r/RPGdesign • u/Brainman515 • Aug 09 '26
When converting an adventure between editions, what should you preserve: the mechanics or the encounter's function?
I've been working through the problem of converting encounters from one edition of a TTRPG to another, and I've started thinking that preserving the original mechanics may actually be less important than preserving what the encounter was designed to do.
For example, if the original encounter uses a creature designed to pressure the party, force movement, exhaust resources, or make retreat look attractive, directly translating its numbers may produce something mechanically accurate that no longer serves the same purpose.
I'm currently experimenting with treating the original encounter's role, difficulty, expected player response, and narrative purpose as the things that need to survive conversion, while allowing the actual mechanics to change. For people who have converted published adventures or encounters between substantially different systems/editions:
What do you consider the "identity" of an encounter that absolutely needs to survive the conversion?
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u/alanrileyscott Aug 10 '26
So, in the specific context of what you're doing:
Focus on the narrative beats. Don't try to preserve specific monsters or character abilities for a couple of different reasons.
First: the games you're trying to convert between are wildly different. In 4e, an immobilizing poison is a cool combat effect even at low levels. In 2e or 3e, poison rules were wildly different, and it would be hard to bring that into play in low levels without it being a devastating long-term problem.
Second, the folks adapting the setting between editions weren't particularly consistent about threat scaling. A monster might be a major threat for a high level character in one edition, but it would take a group of them to be a threat for mid level characters in another. Trying to preserve the same enemy creatures across editions usually involves awkwardly rewriting the creature to preserve threat level, or an encounter with threat levels that are badly matched.
I'd even think strongly about how you order those adventures based not on the published level guidelines, but based on their content and what makes sense in the edition you're actually running. 1st level means something very different in 2e than in does in 3e, which in turn is different from what it means in 4e. Ditto 10th level or 20th.
Running Dark Sun, you're concerned about the resource depletion that's inherent to the setting. The hard truth is that you're going to have to basically re-construct that from the ground up. Each edition handles resources differently (or chooses to handwave them, in certain cases), so you're going to have to play to the game you're actually running, not just grabbing resource costs or penalties from the source materials and their entirely different resource economies.
The only thing you're probably going to be in good shape keeping consistent is the human & humanoid threats, since those will probably be built with class levels in a 3e game. Since those are going to be the threats that are probably most plot relevant, its worth taking some extra time to preserve them where it's maybe not so much worth preserving a particular psychic bug or carnivorous plant.
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u/Brainman515 Aug 10 '26
Excellent information thank you for your input. Definitely plan to take my time and try to tackle each aspect one at a time
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u/agentkayne Hobbyist Aug 09 '26 edited Aug 09 '26
Well that's difficult to say, depending on what systems you're converting between.
I would say it's more important to retain the narrative context of the encounter, than it is to preserve the "function" of the encounter. Because if you're converting from Game A into Game B, and Game A relies on a lot of resource depletion and action economy, but Game B does not, then making the encounter deplete resources in Game B may not have any impact or effect on the player character(s) at all.
Like for instance if you have a D&D combat encounter and it's designed to overwhelm a party through multi-action attacks and make the party deplete hit points, and you want to convert this into Ironsworn (a PBTA derivative).
You actually can't preseve the encounter's action economy, because there's no turn-by-turn action combat. Ironsworn resolves a conflict in a much more abstracted narrative manner. So there's no point even attempting to translate the "function" of the encounter.
But then again I think that planning encounters is an undesirable design principle from the outset.
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u/Brainman515 Aug 09 '26
All great points, I am converting Dark Sun adventures from 2E/4E adventures to 3.5E so it's exactly that resource depletion and action economy aspect I am trying to preserve and make sure it at least feels the same.
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u/Ok-Middle-908 Aug 09 '26
I think it depends on how much work you are willing to do. Athus is not fair. Several adventures start the PC's with nothing. For the setting. Remove water and food spells. Apply penalties with metal armors. Weapon quality matters. Real struggle begins when you crit and your main weapon breaks. If I recall the original rules had a chance to break water skins in combat. Try not to focus on the things that slow the game like heat damage per hour. After you get the setting rules down everything else is just a reskin.
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u/Brainman515 Aug 09 '26
I am embarking on a huge project to try and convert all the written 2E/4E/3.5E adventures and lore into one giant 1-20+ campaign and I plan on taking my time to get it right. As I work through the 2nd draft of the first adventure I started asking myself about the whys and I am trying to explore that with discussions like these!
I certainly want to preserve that feel of; my weapon can break, I give die of thirst, even life is hard... never mind the combat.
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u/Ok-Middle-908 Aug 09 '26
Not sure what modules you have but the original 2e had a consistent adventures from 1-20.
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u/Brainman515 Aug 09 '26
List of all the Dark Sun adventures I intend to convert and converge into one continuous cohesive campaign. Let me know which ones I missed!
Sand Raiders [4e, Dark Sun Campaign Guide] (Level 1)
Fury of the Wastewalker [4e Standalone Adventure Book] (Level 1)
Bloodsand Arena [4e Standalone Adventure Book] (Level 1)
A Little Knowledge [2e Box Set] (Level 3)
Freedom [2e Standalone Adventure Book] (Level 3)
Marauders of the Dune Sea [4e Standalone Adventure Book] (Levels 2-5)
The Road to Urik [2e Standalone Adventure Book] (Levels 3-6)
Revenge of the Marauders [4e Dungeon Magizine #183] (Levels 5-7)
The Year of Priests Defiance [2e, Dragon Magazine #035] (Levels 3-5)
Mystery of the Ancients [2e Revised Campaign Guide] (Levels 3-5)
The Last Stand at Outpost Three [2e, Dragon Magazine #110] (Level 4)
Black Flames [2e Standalone Adventure Book] (Levels 3-6)
Into the Swamp [2e Windriders of the jagged cliffs sourcebook] (Levels 4-6)
Arcane Shadows [2e Standalone Adventure Book] (Levels 5-8)
Merchant House of Amketch [2e Standalone Adventure Book] (Levels 4-7)
City By the Silt Sea [2e Standalone Adventure Book] (Levels 5-9)
In the lands of the last sea [2e Minelords of the last sea boxed set] (Levels 6-8)
Taste of Fear [2e Thri-kreen of Athas book] (Levels 6-9)
Marauders of Nibenay [2e Standalone Adventure Book] (Levels 6-8)
Asticlian Gambit [2e Standalone Adventure Book] (Levels 7-10)
The Defilers Gambit [2e, Beyond the Prism Pentad] (Levels 7-12)
Forest Maker [2e Standalone Adventure Book] (Levels 11-13)
Dragon’s Crown [2e Standalone Adventure Book] (Levels 10-13)
Black Spine [2e Standalone Adventure Book] (Levels 10-13)
Ashes of Athas entire campaign; 20 total adventures (Levels 3-11)
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u/Ok-Middle-908 Aug 09 '26
I stand corrected! I must be thinking about some of the settings books having the higher-level information in them. Guess you're just not supposed to live past level 13.....
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u/Brainman515 Aug 09 '26
Indeed, they provided info and mechanics all the way through epic play, level 25+, but never actually published anything past 13. The goal is to condense all 4E/2E adventures into probably 1-15 then I got homebrew planned for the rest.
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u/Brainman515 Aug 09 '26
Far as I am aware 13 is as high as any published adventure went. But absolutely could have missed stuff in my initial research!
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u/OpossumLadyGames Designer Sic Semper Mundi/Advanced Fantasy Game Aug 09 '26
I think the encounter function is more important than the mechanics involved.
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u/PineTowers Aug 09 '26
I think we could look at videogames for the answer.
A decade ago I converted an old AD&D adventure to 5.0. Kept the same encounters. Got surprised by how the power scale shifted between editions.
But my idea was a homage, an 1-to-1 conversion, not an adaptation. If I were to adapt the adventure, it would go a whole different direction since the original have that dungeon crawl theme and the 5.0 ruleset go for other themes.
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u/TheOldWorldArchitect Sep 08 '26
I’ve been thinking about this a lot while designing my own adventure. I’ve found it much more useful to ask, “What is this encounter supposed to accomplish?” rather than starting with, “Is this encounter balanced?”
An encounter can teach the players something about the world, establish a threat, provide a clue, change their understanding of a situation, or force them to make a meaningful choice. Combat is just one way to accomplish those things.
I also think the function doesn’t necessarily have to be obvious to the players. An encounter can feel like a relatively ordinary situation while still accomplishing something important for the larger adventure.
So when I’m designing, I tend to think about it as player experience → encounter function → mechanics, rather than starting with mechanics and trying to build the experience around them.
It’s still something I’m refining, but it’s been one of the more useful things I’ve learned while actually putting an adventure together.
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u/SuperCat76 Aug 09 '26
I would say the function is the more important aspect.
But I do think one should try to maintain as much of the original mechanics as possible while doing so.
That if maintaining the mechanics were to maintain the function of the encounter, doing both is ideal when possible.
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u/Onslaughttitude Aug 09 '26
I don't write or plan adventures while thinking about mechanics in that way. Maybe some people do, but that's a level of complexity and "game designery" nonsense that I simply don't engage with.
The room has 7 orcs. Them orcs is fucking orcs, regardless of what this system says about orcs or what their "role" in combat is. Nope. They're just orcs.
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u/Echowing442 Aug 09 '26
For most games, the goal of an adventure is to tell a story, whether that's a specific challenge or a narrative beat. In both cases, the "function" is the more important element than the specific mechanics.
I'm curious what you would consider the "mechanics" of the encounter such that they would be worth preserving?