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Converting d20 Adventure Modules to DFRPG

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RedRobe:
My group has agreed to try the DFRPG, but only really has experience with d20 systems. I had planned to run a d20 Modern game, but they were more interested in a completely different system for an urban fantasy game. I want to keep things simple on my end, so I thought about converting a d20 Modern module to Dresden to have something going on in the background for them to interact with. Has anyone had any experience with converting d20 modules to DFRPG or Fate in general? Some things I have to consider:

1) Power Level. The module assumes 1st level characters unaware of the supernatural, so I was thinking the PCs would start at Feet in the Water. One player has expressed interest in playing a werewolf, so I thought he could take some of the basic required were-powers and build up as they hit major milestones. Story-wise it may be that they'll all just be familiar wih their own powers and lore, but have only heard stories of other creatures and supernatural abilities.
2) D&D races and creatures. I will try to stick to Dresdenverse creatures when possible, but there are several I will have to build, such as kobolds, bugbears, giant spiders, an oni (ogre mage) and a demon or two (eventually).

I'm sure I'll think of more, but this is a good start. Thanks in advance for any suggestions or advice!

Quantus:
I hate to be a doom-sayer (And others might have had better experiences), but Im not sure it can be done, at least not all that directly.  You could probably cannibalize a d20 urban fantasy mod for the plot portions (the story, characters, mystery, etc), but the two systems arent very comparable as a fundamental level.  D20 is, first and foremost, a hard-rules dice system where RP is secondary (and optional, honestly). By contrast Fate and the DFRPG are fundamentally a narrative system (even moreso than some popular narrative systems like White Wolf/Vampire/Scion systems) where the story itself defines the mechanical capabilities of the characters, and where level-style progression isnt strictly a thing. 

So I guess the question is: What are you looking to get out of the pre-written module vs What are you willing to do from scratch.  I wouldnt count on anything relating to d20 rules to be at all transferable, at least in any but the most abstract flavor ways. 

RedRobe:
I'm not that great at on-the-fly GMing unless I have some stuff prepared. Since this will be my first attempt at running a new system, I figure having a module as a guide will help. As long as I get the feel of the creatures, they don't have to be a feature-by-feature recreation. I like the way the Fate Freeport Companion handles creature conversion for a D&D style game, and thought something similar could be done using Dresden.

Quantus:

--- Quote from: RedRobe on June 08, 2017, 02:35:40 PM ---I'm not that great at on-the-fly GMing unless I have some stuff prepared. Since this will be my first attempt at running a new system, I figure having a module as a guide will help. As long as I get the feel of the creatures, they don't have to be a feature-by-feature recreation. I like the way the Fate Freeport Companion handles creature conversion for a D&D style game, and thought something similar could be done using Dresden.

--- End quote ---
I feel you, that's why I usually fail as a DM.  Any particular objection to starting with one of the pre-written DFRPG adventures? Then you dont have to worry about conversion rules or clashing philosophies or untested mechanics. 

RedRobe:
I have glanced at Night Fears and Neutral Grounds, but didn't care for either. Are there more than those two?

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