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kelpie

So we will transform our old campaign in FFG...

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I have a (very very) very old campaign running on WEG d6 SWRPG; something like a 20 year old.

Many player changed, many different things happened. Sometime we freeze it for several months/years for IRL problems and like.

 

in the long run, i added a lot of house rules, change, upgrade and like, and now we are starting again, we feel the need to add some more house rules... then i proposed: why adding house rules to an updated unsupported game system, while we could just change the system to a new one?

 

and then i'm faced with the problem of conversion, aka transformation, of old PC (and NPC and like) into new ones.

the old PC are

- a smuggler, trader and pirate (sort of)

- a gunslinger ex bounty hunter

- a young Jedi, following sentinel path

- a space pilot, now also a full Jedi

 

Because of several differencies, mainly on Force power, but also adaptation to the canon, Jedi will be changed. A lot. And because of old WEG d6 power creep regarding Jedi, and i don't really whant to nerf them, probably the non Jedi will be way more powerful than before.

So long, i'm planning on "rebuild" the PC, rather than converting them: i mean

a) create new PC from scratch, as for starter ones

b) give them a lot of XP to spend in new career, specs, talents and like

and thus permit them to retcon them

 

and so the problem... how much XP give them?

online i found some converter, and i hope someone of you can point me a good one, to calculate how old weg stats are to be converted into new ones (and thus calculating how much XP can i give them)

the problem is for Force use: in WEG d6 are used three skills stats for Force Powers (and they are free) plus one skill for Lightsaber; i added some special rules about lighsaber and form and styles. I plan on give them enough XP to buy a couple extra specialization, maybe three, and also let them reach FR 3 (that could be achievable with a couple of non lightsaber specs, right?)

But then, some problems could arise and could be not so easy to achieve...

 

did anyone of you already converted old weg d6 Jedi into new FFG? and how this worked?

 

 

TL, DR: i need to convert old WEG d6 Jedi (and not Jedi, but they are not really difficult) into new FFG char...

can someone help me or point me to someplace where i can find help/tools?

 

tyvm :)

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Generally 3-400xp gets you most of a Specialisation and some Skill Ranks to go with it. So if you want 3 trees then the characters will need 900-1200xp. If the character is a Foce User then they need another 80-100 per Force Power.

But don't do any of that. The characters will be almost unusable by a player new to this system. I would actually recommend you begin with starting characters, then give them 150xp to bulk up at the start. Then begin play, dolling out XP at a high rate, say 50xp a session. This way they get to enjoy the character growth whilst learning the system. Perhaps once they have a grasp you can even pump up the XP growth. But one thing is for sure it's going to be a steep learning curve, a fun and enjoyable one, but steep nonetheless

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Welcome. I just made a similar jump from D6 to FFG earlier this year, but fortunately, it was for a campaign that hadn't started yet.

For grins, though, I started converting my old D6 character from a long-standing campaign (not nearly as long as yours...kudos, and much of me being impressed). Using OggDude's character generator, I simply started starting out to what looked right/equivalent and just checked the XP deficit when done. As you've noticed, it's pretty much impossible to get a direct 1:1 translation, but you can come close.

Or, as suggested, have them start at knight level (extra 150), get a few sessions in to see how they're working, and toss some extra XP at them.

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A thorny issue when this arises... option b) seems fairer.

it's not an option, more a phase:

phase 1 -> create a starting char from scratch

phase 2 -> upgrade the starting char with a lot of XP (how much? 200? 300? 400?)

 

as for startin at knight level and then upgrading: is a cool idea; i can give them +150/200 xp and clearly states they will get 50 xp per session for first few sessions, just to avoid starting with a lot of option they don't know how to use.

 

Sure is not a decision i should take alone, but i'd like to suggest this idea to my players...

Edited by kelpie

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Without knowing the capabilities of the party, it's difficult to guess how much XP will "Feel right". I suspect that it would be quite a bit. I say Knight level or maybe Knight Level++ (+300 XP) and go!

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Having converted a bunch of the WEG adventures already, I also converted a long time WEG character to the new system (who was in fact a Force User). The best advice I can offer is don't try to do it all at once.

 

Start out with Phase 1 and add the skills only. A lot of WEG skills make sense in the context of FFG - Technology is Mechanics, Security is Skulduggery, Computers is Computers and the like. Find the top three or four skills on a character, and check the different Careers and Specializations to see what matches those preferences to get a starting Career/Spec.

 

Also consider the skill levels when generating the character - most should (after your time spent playing) be in somewhere between 8 and 12D. Consider anything over 5 to represent an upgrade from a green to a yellow in FFG - this can help in reverse engineering Abilities and Skills to an approximate. It won't be perfect, but it should show you a direction on how to buy up your Abilities and Skills at character gen.

 

Now that you have your starting character pretty much pictured, spend the points to structure that framework, adding in XP as needed until it gets close. Don't worry so much about getting that 12D blaster skill a 6 Agility with 5 Ranks of Ranged - Light though. Instead, try to use the starting points only to get your Abilities and skills right. That 12D blaster represents rifles and pistols, so an Agility of 4, with 4 ranks each of Ranged - Light and Ranged - Heavy, is just as representative. Other times (like with a 10D Computer skill), you don't need to worry about a 6 Intelligence and 5 Ranks in Computers, but instead allow Talents in the Diplomat Analyst tree (for AoR) or the Technician Slicer tree (for EotE) fill in the gaps. Start with a 4 Intelligence and then add 2 or 3 ranks of Computers and the Talents Codebreaker, Natural Programmer, and or Bypass Security to the sheet. These remove setbacks (or add them to enemy slicers) and can represent the additional dice from the WEG die pools.

 

Once you have those Talents and Skills worked out a little, let it go. This is especially true with Force Users, who have many Force Powers not represented in the game. Start playing as you have the characters set there - but keep your old rules system in mind as you do. For the first few sessions, whenever you catch yourself saying "I would have totally used XXXXX Force Power here" stop for a moment and look over what Force Powers or Talent Tree talents might represent the same effect as the Power in question, then automatically apply the XP to the character to have that talent. In this way, after a few sessions you will have a natural feel for the XP you need, as well as understand some conversion rules of your own.

Edited by Kyla

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Unless the players are already very familiar with the system, your best option is to recreate them as regular starting characters, but then assign them accelerated XP awards so that they can more quickly get back up to speed as it were.  I did this during the FaD Beta, giving my group twice as much XP as normal so that I could get them to Knight Level ASAP while still giving the players a chance to get a solid feel for their characters, and it worked out pretty.

 

If you just simply drop a ton of XP on a group of inexperienced players, you're going to find that they'll be constantly overlooking things on their character sheet or be upset as they spent XP on stuff that looked good on paper but doesn't really jive all that well in actual play.

 

I used double XP awards for my FaD Beta group, and that will probably do well for the OP's group as well, as it still gives the players a sense of accomplishment and growth while allowing them to get a proper handle on the system.

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First I'd suggest you pick up one of the Beginner sets and play it through with everyone, the EotE one is a lot fun, maybe even do the free download. Try the rules out with some regular starting EXP built PCs based on their D6 characters and get a little experience with the system before you try and transfer over high powered PCs.

FFG's SW is a great game but it's also quite different than WEG (I've played both), different enough that you'll want to have a better idea of how Characters work before trying to spend 3-400 EXP all at once.

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I'm going to convert my 25-year long D6 campaign into FFG's system at some point and have given the process some considerable thought, so I know what you're going through. Like several others have pointed out, the easiest (in my opinion, anyway) way to do this is as follows:

 

1. Take the species of each character and have the player stat them out from scratch with the appropriate amount of starting XP.

 

2. Assign them each a load of XP (in my case, it will be around 1,500 XP). Cap the number of specializations they can take before play begins to avoid someone suddenly having 10 specs and a straight path to Dedication in each and nothing else.

 

3. Tell them that you expect them to build their "new" characters to resemble the old ones in stats, skills and talents. There's no way to pull a straight by-the-numbers conversion, so there will have to be some flexibility and interpretation here.

 

4. Any Force users gets the same amount of XP as everyone else. They can use it on skills, talents or Force powers. The FFG system seems to balance Force users quite nicely as far as I've been able to tell so far so there should be no power creep.

 

5. Scrap all their old equipment from the D6 line, give them a stack of credits and let them buy new stuff before play begins. As with point 3, I'd expect them to go with equipment that at least somewhat resembled their old stuff. Same principle applies to starships and vehicles.

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First I'd suggest you pick up one of the Beginner sets and play it through with everyone, the EotE one is a lot fun, maybe even do the free download. Try the rules out with some regular starting EXP built PCs based on their D6 characters and get a little experience with the system before you try and transfer over high powered PCs.

FFG's SW is a great game but it's also quite different than WEG (I've played both), different enough that you'll want to have a better idea of how Characters work before trying to spend 3-400 EXP all at once.

Definitely this. Getting one of the Beginner games is a must if your group is new to the system, each Beginner Box includes a set of dice and some nice maps so its worth the money. But most importantly they have a well written adventure for learning the different mechanics of the game. Each of the 3 (soon to be 4) beginner games also have downloadable pdf's that extend the adventure from a single session out to about 4 sessions. There are also 2 additional PC's for each Beginner Box downloadable to extend each group out to 6 Players, or just give more character choice to the players.

 

even playing a single adventure will help tremendously in understanding the way characters play and the way rules interact

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4. Any Force users gets the same amount of XP as everyone else. They can use it on skills, talents or Force powers. The FFG system seems to balance Force users quite nicely as far as I've been able to tell so far so there should be no power creep.

This point is important. Force Users are incredibly well balanced in this system compared to the non force sensitive characters. with such a large XP amount there is a big risk of hyper specialising for any of the characters so your going to need to make sure they make broad characters when your going through the process of making these big characters.

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Ok thanks

i definitely will whant to go to the "start with standard/knight level char then give a lot of XP in first few sessions"

 

i GM the game since last 20th of december, and one of the "old" player is also playing in this new system.

he and one other have already played the AoR beginner game

i will probably suggest them to play the/a beginner game (1) probably with their starting char or a pre-generated ones (maybe one i pregenerated based on their original char...)

 

then starting at step 1 of Krieger22 list and proceed on similar way

probably get them to start at knight level, giving them 50 XP from each session (or 100 for first session and 50 from second onward) for a while until the cap

 

problem at the moment is calculating what's the cap... maybe best idea is trying to "convert" one of them (the one with more experience), calculating how much XP this would made using OggDude's char creator, or a conversion tool (and here i ask help from someone more experienced like Kyla who converted a lot of WEG manual to FFG...)

 

 

for the equipment they got not many strange things, apart from lightsabers ("normal" on FaD), an heavy modified X-Wing as quick as a TIE Fighter and with Ion Cannon (really easy to get in FFG 'cause already same speed than TIE and ion cannon can be mounted on the single HP they got), and a very very heavy modified GX-1 Short Haul (a bit more problematic but i can bend a little the rules here)

and a couple of items there's not really difficult to manage

(and a set of ancient lightsaber and an holocron but that's more to plot items then really usable items...)

 

(1) i have AoR but i'm thinking about buying a new one 'cause i need a new set of dice u_u.

i was waiting for TFA Beginner but release date is TBA so i'm a bit dubious about what to buy :\ maybe EotE beginner is more "all around" while FaD is too much "Force related"?

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Ok thanks

i definitely will whant to go to the "start with standard/knight level char then give a lot of XP in first few sessions"

 

i GM the game since last 20th of december, and one of the "old" player is also playing in this new system.

he and one other have already played the AoR beginner game

i will probably suggest them to play the/a beginner game (1) probably with their starting char or a pre-generated ones (maybe one i pregenerated based on their original char...)

 

then starting at step 1 of Krieger22 list and proceed on similar way

probably get them to start at knight level, giving them 50 XP from each session (or 100 for first session and 50 from second onward) for a while until the cap

 

problem at the moment is calculating what's the cap... maybe best idea is trying to "convert" one of them (the one with more experience), calculating how much XP this would made using OggDude's char creator, or a conversion tool (and here i ask help from someone more experienced like Kyla who converted a lot of WEG manual to FFG...)

 

 

for the equipment they got not many strange things, apart from lightsabers ("normal" on FaD), an heavy modified X-Wing as quick as a TIE Fighter and with Ion Cannon (really easy to get in FFG 'cause already same speed than TIE and ion cannon can be mounted on the single HP they got), and a very very heavy modified GX-1 Short Haul (a bit more problematic but i can bend a little the rules here)

and a couple of items there's not really difficult to manage

(and a set of ancient lightsaber and an holocron but that's more to plot items then really usable items...)

 

(1) i have AoR but i'm thinking about buying a new one 'cause i need a new set of dice u_u.

i was waiting for TFA Beginner but release date is TBA so i'm a bit dubious about what to buy :\ maybe EotE beginner is more "all around" while FaD is too much "Force related"?

Since, coming from the WEG system, you probably have a nice mix of character types, it might not hurt to get all of the Beginner Games. I went ahead and picked up all three. While I may never run the actual railed adventure from the box, there's plenty of material can be of use in each, such as maps, tokens, NPC's, etc. And, of course, dice.

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We made a clean break from D6 for FFG, so I've never actually had to convert from one system to the other and make it playable. I did, however, as a thought experiment build some old characters from D6 in FFG. I found that instead of trying to directly correlate the numbers - say 8D+2 Blaster into four ranks Ranged Light - that you build to the theme of the character.

 

Figure out the core of what makes them tick and try and recreate that. It's much easier and was more satisfying than trying to exactly crunch the numbers into a 1-1 ratio.

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And so...

my player (3 on 4) decided they would like to start with full XP allotment, so to start at full power.

And then after first adventure (where hopefully they could try the most important mechanics) they would have the option to "rollback" and/or change something.

So the road map would be

1 - create brand new Player Characters

2 - upgrade them to knight level

3 - upgrade them with lot more XP (dunno how much, probably some hundreds...)

4 - convert/change/transform some equipment. Or create new one.

 

i propoesed a "beginner game" session (or couple of them) to test the mechanics. Dunno if they agree, but would be wise to start working in that way.

I was thinking about starting from an already existent beginner game, with custom player (something like standard beginner game, ie very easy and with a power up in the middle); however, the player would be

- 1 smuggler/quartermaster

- 1 gunslinger

- 1 jedi sentinel (or like)

- 1 ace pilot force user (more like spacepilot + force user universal spec than a jedi ace)

 

so... did you advise to

- create a new adventure from scratch

- buy EotE beginner adventure adding something else for Jedi

- buy FaD beginner adventure adding something else for non-Jedi

- other (please specify)

 

thanks for your advice :)

Edited by kelpie

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As this is just a primer to learn the mechanics more than something you are looking to integrate into your ongoing game, I wouldn't worry too much about syncing up the beginner set to the campaign.

 

Of the three, I think Edge is the strongest Beginner set and strongest follow-up game, followed by AoR. The F&D set (and followed up game) was okay, but not top shelf like the others.

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