HQ/QW is a bit odd here - the only things you need to stat at all (and "stat" mostly just means "include keywords to pick from") are stuff like professions and cults/magic, and maybe the occasional difficulty number. The tricky part is that since those are narrative games, adventures need to be constructed in certain ways to work for the style. It's technically super simple to convert anything to HQ/QW - as it doesn't even really use stats for the opposition - but if the original scenario isn't crafted in a way that fits narrative play, it won't be very satisfying. For instance, you can have good fun just bashing skeletons in a tomb and looting the treasure for a session in RQ, but that kind of thing tends to feel lacking in HQ/QW, the same way an episode of just clearing out the tomb wouldn't be very good tv in itself (but might be turned into it by adding interpersonal drama and character development).