Dawn of Defiance conversion

By Azrael Macool, in Star Wars: Edge of the Empire RPG

Hello, since I'm running games faster than they can churn out adventures, I thought it might be fun to run the old Saga Edition campaign Dawn of Defiance. Now, I can probably convert the adventures over fairly easily, but since I'm lazy enough to run adventures instead of making my own in the first place, I figured id check here to see if anyones already done it, has advice, etc. Especially since I want to set them in the post-Battle of Yavin era instead of just aftef episode 3, which is when I believe they take place. I might also try and tie them into FFG's adventures, such as REDACTED

Any thoughts?

EDIT: I apparently have to idea how to make a spoiler tag, so I just removed the section that was spoiler-y

Edited by Azrael Macool

As a heads up. You might want to throw up some spoiler tags around that last part, especially since this isn't the GM's forum.

In any case, there was some talk of others doing a conversion a while back, but I haven't heard much. If you do find one, let us know. I've been toying with the idea myself.

*spoilers for dawn of defiance*

1) obviously, you'd need to work out a different benefactor.

2) in DoD, the setting is DARK TIMES. There's no Rebel Alliance. I mean the name of the series is "DAWN of Defiance." So the whole thing is really centered around working covertly with Bail Organa to defy this newly established Empire. So it would have to be reworked, I feel, to fit better into the scope of the Galactic Civil War.

3) other little things, like the Clones on Bespin, would have to be tweaked to make sense but still be those little touches with significance for the perceptive PCs.

Other than that, just translating DCs and statblocks would be my main concern. It'd be quite a lot of work, really, but if you think it would be fun for your group then it's worth it!

Sorry about the spoilers thing... Wasn't thinking. Also, I meant to put this into the AoE forum, but clicked the wrong tab... Oh well, it's not like they don't cross anyways.

I figured DCs would be easy... since 10 = Easy, 15 = Average, etc. A few points higher, like say, 18, could be Average upgraded once. Plus a bit of common sense.

I'll just say, I've never actually run the DoD campaign, (just the first adventure), though I have read the GM's outline so I know the basic plot. It didn't seem that hard to re-jigger it to work in a later era (might rename it Twilight of Defiance though... :P ), but maybe there's something I missed.

Especially since in my game, the OT is canon but the PT is not, I figured I'd have to change a lot of the fluff anyway.

As far as modifiers go; a +/-2 may be the equivalent of a Boost or Setback die. Maybe two of them would work for +/-5?

Difficulties are a bit harder to convert because Saga has more levels of difficulty, but if I were to make a quick guesstimation; Easy=Easy, Average=Medum, Hard=Tough, Daunting=Challenging, Formidable= Heroic. For Superheroic, I'd probably equate that to upgrading a Difficulty die to a Challenge die and Nearly Impossible would be equal to upgrading two or more!

I've found (somewhere online- I forget where I got them) several conversion guides in the form of general guidelines and excel sheets that help with translating characters from D20/Saga to the FFG/ EotE/ Task System. I found them by searching google for Saga to EotE Conversion.

Sure, sometimes Easy and Hard difficulties can be converted from numerical DCs. But also consider the dynamics of advancing difficulties in DCs and defenses (and other stats), since DoD is designed to take characters from level 1 to level 20—and challenge them along the way. AoR is not built that way, so you may find you'll need to flesh out upcoming encounters in-between sessions, so as to better jibe with your PCs' abilities.

Edited by awayputurwpn

Good point, Saga works on a sliding scale, but SWRP does not. Although, you probably will want to scale things up a bit on the later episodes since your players are bound to be quite experienced.

The one thing that will be a boon to you running this campaign in SWRP, since combat does not reward experience, you can cut out a lot of unnecessary fights and bring the focus to the story.

The Beta for Force and Destiny should be out in a few months. I don't know if you really want to make a lot of house rules that could very well be answered then.

I'm not sure what you mean, Zar... I wasn't really intending on any house rules. Is there something in the campaign that would require it?

We'll there is a lot of Force stuff in there

This is true, but that's another thing you might want to tweak to fit better into the Rebellion Era. Dark Times were, by comparison, full of Force use.

I usually just use adventures for a base. I get the main plot lines, NPCs, locations, and timing, and just free run from there. Obviously, I have to convert or change most of the jedi centric stuff, due to their lacking in timeline. My players rarely stay on track with published adventures, so I let them go their route and just make sure I have them bump into the scarecrow for directions. I haven't started dawn of defiance yet, but I have run Tempest Feud from the older D20 line.

I've run a Dungeons and Dragons adventure: Tomb of Horrors, from 1st edition I used the dungeon crawl classics-goodmen games version. Using the shell of the Malevolence as the dungeon. Due to the age and condition of it the players couldn't use firearms for risk of bringing down sections of it upon themselves. So they got vibroblades, knifes, sticks and a sword and it was exactly like a dungeon crawl. I changed out the monsters with alien creatures, and had an old inquisitor's "ghost" (that died onboard) in place of the undead.

The characters had such a good time with the dungeon crawl that I've been debating making an xcrawl sporting event take hold around the galaxy. Making it hand to hand weapons, in a televised dungeon with refs and sponsors, DJs (announcers and event organizers that are ridiculously over flashy) and all that. Making celebrities out of teams that do well. It is kind of like a mix between WWF, and the Running Man movie. I just have to figure out a more stable healing method, as hand to hand tends to grind on the players health and stamina a bit too much to make a day of it.

Edited by Shamrock

Some spoilers ahead...

Actually, a fair chunk of the Force-related stuff in Dawn of Defiance can be deep-sixed without really messing up the overall plot. Chapter 4: Echoes of the Jedi (taking place in the Cularin system from the Living Force campaign) is by far the weakest of the installments, and is pretty much there as one extended bout of fanservice to Living Force players, to the point that I've heard of quite a few GMs simply skipping over that module and having the PCs acquire the necessary information (coordinates to where Chapter 5: The First to Strike takes place).

As for setting it during the actual Rebellion Era, you may also want to consider tweaking what the truth behind the Sarlacc Project is, since Vader's already got (or is in the process of getting) the Executor. There's also the matter that part of Dawn of Defiance is that the PCs have to at least make some effort to keep their connections to Bail Organa a secret so as to avoid drawing the Imperial Senator into Imperial cross-hairs, where as during the Rebellion Era there's not quite so much need for secrecy and they're going to have a somewhat more organized support structure in the Rebel Alliance as opposed to House Organa (which tries to stay more low-key and doesn't have the same reach and breadth of military resources that the Rebellion does).

Regarding game mechanics, you could probably convert the difficulties listed using a rule of thumb that every 5 points' worth of DC the module lists, that'd be 1 difficulty die under FFG's system. So a DC 15 check would be a Hard difficulty. The earlier suggestion of treating a -2 or +2 modifier as a setback or boost die respectively works well, and for difficulties that go above a 25 (I don't think there's many, but it's been years since I last really looked at the later DoD modules), simply upgrade the difficulty for every 5 points over.

Edited by Donovan Morningfire

If I remember correctly Vader doesn't get Executor until a few months into the AOR Era. Perhaps the Alliance thinks that Project Sarlacc is only building one prototype, the ship at Byss if memory serves, but there is actually a second prototype under construction as well which becomes Executor

I thought that I'd necro this thread to see if anyone had approached this. I think the best way to deal with the sarlacc project is to alter this to a torpedo sphere...

Have you looked through this thread ? It wanders off-topic here and there, but I think you'll be able to get some good ideas from it. As far as changing the setting, I think it would be better to keep it as written. DoD takes place an undetermined amount of time after Order 66 and the declaration of Empire. The group I'm in (sorry, we're using Saga rules) placed the first adventure just a few months after Order 66, but you could put it up to several years later (maybe -8 BBY?). At any rate, DoD "introduces" a lot of Imperial technologies, and as a player I really enjoyed "seeing" a TIE fighter for the first time.

Honestly converting saga edition stuff to EotE should just be about taking general ideas and concepts. A couple of years to 10 years after the Empire is founded works perfectly fine its pretty general. Don't recreate encounters unit by unit. A core aspect of the Saga is that level 1 characters are barely aware homeless people who often cant really tie their shoes while starting level EotE are pretty competent. Just take general themes of an encounter and redesign it completely.