The obligatory question, Anyone working on converting Enemy Within???

By Blustar, in WFRP Gamemasters

Sorry for the double post.. Also, once I see it done once, it might be easier to learn to do it for myself..

Watcher said:

Sorry for the double post.. Also, once I see it done once, it might be easier to learn to do it for myself..

It is mostly small things:

Like in the beginning with the Gambler - I have just written up a 6 point meter for how far you are coming to win. In the middle meter the checkmark is, if you come there first, he will cheat. And if he wins from there (he gets 4 fortune dice on cheating) and gets to the end, the player character playing against him, can make a Observation test 2d challenge to realised he cheated.

The whole first book is just about 2-3 pages of version 3 notes and thats it.

:)

Its no worse then using the story and new rules.

Basically, since WFRP 1st has 14 stats, some folding will need to be done, but this is actually a lot easier than it appears.

M= Move

WS =Weapon skill. Since it's percentile divide by ten

BS= Ballistic skill. Divide by ten

ST= Strength. Keep as is.

TO=Toughness . Keep as is

W= Wounds. This one I have no idea how to convert. x2 and add TO???

I= Initiative. Divide by ten

A= Attacks If more than 1 find an action card that gives additional attacks???

Dex= Dexterity. Divide by ten

Ld= Leadership. Divide by ten

Int= Intelligence. Divide by ten

Cl= Cool. Divide by ten

WP= Will power. divide by ten

Fel= Fellowship. Divide by ten.

WS and ST are now just ST in 3rd ed. WS is actually a skill now and not a base stat.

Initiative, Dexterity and Ballistic Skill are now all rolled into Agility characteristic. The Coordination skill would reflect Initiative and the Skullduggery skill would reflect Dexterity. Of course Ballistic skill would reflect Ballistic Skill ( though in 1st edition this is a base stat and not a skill, despite the name!!!)

Strength and Toughness are the same. Yeah!

Leadership and Fellowship are folded down to just Fellowship. Leadership could be reflected by the Leadership Skill.

Intelligence is basically the same.

Cool and WP are folded down into just WP. Cool could be reflected by the Discipline skill. WP by WP duh!

So if you have an action card that says vs, Discipline (WP) (an opposed roll) you would check the Cool stat and not WP.

I've been running TEW on the fly so far with these general guidelines and it's been real easy. But I haven't had to stat out a creature that's not in the bestiary yet!!!

Any updates on the progress of this project?

Pweeeeze!

I should elaborate. Does Blustar's guideline on conversion work out well? Is anyone running into problems I should be aware of during gameplay? Any success stories yet?

I've ran the first adventure last week and we're about half way through. The first session was relatively simple and I used everything from the TOA. I will however be dropping the henchmen rules.

Tomorrow sees the second half and perhaps some of Borganhafen. The back half of the adventure is mostly "soldier" types from the TOA. Rather then use carbon cut outs Im going to try the guidelines above.

I've copied the pages I need from the adventure and marked up the stats (tweaking as necessary). Generally I'm keeping ST and T the same but using WS as a guideline as to whether i should put in yellow/ white dice.

For the "named" NPCs I ve also selected a few actions cards to try to liven things up. For the bar fight I've given him improved dodge and one of the unarmed moves (dont have the cards to hand but its "you punch, kick headbutt etc).

For the final fight I've decided to gear the main NPC to more of a range attacker given the boat and our melee heavy group. I've given him the "knockback Shot" card for some added fun on the boat (one of the Players made the mistake of saying his PC was invincible last session - so will have to nip a bud in that line of thinking - this is WFRP after all)

Should prove interesting.

Here's what you should do when converting NPCs, in addition to the comments above.

Take the average of Initiative and Dexterity to find out the new Agility score.

Wounds, add 3 and the new Toughness value. A human with 6 wounds and T3 would therefore have 12 wounds in the new system.

For WS, BS, Leadership and Cool (Discipline), consider a human character with 41-50 to be trained in the skill once, 51-60 twice etc.

You should consider normalizing elf and dwarf NPCs first to human stats and then adding the current racial bonuses.

Sami K said:

Here's what you should do when converting NPCs, in addition to the comments above.

Take the average of Initiative and Dexterity to find out the new Agility score.

Wounds, add 3 and the new Toughness value. A human with 6 wounds and T3 would therefore have 12 wounds in the new system.

For WS, BS, Leadership and Cool (Discipline), consider a human character with 41-50 to be trained in the skill once, 51-60 twice etc.

You should consider normalizing elf and dwarf NPCs first to human stats and then adding the current racial bonuses.

Nice! Good calls, though I would have to muck with a few conversions to insure the numbers translate more or less appropriately.

Any thoughts on Aggression, Cunning and Expertise alottment?

To be quick and dirty, I would rely on the ACE values of basic or expert NPCs accordingly, and then if there is a thematic reason to adjust (like make teugen more Cunning) add a point to the appropriate category.

I've run three sessions of the Enemy Within so far, conversion has been easy, I gave the mutant leader at the opening fight the Accurate Shot action card and used Cult Mutant minions for his goons. I used a simple progress tracker for the Bretonnian Gambler and a human soldier with Mighty Blow for Max Ernst.

Now though I’m running Adolphus’ Ambush section of the Enemy Within: The Mistaken Identity and I’m making an effort to include some WHFRP3E elements.

I’m going to put Adophus on the roof of a nearby house sniping the players from a distance.

S:3 T:4(2) A:5(1) I:3 W:5 F:2 Wounds: 15 Soak 6 Conservative 2
Crossbow: 6+4 =10 damage
Trained twice in ballistic skill.
Has access to the following Action cards; Accurate Shot, Knockback Shot, Immobilising Shot and Sniper Shot, Ranged Attack.

The Roof and the Hunter:
The sharply sloped roof has the following effects.
Ranged attacks targeting characters in this location gain 1 misfortune dice due to elevation and cover.
It takes one additional manoeuvre to become engaged on this location.
Anyone moving off this location takes 1 wound and 1 fatigue unless they spend a manoeuvre to do so.
Physical checks gain the following:
Two banes: You gain one fatigue as you slip down the roof.
Chaos star: You slip off the roof, take 1 fatigue and 1 wound and your turn ends after this action resolves.

The Boat:
The three thugs
S:4 T:5 A:3 I:2 W:3 F:2 Wounds: 10 Soak: 7 Reckless: 1
Hand Weapon: 4+5 =9

The boat: Uses the River Ferry Station location card.

The Barge is on Fire!
Additionally roll for two extra NPC action slots with 3 reckless dice. These are the fires started on the Barge. Assemble a Progress Tracker with 11 spaces, 7 on one side and an event marker on the 8th space. Space 1 is all the fires are out and the barge is fine, space 11 is the barge is consumed totally; anyone still aboard takes 10 fire damage. The tracker begins on event space 4 with the fires set by the bandits. On each fire NPC action the event tracker moves one space to the right as the fires build. Players may Perform a Stunt and if successful move the tracker one space to the left. The GM may judge other actions such a Pyrokinesis to be more effective and move the tracker two spaces to the left. On the event marker there is a rally step, Josef and the crew rush up from dealing with the fire in the hold and act on a 3 stat dice initiative space and begin fighting the fire moving the tracker one space to the left with each action.

While the fire rages Physical actions gain 1 misfortune dice from smoke and fog until the event space after which it is 2 misfortune dice.

I'm currently running thousand thrones with my troupe and it's very easy to convert the npcs. I did dit down do start converting it all and wanted to do TEW afterwards, but when I realized how easy it was (using cards for npcs), so I stopped and just do it as I reread the campaign.

Hidaowin said:

I used a simple progress tracker for the Bretonnian Gambler and a human soldier with Mighty Blow for Max Ernst.

Nice summary, thanks. I'm about to run this as well. How did you play the gambling part, the gambling rules being suited for 20-sided dices?

It was a pretty basic track, eight spaces long with an event counter 3 spaces in. I had each player at the table put a counter on the progress tracker on the first space. They then set stakes in our cases 5 shillings. Each round represented about a half dozen poker hands. They then could all if they wished gamble by making guile checks at 2 difficulty. A success moved you one up the event tracker. The evening ends when it reaches the last space. Each hammer after the first won you a stake off the other players stake. You can keep track of this numerically or give each player a pile of tokens and pass them back and forth as the game goes on. Delay results on conservative dice expose your play style granting you the Exposed condition for rounds equal to the amount of delay counters.

The Gambler:

He knows when to fold them so begins with 3 characteristic and 1 conservative dice but once it reaches the event marker he begins to cheat, knowing when to hold them now rolling 2 characteristic , 2 reckless 1 expertise and 4 fortune dice. Players can make a Observation (2d, 1 misfortune) insead of their Guile check if they wish to attempt to figure out if he's cheating. If they confront him he'll react as detailed in the adventure.

I just finished my NPC tracker page with room for four different NPCs on one sheet, three action cards, A/C/E tracking space, wounds tracking space and stats table. I'm working on Thousand Thrones right now that we've just started, but we'll be playing TEW afterwards, so I'll do that too. I'll just put all NPCs into my tracker in a sensible order so they are easy to use durring play. I'm also making some 3rd ed. conversion rules for trackers and other things to spice up the campaigns with the new systems.

Roland Cooke said:

Actually Power Behind The Throne is the best part of the series. As good as the first three (two? cool.gif ) parts are, they are 'just' extremely good FRP romps.

PBtT raised the bar on roleplaying , period.

The idea of PbtT is absolute brilliant, but how do you GM something like that? I had an awful time keeping track of all those NPCs, and my players even more so.I don't think they had any idea of what was going on.

Then again, due to their lack of sharing information, they also had no idea who Kastor Lieberung was again. It made the whole thing just a bit too mysterious. TEW is filled with great ideas, but it's not easy to make full use of all of them.

DonXIII said:

looking to the future it seems most people cut the kislev adventure (haven't read yet but presume it isn't very good???) and replace empire in flames (to fit current timeline).

Something Rotten in Kislev has some really cool ideas, but it's not TEW. Also, if you're not careful, you're bound to accidentally kill the entire party. When I first played it, we all became zombies and were sent to Lustria, I believe.

The entire point of SRiK is to get the PCs out of the Empire for a year so things can get thoroughly out of hand. But a year in-game doesn't have to be a lot of play time. You could send them to Araby to find a McGuffin in a tomb there. Journey there is uneventful and takes 6 months, then one session to loot the tomb, then 6 months to get back. And suddenly the whole Empire is going up in flames.

That's pretty much all you need. Keep SRiK for another time, when the group's survival isn't quite so vital for your campaign.

Watcher said:

I'd love to see a conversion too!

Jay Hafner recently made a comment in another thread however, that has me thinking. Basically he said, 'Fans are going to have to step up and do some of this stuff.'

I'm enthusiastic enough to try conversion, but I'm not all that clear on the differences between systems. I've seen a few remarks on how people would convert from one Version to another, but nothing really explained in detail. (Forgive me if I sound whiney, I'm actually unfamiliar with Warhammer's past systems). I think the very first step to converting TEW specifically, is coming up with guidelines to convert V1 (and V2) to V3 in general. Then, converting TEW becomes kinda straightforward. Also, if we had some rough consensus on how to do it, this could also be a joint project.. or at least one where ideas and feedback could be pooled..

Watcher said:

I'm enthusiastic enough to try conversion, but I'm not all that clear on the differences between systems. I've seen a few remarks on how people would convert from one Version to another, but nothing really explained in detail. (Forgive me if I sound whiney, I'm actually unfamiliar with Warhammer's past systems). I think the very first step to converting TEW specifically, is coming up with guidelines to convert V1 (and V2) to V3 in general. Then, converting TEW becomes kinda straightforward. Also, if we had some rough consensus on how to do it, this could also be a joint project.. or at least one where ideas and feedback could be pooled..

Don't put too much effort in exact conversion of the stats. Not all stats in TEW are all that great or well thought-out. Use your own judgement, keep the spirit of the character, and give them some nice action card. (Like people have been doing in this thread. I'm really looking forward to rerun TEW now.)

Started rereading TEW last night. It doesn't seem so difficult to convert over, if you keep things loose and freeform (to a degree).

Regarding assigning action cards.

Is it just me or is that the most time consuming aspect of it? Since this is what I am seeing in my head (as crazy as it may be)

Convert statistics to WFRP3 (divide stats by 10, fold etc)

Now to assign cards, I have to look through all the cards the action cards through the core set and try and find the best one for each npc? To me that is quite intimidating especially on the fly.

Thoughts?

Well, the adventure wasn't written in a vacuum or on the fly, so converting it probably shouldn't be done that way either if you want the same amount of depth in the NPCs. How much variation do you want the NPCs to have anyway? A couple combat actions and a social/defensive and call it a day unless they're pivotal encounters.

Part of it is learning the actions you have access to. If you can remember what their names are and what they do - in general - it'll be easier to slap action X or Y on a guy. Fudge it as you go in-game when need be, and learn from the lessons in one sessino before the next. "Oh, Glib Tongue doesn't really do much for the gate guard, I'll swap that out with Vigilant Eye, or give him another Expertise die in his pool instead."

That's also why I'm finding a longhand reference of the cards and their effects invaluable as a GM. Just typing their contents up as a reference tool for in-game checking and scenario design speeds up the process. Also gives players a fast way to check what's available for advancement buys when someone else is flipping through the cards.

Boze said:

Convert statistics to WFRP3 (divide stats by 10, fold etc)

Now to assign cards, I have to look through all the cards the action cards through the core set and try and find the best one for each npc? To me that is quite intimidating especially on the fly.

Just dividing the statistics by 10 will lead to quite powerful NPC's at least in comparison to how they were in 1e due to the higher success rating in 3e. For example, in 3e someone with Strength 3 is looking at the equivalent of WS 59 in 1e. However, this doesn't need to be a bad thing as some people have complained about NPCs being underpowered in 3e.

Expertise dice and actions cards will also have a great impact on the final NPC.

I just thought this could bear pointing out, so you're surprised by the NPC's being tougher than they should be.

How have others handled this type of conversion? Are you just aiming for simplicity and what "feels" right?

Lexicanum said:

Boze said:

Convert statistics to WFRP3 (divide stats by 10, fold etc)

Now to assign cards, I have to look through all the cards the action cards through the core set and try and find the best one for each npc? To me that is quite intimidating especially on the fly.

Just dividing the statistics by 10 will lead to quite powerful NPC's at least in comparison to how they were in 1e due to the higher success rating in 3e. For example, in 3e someone with Strength 3 is looking at the equivalent of WS 59 in 1e. However, this doesn't need to be a bad thing as some people have complained about NPCs being underpowered in 3e.

Expertise dice and actions cards will also have a great impact on the final NPC.

I just thought this could bear pointing out, so you're surprised by the NPC's being tougher than they should be.

How have others handled this type of conversion? Are you just aiming for simplicity and what "feels" right?

Seriously thanks for pointing that out! I have just guessed dividing by 10 was what you should do from something I read on these forums...somewhere lol.

Perhaps it is more applicable to 2nd ed.

I just find it a bit tough is all, as I am trying to avoid as much preparation time as possible, don't get me wrong i always like to know exactly what I am doing for my upcoming game. I just don't like the idea of re-writing everything as opposed to the minimal amount and letting the story do the brunt of the work. I just don't got that kind of time (am I the only one?!)

With that being said though, I am definitely willing to put in the man hours as long as I can figure out a streamlined way of converting wfrp 1e (and 2e for that matter) into something that works in the 3rd edition.

Wouldn't it be neat if someone made a 1e/2e > 3rd edition conversion procedure or something, as opposed to all this information being scattered. C'mon centralization!

C'mon stickied threads or some other forum where this can be done! :)

Anyone interested in investing the time to convert TEW over, ping me (friend me then ping me, I guess). I'd be interested in getting a community effort going to work the thing out. I'm sure some of you have some very specific ideas of what they'd like having come from 2nd edition, while others of us with less experience with 2e but plenty of ideas for 3e should have great input.