I've always tried to tell people that, as the (original) Discworld Roleplaying Game, hereafter "DRPG", is all about roleplaying on the Discworld as published, any canonical(-or-thereabouts) published material relating to the Disc can serve as source material for the game. So, obviously, that principle must apply to the new Discworld: Adventures in Ank-Morpork RPG, hereafter "DAiAM". (And, likewise, the older RPG can serve as source material for the new one; see my post on Adapting my own Discworld Roleplaying Game Scenarios.) Having now looked through the new game, I'll say that it absolutely does. How much use it is will be determined by individual GMs and the nature of their campaigns.
Okay, to start with - much of DAiAM consists of basic introductory material about the Disc and its inhabitants. This is absolutely not a criticism; the same would go for any half-decent published Discworld roleplaying game, and certainly goes for my own - anything else would be crazy. However, that means that anyone who's happy with the DRPG and on a budget may wish to think about their priorities before buying the new game. You won't get a huge amount that isn't in the DRPG or the Discworld Companion (let alone, of course, the novels); it does go into quite a bit of detail on Ankh-Morpork, but I think even that mostly comes from the street map and The Compleat Ankh-Morpork. Still, it's nicely presented and amply illustrated with colour Paul Kidby art (if not very many new images that I can see), and anyway, well, Discworld completists will be completist.
Which said, I think that the main reasons to buy the new game and its supplements, from a DRPG GM's point of view will be the scenarios, and also some random scenery and item generation rules (basically numbered tables of one-line ideas or descriptions). This is good - new sources of scenario ideas are always welcome, especially to GMs who find themselves scrabbling on the edge of burnout - but quite how usable these scenarios will be will likely vary a lot from GM to GM.
(From a player's point of view, an additional use for the new game would be as a source of prompts when stuck for ideas in character generation. DAiAM character generation basically involves generating and then answering a bunch of questions about the character's past, which can be a good approach when coming up with a new character in any system. DAiAM just has tables of ideas to roll dice against.)
The point being that the Discworld is a world, which means that there are countless locations and narrative niches that could be used in campaigns - along with enough blank spots on the map and unexploited plot possibilities that enterprising GMs can jump into. I emphasised this in the DRPG, expending a few pages on the Brown Islands (barely mentioned in the books) as a campaign location, and a few more on other possibilities, from Klatch to Fourecks. As the title suggests, DAiAM focuses much more specifically on Ankh-Morpork ("Lancre and Uberwald" will be covered in a whole new game in the near future), but even there, it points to a whole range of game possibilities, working for various groups such as the various guilds or the Watch, or playing supernatural beings. That, by the way, is scenario possibilities, not campaign possibilities; DAiAM is open about its intention to support one-off games and scenarios rather than continuing campaigns.
This vastness of possibilities is a wonderful thing about the Disc as a game world, but makes the idea of using any published Discworld scenarios for any system in an on-going campaign a little tricky. With the best will in the world, the chances of any given published scenario fitting into any given campaign are going to be a little slim. At a guess, the single most likely campaign framework to show up might be an Ankh-Mopork City Watch game, which fits with some of the DAiAM sample scenarios, but I wouldn't bet on even that being especially common.
But enough negativity; the real question here must be "How easy is it to convert DAiAM scenarios to the DRPG in some form?" And the answer is "Quite easy, really", but as in all RPG system conversions, there'll be some work involved. Still, the DAiAM system means that there won't be an excessive amount of number-crunching - because DAiAM barely counts as a system at all, to cranky old-school tabletop roleplayers like me. Characters, both PCs and NPCs, are defined by a short list of descriptive phrases, and that's it. To "convert" them to the DRPG, all you can do is take that brief description and any accompanying notes, and, umm, create a DRPG character from scratch that fits that description, in whatever level of detail is useful. Scenarios then consist of a bunch of objectives for PCs and scene descriptions, and it's up to the GM and players to make things happen within that framework. Given that (a) DAiAM characters are defined entirely by their personal foibles, and (b) the resolution mechanic is quite heavy on randomness and seems actively designed to lead to a lot of chaos, I suspect that a lot of scenarios run under those rules will go way off the rails very quickly, and that this is pretty much intentional. Different groups will probably have different opinions about this.
But still, these scenarios can certainly be run using the DRPG. There's nothing wrong with the idea that a GM should just start with a loose framework and improvise a lot as required, and the GURPS rules mechanics permit that; the GM just has to be ready to invent a few appropriate numbers (NPC skill levels and stats, difficulty penalties, and so forth) when required. To get technical for a moment, it might be worth pinching the "Basic Abstract Difficulty" rule from GURPS Action; the process of subtly choreographing an action movie scene isn't that different to that of running a comedy scene, after all.
Which I think covers the theory; my next post will run through the DAiAM scenarios published to date in terms of their possible usefulness to a DRPG GM.


To begin with, Steve Jackson Games published my second "Fantasy Folk" creation - the short and sweet (well, not too unsavoury)



