Ok so to start with you have to know what a conversion is in regards to Table Top RPG's. A conversion is when you create new rules for an existing game system that allows you to add new aspects to the game that do not exist in it otherwise.
Now there are several things you have to keep in mind.
- Anything you make cannot be used unless the GM, and your group for that matter, agree to allow its use. Now if your the GM it can fall completely to your discretion to include a conversion you created - however all players must be aware of its inclusion and be allowed to make use of it if they so desire.
- Take criticism. I know its difficult to have people tell you that something you made is complete crap, but its also important to know what it is that you need to change or add that will make the conversion that much better.
- Take rejection. Different from criticism, rejecting of a conversion will happen and you have to be willing to accept it. Even if you are the GM and built something around the conversion. If the group, as a whole, doesn't like the conversion then it should just be dropped and refined for use later.
- Be prepared to do a lot of writing. A simple conversion is not going to be something that is only a few pages long, though if you manage it - good on you...and using small sized fonts don't count for this. Its very possible that your work could run quite long depending on just how involved you get with it. This alone can be quite the turn off for some game groups to accept.
- Posting on line is another hazard you can run into. Posting a conversion of something online requires that you explicitly state that it is a conversion, that its a fan based production and is not in anyway affiliated with any game production company, or the object of which the conversion is based upon. Now most game companies are ok with fans producing new things that make use of their rules so long as you are very clear in making it known that the before mentioned items are noted. However some game companies, specifically Palladium Games, are not so open to conversions being made that use their rules and have been known to send threatening e-mails to people to have the conversions removed. They typically don't care about freedom of speech and creativity and wish only to protect their own intellectual properties. In Palladium's case a fan created a Star Wars conversion using their game rules. Lucas Films found out and sued Palladium even though they had nothing to do with it. Since then Palladium has had a knee jerked reaction to all conversions done. This was way back in the late 1990's to early 2000's. These days this sort of knee jerk reaction to a fan based creation wouldn't fly and a judge would toss the case out as it would be an infringement on freedom of speech of the fan. Also you cannot charge for the conversion either, this is a big part to keep in mind. If you charge for it then you cross the intellectual property line. If you can talk to a lawyer or go to Lawyers.com and use the resources there to ask questions about the law and your rights.
So with all that in mind. Where do you start?
The first step comes in understanding and research. Take time to hop online and do your research on the subject. For example when I created my Dragon Ball Z conversion years ago I spent countless hours looking up information on Saiyans, and Namekians, looking at pictures, reviewing episodes before writing something up. It rook me months of work and I even came up with a total of 5 different rule sets. The first 3 were for D&D 3rd edition. The 4th was for D20 Modern. And the 5th was a quick play set of rules based on the video games for D&D or D20 Modern.
Always start with a rough draft. Use this as a means of keeping notes and working out your thoughts. Then keep a second version which is more together and organized as your work on a final draft.
One of the big difficulties you will hit is mechanics. Try not to add too much to the existing game mechanics. This can be difficult when creating powers. Also one key point is not to write in anything from the rule books, instead add references to pages. This is important if you plan on posting on line as it forces the reader to have the book which makes the game company a bit happier about things.
Weapons can also be a difficult thing to figure out. Look at weapons that already exist in the book and compare to the weapon being converted.
Here is an example.
VS.
Now rules already exist for lightsabers and long swords. But lets say I want a lightsaber to exist in my Hero System game. With those rules the conversion is easier mind you, but its a good jump off point.
So in Hero System a bastard sword is one and a half handed handed, and only does only 1 1/2d6 damage (thats 1d6 plus a half die). This is a weapon that most closely resembles a lightsaber in terms of form and function.
The thing is that a lightsaber can cut through nearly anything except for certain special materials or energy barriers. So when I craft my lightsaber I have to look at the advantages and limitations I can use to craft it. Making it an NND (No Normal Damage) is appropriate, but an AVLD (Attack Vs. Limited Defense) might be more appropriate.
You see a lightsaber can cut through nearly everything, but only one material: Cortosis, can short out a lightsaber, completely negating its damage and shutting the weapon down. Force Fields are also very effective against lightsabers too.
As such I decide that making my lightsaber AVLD is the better option. Also some special materials can only resist a lightsaber but are not impervious to it. Cortosis only shorts out a lightsaber if an object is coated heavily in the alloy (or made completely of). Cortosis comes in lighter varients which can block a lightsaber but won't short out the weapon's blade. Cortosis as a material would come with a Drain effect that targets the lightsaber, thus any object made with it would have to be built separately to include the Drain effect. Now I use Drain because a lightsaber cannot be reactivated right away after forced deactivation. But Suppress would also be applicable too, or Dispel.
The defense for the AVLD is Power Defense. This would also mean that other super lasers like lightsabers would also use this rule. I can then add in limitations to the ligthsaber to accomidate some things. Like Force Fields are always treated as if having a Power Defense score equal to their Energy Defense when struck by a ligthsaber.
Damage I decide should be the same as that of a bastard sword, but I also make sure that the advantages also apply to damage bonuses gained from strength since there is resistance when a lightsaber strikes any surface. I also have to add in limitations for how many hands are needed to hold it, weight, how easily it is to be taken away, if others can use it if taken away, and so on. Another thing I might do is add an Adder (special bonus of advantagous penalty, or flat penalty) that increases the difficulty in wielding it if not properly trained.
So what else do you have to think about when doing a conversion? Balance. Not all games are like Hero system where balance comes from the expenditure of points and how things are bought.
Always try to keep your rules and changes in line with existing rules. If crafting a new character class look at how the other classes are and keep the new class as close to one of the established classes as you can.
Lets say you want to make a Martial Artist class for D&D, different from that of a Monk. They lack the spirituality of the Monk and are more combat capable than them. Because the two classes are alike you would build your new class to be similar to that of the Monk. Maybe you even want to grant them ki powers like that in some Anime &/or video games that are more combat related. What you have to keep in mind is that balance is important, and sometimes for the sake of balance you can't cram everything into one class and might have to do a separate class to allow multi-classing as a means to get what you want.
Also one other thing you have to keep in mind is the level of power. You might have to dial down the level of power in something to make it work in your game.
Goku from Dragon Ball, even as a kid, would be considered an exceptionally high level fighter in any game system. He could lift boulders and crush them. So least to say that in a game your not going to have those sort of things happening for a starting adventure with out some special high level powers or skills at your disposal.
One thing about knowing balance is testing. Create characters at level 1, 5, and 10 if character levels are used. Characters include the new class/character as well as two or three others. Now roll a one on one fight against each a few times. If your new character consistently wins and not because of lucky rolls then their over powered. But if they loose as often as they win (now due to the luck of the roll) then they are fairly well balanced. If character levels aren't an issue then follow a similar set of steps. Make the characters with equal quantities of things in them and then give them a run.
Anyway do your best, talk with your game group and make sure you have fun.
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