WFRP OLD WORLD CONVERSION

Well, we talked last night, the players and I. Seems they are not that happy with Glornatha or Conan setting. We did a test run of each for several sessions.

We all decided to convert the Warhammer Fantasy roleplay world of the "Old World" to MRQ.

Not really any conversions needed. They already have Chaos, Corruption will be added, the gods are easy to convert. They have rune magic.

We decided to add the Druid from S&P to do the Old Faith with.

We are using all the magic types in the game, Spirit, Divine, Rune, Sorcery, and the PDF Hedge & Petty Magic.

Seems a perfect setting for the game, and all the books are already had...

What do you think of this setting?

Any conversions you can think of?
 
Lord High Munchkin said:
Well, there is always Sandy Petersen's 'Empire of the Petal Throne' conversion:

http://www.tekumel.com/downloads/RQtekumel.pdf

A world just as complex and mysterious as Glorantha.

All the best

Thanks but I was specifically referring to the "Old World" for Conversions.

I will be posting the conversions on my web site, after they are done. Providing I do not get into legal trouble.

I will be doing some of the spells for the gods, as well as some of the monsters.

To play this conversion, it will contain NO WORLD SPECIFIC INFORMATION, just the conversions. So, the gods will not be detailed, just the the RQ additional add ons.
 
Well, the only game I love as much as Runequest is Warhammer fantasy roleplay. So.. I wouldnt convert anything.

But what do you find you are lacking rules for in Runequest, to play RuneHammer ?
 
The WFRP (1E) had a strong theme of going insane...

I'd just port the insanity points, and use Persistence for WP & Cl checks (Or perhaps . (For reference 1 insanity point per recieved critical, 1 for failing a terror check, etc. At 6+, roll WP or lose 6 IP but gain an insantity upon gaining the 6th or later point. If you gain an insanity, and still have 6+ IP, check for a second, etc.)

I'd treat all magic as Runic or Folk magic, with initiation into a cult's clergy or a school of wizardry granting the first "rune" but without a tangible rune (All the runes are intangible), each "level" being an additional rune or two.

Even Folk Magic would be rare.

Treat Sorcery just like Religion, except the devotion.

Level 1 would be acolyte, Level 3 would be runepriest, and level 5 would be runelord, roughly, I'd guess.
 
Thanks Guys, the players I have are all pissing me off now :lol: NOw, after doing all the conversion, they want to play, but they also want me to run WFRP as it is on top of it.

I have the 1st edition rulebook, Hogshead's Realms of Sorcery, WFRP 1st edition Companion, Middenheim book, Apocrypha now, Enemy camapign books, Character Pack, and from 2nd edition (Which I do not like) I have Tome of Corruption and Sigmar's Heirs: Guide to the Empire.

Not to mention the stuff I have printed off the web, such as the choas beastiary, Realms of divine magic, which we only use the spells.

You know what? I am not BUYING any more RPG Books :!: I have a library shelved with over 300 books. Will never get rid of them though :lol:

All I will get now is RQ Spells, Dragonnewts, and GM Guide. THAT IS ALL....
 
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