Last night, I somehow jumped ahead to the new modules chapter. I got started by thinking about what the character attributes in Final Fantasy IV were, somehow. Next thing I knew, I had written the concepts for three rules modules in about one hour. The fun part was realizing that a rules module isn’t a full conversion – you could just play the real thing for that – it’s just enough rules to give the right feel or taste to the game.
Example: the first thing that I realized about a Final Fantasy rules module was that characters basically have an unlimited carrying capacity. Then, I remembered how extensive their combat choices were, which are severely limited by today’s standards. And what’s at the end of combat for unlucky characters? Being Swooned. I’m guessing that when I translate this into rules catalog language, there won’t be more than two rules affected for each conceptual rule. Which should make the module easy to plug in, and fast to deliver to the game.