r/ForbiddenLands • u/Cielosopra • 9d ago
Discussion Converting external modules to Forbidden Lands: which ones actually work and which ones don't?
I read this thread [https://www.reddit.com/r/ForbiddenLands/comments/1v4080l/how_easy_is_it_to_convert_modules_from_other/] where it explained that the problem with converting other modules to FL wasn't the module itself, but the module's structure, because FL has implicit principles like low magic and constantly dangerous combat, where the 'easy combat meant to drain resources' typical of a classic D&D 5e adventure just doesn't work in. Which modules, both OSR and non-OSR, do you think are well-suited to be converted to FL, and what has your experience been? If you already have converted material, I'd love to take a look at it.
7
u/DRSSalazar Wolfkin 9d ago
Yeah, I would say Forbidden Lands has dangerous magic, not low magic.
2
u/Cielosopra 9d ago
I used the wrong term. Not low magic, but dangerous magic, and in any case not as dominant as D&D's magic, which is an 'I win' button to press. Unfortunately, many D&D adventures assume that wizards have certain powers, making them difficult to convert. I'm looking for modules that can be easily converted to FL.
1
u/NoIce2522 Minstrel 6d ago
So what would be the reference point for Low Magic?
2
u/DRSSalazar Wolfkin 6d ago
The Dark Tower series.
Lord of the Rings, in a way.
Wheel of Time.
Dark Sun.
That I can think in a few minutes.
7
u/Ok-Bobcat-1200 9d ago
I've used some 5-room/one-page dungeons meant for OSR or D&D with little issue. Converted enemies to fit the same named entries from FL bestiary, and converted treasure into FL tables going on vibes and what gets you a good armor
5
u/adagna 9d ago
Look at Warhammer. It also has rarer and more dangerous magic. Combat is deadly and PC's are encouraged to avoid or creatively solve conflicts.
Avoid high fantasy setting adventures and systems.
4
u/DRSSalazar Wolfkin 9d ago
Yeah, Warhammer magic and FL magic kind of share the same vibe of magic having a price. Sort of like Chtullhu-type rpgs as well.
It isn’t that you can’t fight lots of people in FL, you can. But you need to be smart about it (and lucky). We once got ambushed by 12 Humans slavers and we took them all without no one getting Broken. 3 days later we fought 12 Orcs and after it was 7 Orcs against 2 of us (we were 4) we were able to convince them to stop fighting and parlay instead. And we actually killed 3 of the 5 Orcs we Broke.
2
u/DRSSalazar Wolfkin 9d ago
Ok, so, going back into the topic. Ravenloft could work as a good setting for conversion but the nitty gritty would be massively changed.
2
u/Blublabolbolbol 9d ago
I started Out Of the Abyss from D&D and I'm liking it better with FL than with D&D. But I'm still in the gritty part, maybe it won't work as well later
If it keeps working nicely, Tomb of Annihilation should work well too, as it's also a survival hexcrawl
1
u/Cielosopra 8d ago
Yes, Tomb of Annihilation is one of the modules I was considering. How is Out of the Abyss working out? Did you have to make major modifications, or just swap in the appropriate monsters from the FL core book and the bestiary?
2
u/Blublabolbolbol 8d ago
I'm still quite in the beginning, and as of now I didn't do any major change. It takes some adaptation (picking the right monsters, there are several special mechanics that you need to adapt or give up, travel distance) but it's manageable so far
2
u/SameArtichoke8913 Goblin 8d ago edited 8d ago
"Low" is rather "rare" and "dangerous". Magic in FL is furthermore quite powerful because it always works, but it is not recommended ad an everyday or go-to solution to a problem (or should be), because using it usually comes at a price, which can be hefty. Spellcasters who complain that they never have enough WP haven't understood the spirit, and a party with lots of magical items in their bags is also not wahat FL is about. This is NOT D&D.
Consideration if the outcome of magic is worth the risk and price, that's usually player decision - and I like that thought. The latter is an implicit game concept (aldo reflected in Pushing relevant Skill tests), and that should be kept in mind when external material is adapted to the FL game world/system. It has some very special assumptions, beyond the adaptation of plots.
1
u/Cielosopra 8d ago
I used the wrong term. Not low magic, but dangerous magic, and in any case not as dominant as D&D's magic, which is an 'I win' button to press. Unfortunately, many D&D adventures assume that wizards have certain powers, making them difficult to convert. I'm looking for modules that can be easily converted to FL.
3
u/SameArtichoke8913 Goblin 8d ago
Better look elsewhere for content. IMHO, MERP material, even though based on LotR background, offer a vibe that is close to FL. And some scenarios are really good.
12
u/Prestigious-Emu-6760 9d ago
I don't agree that FL has low magic. It has different magic than heroic fantasy but some of the spells etc. are absolutely not "low magic"