Revised Guidelines for Adapting Scenarios for Home Play

  1. Determine the scenario's expected Average Party Level (APL). Most scenarios are written for PCs of a specific level.
  2. Determine where in Greyhawk to set the scenario. The most detailed regions are Greyhawk, Perrenland, and Sterich; less detailed regions include the Bright Sands and Eastfair. When choosing a region, keep in mind that some PCs have strong associations with particular regions and the players may prefer to play those PCs in that region.
  3. Review the challenges to see if they are appropriate. In general, challenges with an EL equal to APL+4 or higher are inappropriately difficult and dangerous: either the scenario's expected APL should be increased or the challenge should be scaled back to APL+3. Conversely, challenges with an EL equal to APL-3 or lower are inappropriately easy (with the exception of traps).
  4. Determine if there are any story awards for the scenario, and what the PCs must do to earn the story awards.
  5. Calculate the maximum GP reward using DMG table 3-3 (Treasure Values per Encounter) and allocating the set amount for each encounter and story award. If the rewards in the scenario total less than this amount, increase the rewards until they match or exceed this amount. If the rewards in the scneario exceed the maximum GP award, any excess treasure acquired by the PCs is "over cap" treasure.
  6. Determine the Adventure Consequences for the scenario. If the scenario is set in the Domain of Greyhawk, remember to specify if an Adventure Consequence includes affiliation points for PCs affiliated to a Greyhawk organisation.
  7. Detail any non-standard magic items that can be obtained during the scenario.
  8. Complete the adventure record template for the scenario.
  9. Circulate the scenario description to the group.

maintained by Gary Johnson (gwzjohnson at optusnet.com.au)
last updated 6 September 2009