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Goblinville Adventure Conversions

A topic by Narrative Dynamics created Apr 11, 2019 Views: 600 Replies: 10
Viewing posts 1 to 3
Developer

Share adventures you've converted from another fantasy adventure game into Goblinville.

Bartizan of the Blood Egg

https://docs.google.com/document/d/1b9r4vu1uhd7zhhOx1yzqyI7NckMpYxX8K_JUeBkL56Y

Took a one-page-dungeon I liked and made the (very few!) conversions needed. How's it look?

Developer

This is great.  They monster moves are really well-done, especially the finisher for the Quatralopithecus.

(+1)

btw, ran this a while ago. Mostly went well, but we had quite a lot of hiccups trying to navigate (literally) the area not pictured in the tower. What happens if you manage to break through the stairs and try to climb up (down) to escape. Specifically the geometry and terrain were very very hard to figure out something plausible for. Goblins got away with the ruby, a ton of valuable picked delicacies, and the need to rebuy or repair nearly all of their gear.

Developer

I can see that!  I've come to rely on grim favor rolls a lot when in uncharted territories.  Something for terrain might be:

6: Easy to traverse

4-5: Uncertain / there's an obstacle or hazard

1-3: Critical hazard or imminent danger

Once I  know how generous I'm being, I can usually decide what's plausible.

(+1)

> usually decide what's plausible

The issue was that every time we thought we had a decent idea of the physical constraints, without handwaving the entire thing as ludicrous amounts of magic architecture (to our sensibilities), someone eventually noticed that it didn't work out. Not a subtle problem, more like "uh actually if you built a 3d model of what we just described there wouldn't end up being any path between the two floors".

Okay most were a bit more subtle than that one. But that one did happen.

Developer

Ah got it.  It does sound like a challenge to keep the space plausible and consistent despite its strangeness.

I apologize for bumping another years old thread, looks like I discovered this community too late! Here's another egg adventure though to add to the list. I added as much graphic design as microsoft onenote with a mouse would allow :D The loot is a bit on the heavy side at the end because I've been chinsing my players a bit by accident and they tend to miss a lot of loot anyway. Also not noted in my room description, the egg sits on an obvious pressure plate and the room begins to flood when it is lifted. Let me know what you think.

Developer

Gorgeous.  If there's one thing that's changed about my Goblinville GMing over time, it's that I just flood adventures with loot.  They can never carry it all and it spends fast in town anyhow.  Looking forward to digging into this adventure.

Thanks! 100% agree, the cap for valuable objects being 2 scratch / 1 inventory space + travel rules and timelines make a good regulator regardless of the amount of loot you put in an adventure.

I love the magic potions you came up with. I think I might steal some of those!