Friday, October 13, 2023

On Converting Your FRP Rules System

One of the intriguing sections of the old Iron Crown Enterprises modules for Middle-earth using MERP or Rolemaster (MERP/RM) was the section that sometimes appeared in the introduction: "Guidelines for Using Your FRP System with this Module: Conversion Notes". Not the snappiest title, but the table for converting between d100, d20, 3d6 stats, and even 2d6, contained the suggestion, even if impractical, that the mechanical bones of the module could in some way be translated and adapted between game system, providing a way into ICE's resources for Middle-earth without their cumbersome house system,

The best of ICE's modules were packed with detail and context, including excellent maps and locations, but they were often thin on actual scenarios. These materials were more like a campaign overview or a sandbox setting that assumed there would be a great deal of GM design and adaptation to draw out playable adventures from the details. If you could adapt to a simpler system, how much easier would it be to leverage to module content?

Of course, Basic Roleplaying, now in the new Universal Game Engine edition, would be an excellent solution and provide for extended campaign play. But what about a simple, universal, free-form system like XD20? Could this allow you to dive into the ICE Modules – and even capture the tone and style of MERP/RM – without the overhead of a point-by-point mapping to BRP.

Here's some tinkering with the idea.

Running ICE Middle-earth Modules with XD20 2ed


MERP Characters in XD20

XD20 characters have far fewer stats that MERP or Rolemaster, so the key is to approximate not to calculate equivalence.

For the key XD20 stats:
  • TAC: record as ST (Strength/Toughness) – this is the prime characteristic for a warrior or ranger
  • PSYCH: record as IT (Intelligence/Intuition/Initiative) – this is treated as the prime for scout/bard
  • WAH: record as PR (Presence/Resolve) – prime characteristic for mage/animist
Although the standard roll for STATS is d8 (1–8), I prefer to roll "first-level" stats on a d6 (1–6) so there's still a maximum stat to work towards (although stat raises are very, very rare in XD20).
Animist is an odd profession for Middle-earth, but conceptually is something more like a seer, loremaster, natural magician, or healer, than the cleric of a established religion, which are thin on the ground in Middle-earth.

Other characteristics

Hits (concussion hits): 10 base hits plus the lowest two of ST, IT, PR
It's a nice balancing factor that your hits in XD20 are circumscribed by your weakest stats. You might be strong, but too slow to dodge incoming strikes. (This is actually a little lower than Health in the XD20 book, but critical hits always counted more in MERP/RM.)

Level: corresponds loosely with MERP/RM levels, mainly as a way of estimating the challenge comparatively.
In XD20, levels don't confer much mechanical benefit but explicitly indicate greater skill, experience, and power.

Profession: use the MERP/RM professions in place of XD20 Character Type. Since there are no explicit skills in XD20, profession stands in for the skills and knowledge the character can most likely apply.

Background: Use the MERP/Middle-earth backgrounds to fill in the XD20 Story and Backstory.

Additional details

These are fun to add, especially if you want your character sheet to capture more of the feel of the old school systems with their abbreviations and numbers.

  • AT: Armor Type, not strictly necessary in XD20, but the RM system had a neat chart converting armor worn to a 1–20 value that could stand as a handy to-hit target number.
  • Melee OB: the close combat to-hit modifier (offensive bonus) – use ST
  • Ranged OB: the ranged combat bonus –  use IN
  • Spells OB: the "directed spells" bonus – use PR

Roll on

The old MERP/RM descriptive modifiers, from Routine to Light to Medium to Hard/V.Hard, and my favorites Sheer Folly and Absurd, would suggest a difficulty scale for XD20. But my aim is not to get the systems to scale each other, but to leverage the rich content of the classic modules for interesting gaming. If you roll it out, and it works, let us know in the comments.

3 comments:

  1. Nice post as always.
    Also, happy 10th blog anniversary!
    Long live the Tinkerage!

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    1. Agreed. The posts may be rare, but they are always thought-provoking.

      I've always liked XD20 and your variants of it for their ability to fit practically anything - I've used them to run adventures straight from Dark Heresy, DnD, and plenty of others. It's entirely approximation of the appropriate difficulty, and being able to do it off the top of my head is a godsend.

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  2. I am working on kind of a new edition of DUNGEONPUNK RPG, inspired by XDM called "DUNGEONPUNK MAW of Chaos" where the MAW is MIGHT, ACTION and WEIRD (science and magic) generated by taking 20 and subtracting a 2d6 roll generating a score of 8-18 in which lower is better. Subtract 20 from Might to give 0 level HP unless I just go with straight HD and Hit Points divorced from attributes. Still gonna have Levels, damage rolls and HPs but in the most simplified way possible.

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