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Are there any useful rules, tips or suggestions for converting a D&D adventure to Savage Worlds with the Fantasy Companion?

Edit: Zadmar advise

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rather than adding that link as part of the question, wouldn't it be cleaner and more in working with the way the site works to answer your own question using information from the link? – Wibbs Mar 18 '15 at 12:30
Please be my guess to do so. A few hours ago there was an answer which I commented on with this. It seams to have been deleted by the owner. – David Allan Finch Mar 18 '15 at 13:51
It doesn't really make sense in the question. – SevenSidedDie Mar 18 '15 at 15:35
up vote 7 down vote accepted

Because the game systems are so different, I would regard it more as reimagining rather than conversion. Monsters vary widely in effectiveness from their D&D counterparts. You can roughly equate levels to D&D levels, but really that's less useful than you'd think.

Conversion Process as I'd Do It:

  1. Steal the plot and locations and NPC personalities.
  2. Sub in monsters appropriate to the adventure and CR - you probably can't use a werewolf for a werewolf or the like, as monsters are generally a "bigger deal" in Savage Worlds.
  3. Build relevant NPCs. Really you just need to preserve the feel and whether they are higher level/lower level/what than the PCs. Beware that levels aren't as important in SW - in D&D a three level differential is a big deal, in SW maybe not.
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