Conversion Comments, Footnotes and Annotations

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First off, I have to again reiterate the credit where it's due. Thanks again to the Lord High Rikonian for providing limitless encouragement in sundry forms, only a few of which were intentional. Thanks to Gilgamesh Ardin, whose knowledge of the murky world of Quake knows very few bounds indeed, for being of limitless assistance in the gathering and assmiliation of intelligence and biological data on the hideous beasts of Quake. Last but certainly not least, a big thank you to Mr. Lachlan Watson without whom NONE of this would be even remotely as well done as it has been. I salute you gentlemen, and shall now move on to some Braggadocio of my own. ^_^



Factors and Tribulations linked to the conversion of Quake


Storyline:The first problem I was faced with trying to turn Quake into a viable Palladium RPG netbook was the very subject matter I was working with. Even the most ardent fan of Quake will agree when I say that the game itself was little more then a rather tenuous plot about demonic beasts in medieval otherworlds (Indeed, originally Quake was to be a swords and sorcery game rather like Hexen) wrapped around a magnificent bloodbath, all designed to showcase the world's first truly 3D engine. Not exactly naturally conducive to a more cerebral RPG writer like myself.
Of course, I like nothing better then an entertaining challenge like this. So saying, I took a number of theories that arose in my head as I played the game (Interesting how I view games ever since my getting hooked on X-Com, eh?) and used them to justify, expand upon and uphold the murky, dark, razor-like experience that was the inimitable classic, Quake. I think I did a good job, and I think you will too.

Damage and Damage Capacity: One of the lovable quirks of the Palladium RPG is the somewhat skewed firearms system. Damage done from ancient melee weapons works fine, but the lethality of modern weapons is considerably reduced. The system definitely favours the target over the agressor. But this presented a surprisingly small hurdle to the conversions of weapon damage and the toughness of the various antagonists. Indeed, the numbers already existing correlated nicely with what I had in mind.
Having said that, I still had to exercise a little poetic license, particularly where the division of HP and SDC, artificial armour as worn by the Enforcers, Knights and Death Knights, and the AR factor were concerned. Fortunately, any diverging statistics were the product of closest approximation, and I'm quite happy with them.

- Robin Philip Armstrong, Dimensional Cryptozoologist and Xenoculturalist