Darkstryder Campaign conversion?

By Obsidian Razor, in Star Wars: Edge of the Empire RPG

Hi everyone!

I just recently got my hand on a brand new boxed copy of the Darkstryder Campaign, back from the West End Games D6 SW Game.

For those of you that don't know about it, it was a 4 book long campaign published towards the end of the D6 line, set in very early New Republic times.

Even after more than 15 years, it still stands, IMHO, as one of the best published campaigns for any setting ever.

I was skimming through it and though that it shouldn't be too hard to convert it to edge of the empire... has anybody converted any D6 material to EotE already? How hard is it?

Would anybody be interested in helping?

Cheers!

Wow. Good luck. This was a giant campaign.

I remember seeing it somewhere. someone is, or was, planning on the conversion.

Two of the Darkstryder modules, Plant Food and Little Empires, are rewritten as part of my Hutt Inc Campaign.

Garrett

Wow!

Thank you, this basically takes away the biggest hurdle in doing the conversion!

Two of the Darkstryder modules, Plant Food and Little Empires, are rewritten as part of my Hutt Inc Campaign.

Garrett

To what extent are you rewriting them? I planned to use them as-is but with EotE stats :)

Edited by Obsidian Razor

I think west end listed the corvette with a crew of 60-100 but FFG has like 600...any thoughts, comments on that. I believe it was a CR90 corellian corvette.

The FarStar is a modified CR90, but you may want to make it a custom 'unique' starship due to the peculiarities (particularly its starfighter/small craft carrying capacity).

In one of the WEG sourcebooks (the GM guide, I think it was) they had established a scale of Universal Standards. It breaks the skill rankings down as thusly:

1D - Below human average for an attribute

2D - Human average for attributes and many skills

3D - Average level of training

4D - Professional level of training

5D - Above average expertise

6D - 8D - best in a city, region and planet

10D - Best in a sector

14D+ - Amongst the best in the galaxy

So if 14D is the theoretical upper end of the WEG system (and yes, I know you could keep spending to get 15D and higher - but 14 is where they stop counting), let us consider that the Maximum Stat.

So, what's max for FFG? The best one could do is have is 6 in an attribute and 5 in the skill - call that 14D, the best you can be under the limits of the game engine. At the other end of the spectrum, a attribute with nothing but green dice and no yellows. I imagine that the breakdown would be something like this:

1D-2D = Nothing but green Die

3D-4D = One yellow

5D-6D = two yellows

7D-8D = 3 yellows

9D-13D = 4 yellows

14D and up = 5 Yellows

Then it's the attributes, which are more difficult since about half of them do not have parallels to the other system. Here's my best guess:

Brawn = Strength
Agility = Mechanical or Dexterity
Intellect = Knowledge
Cunning = Perception or Knowledge
Willpower = Willpower skill or Knowledge
Presence = Perception

For attributes where there is overlap (the Agility = Mech or Dex, for example), use the highest WEG attribute

So then it's just a matter of syncing up the WEG skills to FFG. Here's my best guess - mind you, I was doing this from memory, so your millage may vary:

DEXTERITY
Archaic Guns = Ranged Light
Artillery = Ranged Heavy
Blaster = Ranged Light
Blaster Artillery = Ranged Heavy
Bowcaster = Ranged Light
Bows = Ranged Light
Brawling Parry = N/A
Dodge = N/A
Firearms = Ranged Light
Grenade = Ranged Light
Lightsaber = ???
Melee Combat = Melee
Melee Parry = N/A
Missile Weapons = Ranged Heavy
Pick Pocket = Skullduggery
Running = Athletics
Thrown Weapons = Ranged Light
Vehicle Blasters = Ranged Heavy

KNOWLEDGE
Alien Species = Xenololgy
Bureaucracy = Education
Business = Education
Cultures = Core World or Outer Rim
Intimidation = Coercion
Languages = Xenololgy?
Planetary Systems = Core World or Outer Rim
Scholar = Education
Streetwise = Underworld
Survival = Survival
Tactics = Leadership
Value = Negotiation
Willpower = Cool or Discipline

MECHANICAL
Archaic Starship Piloting = Piloting (space)
Astrogation = Astrogation
Beast Riding = Survival
Capital Ship Gunnery = Gunnery
Capital Ship Piloting = Piloting (space)
Capital Ship Shields = Mechanics
Communications = Computers
Ground Vehicle Operation = Piloting (planetary)
Hover Vehicle Operation = Piloting (planetary)
Jet Pack Operation = Piloting (planetary)
Powersuit Operation = Piloting (planetary)
Repulsorlift Operation = Piloting (planetary)
Rocket Pack Operation = Piloting (planetary)
Sensors = Computers
Space Transports = Piloting (space)
Starfighter Piloting = Piloting (space)
Starship Gunnery = Gunnery
Starship Shields = Mechanics
Swoop Operation = Piloting (planetary)
Walker Operation = Piloting (planetary)

PERCEPTION
Bargain = Negotiation
Command = Leadership
Con = Deception
Forgery = Skullduggery
Gambling = Crap, cant remember what skill this was
Hide = Stealth
Investigation = Lore or Education
Persuasion = Charm
Search = Stealth
Sneak = Stealth

STRENGTH
Brawling = Brawl
Climbing/Jumping = Athletics
Lifting = N/A
Stamina = Resilience
Swimming = Survival

TECHNICAL
Armor Repair = Mechanics
Blaster Repair = Mechanics
Capital Ship Repair = Mechanics
Capital Ship Weapon Repair = Mechanics
Computer Programming/Repair = Computers
Demolitions = Mechanics
Droid Programming = Mechanics
Droid Repair = Mechanics
First Aid = Medicine
(A) Medicine = Medicine
Ground Vehicle Repair = Mechanics
Hover Vehicle Repair = Mechanics
Repulsorlift Repair = Mechanics
Security = Skullduggery or Mechanics
Space Transports Repair = Mechanics
Starfighter Repair = Mechanics
Starship Weapon Repair = Mechanics
Walker Repair = Mechanics

Since there are way more WEG skills than FFG skills, you have to use your best guess on what is fair. Mechanics, obviously has a lot of skills that need to be rolled into one and same with the piloting and gunnery skills. So you'll have to use your best guess on what looks good and what you want the character to be like.

As far as the Talents go, there's no real parallel between the two systems. Here, you'll really have to use your judgement and stay true to the concept over the mechanics. Just look at how many dice you've bought and wing it.

Mind you, I think any conversion is going to be flawed at best, especially if you're blindly a slave to the formula. Use this as a guideline for the minions and build your bosses from scratch. You'll probably have more rounded characters that way.

Edited by Desslok

Wow!

Thank you, this basically takes away the biggest hurdle in doing the conversion!

I was looking at doing this conversion myself. I started using the tool for most of the command staff, but found some parts weren't fully implemented and it also created characters who need huge XP. I was in the process of making some changes as was going to resubmit to the author, but I have been recently sidetracked.

I will dig up my changes again and see if I can get them posted to the original thread. Also, I will look at posting some of the conversions.

As a GM I advice not to bother with a full conversion at all. How many times you really need those stats in the game? Just treat 1D as 1 for characteristics and add 1 or 2 upgrades in most important skills for that character according to the role. Polish up major opponents, give a special NPC talent as given in the rulebook for NPCs and go. Need something? Improvise and spent pre-session time instead to get to know the story and plot better as this campaign is HUGE.

Edited by NicoDavout

I have been hosting a play by post of the DarkStryder game we are currently on Omens, but I have thrown in some extra ideas from fans and some of my own plans. We are over at www.dailydoserpg.com and I have started converting the ship, characters, etc. I'm not a huge "make it an exact conversion" type of GM but I think we have the spirit of the campaign. The actual game forums are at www.dailydoserpg.boards.net.

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In this game. Very well run, you should give it a try.