I've started a new thread to explore this aspect of Legend.
We've just had a great package converted from a D20 based series of adventures and people are complementing Mongoose and asking for, nay demanding, more of the same.
Producing a 120 page book requires a lot of work from authoring/converting a prior work to layout, play testing, proofing and printing at a not inconsiderable cost. It is suggested that people take a look at the authors who originally wrote the weird fiction that was designated as Sword and Sorcery in the 60's to describe the genre. That's all well and good but many people are at the stage in their lives where preparation time is at a premium and they can't spend loads of time detailing huge areas to game in like they could as teens.
I've been gaming since '74 and the original three book set so I don't have any issues coming up with material and have seen a lot of scenarios published that take from those Sword and Sorcery works. Much of the early TSR published material took story lines from the works of the best authors (CAS, REH, HPL, MM, FL, LC, etc.) and even published fresh material in early issues of Dragon magazine.
As so many of these early (1st edition AD&D) modules were very biased towards weird fiction they can be mined for plots and ideas and often converted on-the-fly to Legend.
The Classic Fantasy folks took both B1 and B2 and reworked them for their version of BRP (very similar to Legend) which can be downloaded from their Yahoo group. Many of those B-series modules can be used or slightly reworked for Legend so it's worth looking at car boot sales/bring and buy/flea markets for them.
The biggest issue I have found with them is replacing magic items and treasure allocation. In the case of treasure allocation I usually change gold pieces into silver pieces and so on. Magic items are the biggest hurdle, but for arms and armour I use the quality section of the Arms of Legend book to easily produce both Highly Resilient Armour and Highly Efficient/Highly Effective weapons. Other magic items are slightly more problematic and require not only a concept of an item but thorough study of the section on enchantments. Most S&S literature doesn't have a massive selection of magical items with most loot being jewels, gems, coins and rescued prisoners.
I'd plumb for a fan-produced book of low-level enchanted/alchemical items as being a fun thing to provide to the community and a quick aid to GMs short on time and looking for more than gold to enliven their game.
We've just had a great package converted from a D20 based series of adventures and people are complementing Mongoose and asking for, nay demanding, more of the same.
Producing a 120 page book requires a lot of work from authoring/converting a prior work to layout, play testing, proofing and printing at a not inconsiderable cost. It is suggested that people take a look at the authors who originally wrote the weird fiction that was designated as Sword and Sorcery in the 60's to describe the genre. That's all well and good but many people are at the stage in their lives where preparation time is at a premium and they can't spend loads of time detailing huge areas to game in like they could as teens.
I've been gaming since '74 and the original three book set so I don't have any issues coming up with material and have seen a lot of scenarios published that take from those Sword and Sorcery works. Much of the early TSR published material took story lines from the works of the best authors (CAS, REH, HPL, MM, FL, LC, etc.) and even published fresh material in early issues of Dragon magazine.
As so many of these early (1st edition AD&D) modules were very biased towards weird fiction they can be mined for plots and ideas and often converted on-the-fly to Legend.
The Classic Fantasy folks took both B1 and B2 and reworked them for their version of BRP (very similar to Legend) which can be downloaded from their Yahoo group. Many of those B-series modules can be used or slightly reworked for Legend so it's worth looking at car boot sales/bring and buy/flea markets for them.
The biggest issue I have found with them is replacing magic items and treasure allocation. In the case of treasure allocation I usually change gold pieces into silver pieces and so on. Magic items are the biggest hurdle, but for arms and armour I use the quality section of the Arms of Legend book to easily produce both Highly Resilient Armour and Highly Efficient/Highly Effective weapons. Other magic items are slightly more problematic and require not only a concept of an item but thorough study of the section on enchantments. Most S&S literature doesn't have a massive selection of magical items with most loot being jewels, gems, coins and rescued prisoners.
I'd plumb for a fan-produced book of low-level enchanted/alchemical items as being a fun thing to provide to the community and a quick aid to GMs short on time and looking for more than gold to enliven their game.