Shards of Eberron in Shadowrun and it was lots of fun. I also a while back used the old 1E adventure Drums on Fire Mountain as a Road Warrior style feel run in Shadowrun Second Edition.

This sort of thing can be lots of fun but it takes a lot of work for converting. I don't mean statblocks and whatnot because that's easy. When you are moving from one genre to another it gets more difficult because you need to adapt a lot more elements. Horror to horror is easy and fantasy to fantasy is also easy though in the case of D&D to Shadowrun plenty of changes need to be made to accommodate the different style of fantasy.

I look at plot lines, characters, and themes and then use that structure as a means of creating a story along the same lines. If there is a delve into an orc held cave then in WoD that may become a warehouse where gangers are holding up. Mostly, I just let the adventure and encounters tell me what they should become. Think like if the author for the adventure you are pulling were telling the same story with the same characters and events in the alternate game and setting.

Ultimately, you will probably find that it's lots of fun and flows really smooth or is way more of a pain than you want to deal with. I don't see there being much of an in-between. lol

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