A few years back, a friend introduced me to the GURPS 4e rules system, and fell in love with it. When I went in search of supplementary material, I was quite disappointed. The only GURPS-specific setting I found left a bit to be desired.
I had grown up on D&D and loved the flavor, richness, variety and completeness of the settings. Mystara, Greyhawk, Forgotten Realms, Ebberon, Kalashar, take your pick. Each of these settings was detailed enough to just pick up and play.
Don’t get me wrong, I’d love to build up a setting from scratch, but I have the rest of my life to live, and, honestly, I’m not sure I really possess that level of creativity. Is it so much to just want to play?
So, I decided to start converting some of my old modules over to GURPS. What that means is to translate the stats blocks for the NPCs, monsters, and encounters so they could be used as a reference for GURPS encounters. Also to establish which subset of the GURPS rules to use in order to have the right feel.
Adventures And Setting
- The first module I have been adapting is the old “The Keep on the Borderlands” module available for the old Basic D&D rules set (module B2).
- The keep will be placed in the Aereth world Goodman Games uses as the world for their Dungeon Crawl Classics module series. This is a nice setting that has basic cohesion, but is not as well developed as some of the established worlds. That means that there isn’t too much “canon” to break if I want to change things around.