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A Report on Modiphius’s Robert E. Howard’s Conan: Adventures in an Age Undreamed Of—Part Three

A Report on Modiphius’s Robert E. Howard’s Conan: Adventures in an Age Undreamed Of—Part Three

Conan The Monolith sourcebook-small Conan The Monolith sourcebook-back-small

In the previous two articles in this series (Part I and Part II), I have explained Conan 2d20’s core mechanic, character structure, and combat. I believe that this is what is required to begin to “grok” the principles of this game. For the concluding installment in this discussion, therefore, I will address criticisms, provide “mini-reviews” of the various Conan 2d20 supplements, and point to the overall Conan gaming community.

My online Conan group initially formed around me as GM. I ran two adventures over five sessions. Currently someone else is GMing and is soon to pass the “story stick” to someone else. This method of shared GMing, I believe, is representative of Robert E. Howard’s source material: episodic, (in our case) “main characters” come and go.

The current GM once gave to me what I think are accurate estimations of Conan 2d20 overall. He gives the artifact of the game (beautiful, full-color art throughout, well-bound, a place-ribbon included in every volume) and the system itself an “A.” Rules presentation he awards a “C.” He says, when he recommends Conan 2d20 to prospective gamers, he feels like he is recommending a friend who he knows is lazy to a job interview.

The laziness, perhaps, results from rules presentation. The book forces quite a bit of cross-referencing to figure out some of the particular action resolutions. Moreover, the reader must learn that some terms, which may at first appear to be synonyms of each other, likely have particular meanings in terms of game mechanics. This confusion is mitigated only partially by the use of capitals to denote particular mechanical functions. A lot of the rules, unfortunately not always expressly stated as such, must read as logical propositions, i.e., “if A and B, then C.” And this sort of reasoning delightfully spills out into the forums. Also on the forums are outright new rules constructions and innovations, usually to fill in what has inadvertently or by design been left out of the book. To be clear, the rulebook often states its ethos as being a flexible system wide open to GM rulings, but this assertion is compromised by the presence of Skill Talent trees: it is not unlikely that a chance GM ruling or group consensus, which may result in a campaign precedent, will “invade” a feature conferred by a Talent, which consequently invalidates the worth and usefulness of that Talent. With this measure of ambiguity, Conan 2d20 rules lawyers are likely to find many opportunities to bring suits to court.

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The Party Always Comes First

The Party Always Comes First

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One often learns about small, independent, or quirky games from game store owners or fellow RPG enthusiasts. So it was from a friend and player in my ongoing Star Wars campaign that I heard about Party First by Gamenomicon published in November 2019. This rules light game has some intriguing mechanics and a setting waiting to be fleshed out by the ambitious game master.

After reading it, I imagined a group of friends were together one evening and wanted to roleplay, but they did not have their rule books and did not want to be weighed down with a lot of runway to get to a game. Pure speculation, but it has that feel that players can pick it up fast and be gaming in minutes. The book is only 46 pages. 46. I do not have a source book on my self that is that short, and while the brevity speaks to a rules light devotion that does not mean that the system is not well thought out or complete.

The setting is a familiar yet alternative Earth. I have long been interested in history, and World War I, the fall of the Russian Empire, and Rasputin have always been of interest. Party First hits all of that sweet spot for me. However, it is not Earth. Countries and people have recognizable but different names. Rus for Russia. Anglia for England. Dervish Empire for the Ottoman Empire (another particular area of history I enjoy). Vladislav Lesnik for Vladimir Lenin. All of these are laid out in an alternative history.

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A Report on Modiphius’s Robert E. Howard’s Conan: Adventures in an Age Undreamed Of — Part Two

A Report on Modiphius’s Robert E. Howard’s Conan: Adventures in an Age Undreamed Of — Part Two

Conan Player's Guide-small

This is the second article in my “explanation” of Conan 2d20. Last time I focused on 2d20’s core mechanic and on this game’s design philosophy insofar as it is an emulation of the “physics” and flavor of Robert E. Howard’s Conan fiction. This one will detail more aspects of gameplay, particularly player character components and action scenes.

Last article, I maintained that Conan 2d20 characters begin as powerful in mechanical ability (unless the alternative Shadows of the Past character generation is used). When I argue that this system is one of the better ones for Conan gaming, my rationale begins in this place. People who want to play a Conan version of Swords & Sorcery, I believe, don’t come to that desire by imagining operating a 1 Hit Die noob who is struggling to survive an attack of rats and who must run from most monsters. In contrast to this vision, Conan characters, though chronologically beginning their careers as young people, are formidable. Consequently, right away in the “campaign,” the GM is free to throw whatever she wants at the characters, just as Robert E. Howard challenged Conan with whatever he fancied, with whatever he believed would make an exciting story.

I realize I am thinking of Conan 2d20 in relation to the elephant (no, not that Elephant in the Tower, but that other elephant of gaming), and I’ll try to give it a rest after this. The comparison is in front of me because, as I explained last time, I have read many reports of people giving up on 2d20 because its rules are too far off from their familiar d20 expectations. My argument is that this is because Conan 2d20 is formulated, specifically, to emulate Robert E. Howard’s Conan. Whether it succeeds or not is very much still under discussion, and, elsewhere, that discussion goes on and on. But I believe that the Original Game, as awesome as it is, is built, out of its wargaming roots, as a melting pot or synthesis for all of fantasy literature. Conan 2d20 does Conan, just that, with all of its requisite limitations of “real” characters doing heroic things. The d20 iterations of Sword & Sorcery — even those “hacked” to better do Conan — still contain some difficult features, qualities inherent in and virtually impossible to remove from the system design. Chief among these is level-based advancement and, in most cases, the magic systems.

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A Report on Modiphius’s Robert E. Howard’s Conan: Adventures in an Age Undreamed Of — Part One

A Report on Modiphius’s Robert E. Howard’s Conan: Adventures in an Age Undreamed Of — Part One

Conan-Adventures-in-an-Age-Undreamed-Of RPG-small

That title is probably the last time, in this article, that I’m going to refer to this game with all those words. It was important to get it right, the first time, but usually I just call it Conan 2d20.

Because that’s what it is: it is playing a Conan game by using Jay Little’s 2d20 engine or mechanic, which he designed for Modiphius. There are other Conan RPGs out there, all of them, of course, out of print: an “original” TSR Conan RPG (I’ve never had the experience), a GURPS version (I only just learned about this one, and I’ve never played GURPS — the Hero System was my game of choice during the “universal system” era), and Mongoose’s d20 version (which I did play, at GaryCon one year, and it was a delight!). Outside of RPGs designed — or modified — specifically to accommodate a Conan vibe and setting, there are a number of options ranging from d20 derivations from Astonishing Swordsmen & Sorcerers of Hyperborea to Low Fantasy Gaming to Crypts & Things to Sharp Swords & Sinister Spells to “other system” derivations such as Savage Worlds to RuneQuest to Barbarians of Lemuria to many others that I’m either forgetting or about which I simply don’t know. Of these other games, when I make an argument that Conan 2d20 is my most favorite system for accurately emulating Conan pulp fiction, I should make clear that I have not played all of them, though I have read (and even played) most of those listed above.

Getting into Conan 2d20, for the casual gamer, or for the merely curious, demands a fair amount of cognitive load. This is because, I believe, the system is so innovative — and those innovations are precisely what makes this a Conan game. I have encountered many anecdotes of gamers and consumers gleefully obtaining this gorgeous hardcover tome (or PDF), riffling through it, saying, “Huh?” then setting it aside with a “Sorry, not for me, but the art is pretty, and this still makes a good resource.” This describes my own initial reception, as I was losing my mind to higher Levels of play in Pathfinder and, with immense relief, was going “old school” by picking up Swords & Wizardry. But I kept sneaking glances at Conan 2d20 and thinking “what if?” Bob Byrne and I tried to do something via Play by Post. In my home group, a year or so later, I got a 1e enthusiast to start running for my casual players so that I could give 2d20 a go with two seasoned players. But then, after I had successfully run two adventures, the pandemic hit, and these two players weren’t interested in online play.

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Character Options Explode in Advanced Player’s Guide for Pathfinder Second Edition

Character Options Explode in Advanced Player’s Guide for Pathfinder Second Edition

PathfinderAPG

Last year at Gen Con Paizo released their Pathfinder Second Edition. The reception, from those I spoke to, was generally positive. People hadn’t been particularly displeased with Pathfinder First Edition, though after a decade of the game there were some balance issues. When people gave it a chance, many players transition to Second Edition without looking back.

In my experience, people are only thrilled about a new edition of a popular roleplaying game if there are serious issues with the existing edition of the game. For example, the flaws of 4th edition D&D paved the way for widespread enthusiasm when 5th edition was released.

The big stumbling block for a previous First Edition Pathfinder player to transition to Pathfinder Second Edition is the sheer volume of content that Pathfinder First Edition has available. Pathfinder is known for the sheer number of character options. An almost dizzying array of character options, one might say. The sort of character options that almost necessitate third-party software like Hero Lab in order to track it.

While Second Edition still allowed for extremely diverse character options right out of the gate, it was nothing compared to the options available for First Edition. One major step toward expanding those options is the recent release of the Pathfinder Second Edition Advanced Player’s Guide (Paizo, Amazon) providing new ancestries, backgrounds, archetypes, spells, equipment, and the Second Edition versions of four Pathfinder class options: Investigator, Oracle, Swashbuckler, and Witch.

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Starfinder: Enhanced Starships, Exploring Near Space, and Other New Goodies

Starfinder: Enhanced Starships, Exploring Near Space, and Other New Goodies

StarshipOperationsBack in 2017, when Paizo was ramping up for the launch of their new space fantasy RPG Starfinder, we were fortunate enough to offer exclusive previews on two of their new ships months prior to the release of the game. Since the 2017 release of the game, we’ve been keeping a pretty active eye on what Paizo has been releasing and, though there have been some fantastic additions to the game, there hasn’t been a major emphasis on new options for starships. That all changes with the release of the new Starship Operations Manual (Amazon, Paizo), a July 2020 release that was slated to coincide with Gen Con 2020. (Which, you may recall, is happening online this year.)

There have been some previous supplements in the past that dealt with starships. The Starfinder Pact Worlds setting book (Amazon, Paizo) has a chapter with various starships representing groups and societies, like the robotic Aballonian ships, the militant Hellknight ships, and the living ships of the Xenowardens, that weren’t in the original Starfinder Core Rulebook (Amazon, Paizo), and also provided some related new starship options like biomechanical ships, hydroponic bays, and drift shadow projectors that could be incorporated into other ship designs. The recent Near Space setting book (more on that in a minute) also had a chapter in a similar vein, including ships of the aggressive Veskarium. The mechanics of starship combat itself was addressed more deeply in the Character Operations Manual (Amazon, Paizo), released last winter, by creating the Chief Mate and Magic Officer roles to enhance starship combat for characters who were not well supported under the original set of rules.

So is the Starship Operations Manual just more of the same? While it does contain a ton of these sorts of options – starship weapons utilizing 20 new weapon properties, expansion bays, and security systems – it also goes beyond that, introducing fundamental variations to the core starship mechanics. It is worth recapping here that the core design of Starfinder, as a campaign, is that as the group progresses, the ship itself also “levels up” as the players do. The idea is that you’re constantly tweaking the ship and scrounging/bartering for parts and upgrades, and so you get a set number of Build Points as you level up that you can spend to buy new features for your ship. So the ship really gets tailored to the specifications of what the crew wants out of it, both in terms of mechanics and in terms of thematic feel. A group of mercenaries may have an armored battleship, while a group of smugglers might have a sleek and maneuverable transport, while more honest businessmen might be piloting a diplomatic passenger ship. And with the Starship Operations Manual, you really have the ability, as both players and GMs, to make the most out of the starships within the game.

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Robots, Deep Space, and Star Trek: Free RPG Day at Games Plus in Mount Prospect

Robots, Deep Space, and Star Trek: Free RPG Day at Games Plus in Mount Prospect

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Free RPG Day is not something I can remember ever taking part in…. mostly because the only local gaming store here in St. Charles died ten years ago. But when I saw the Facebook announcement from Floyd at Games Plus on Friday (above), I was intrigued enough to make the 30-mile drive to Mount Prospect Saturday morning.

Games Plus is easily the best gaming store in the the Chicago area — perhaps in the entire country. It’s the home of the Games Plus auctions I’ve written about extensively for the the past 10 years. Like all retail stores, it’s struggled as a result of the pandemic, and I was overdue for a visit to show my support (and spend some money) anyway.

And several of the items in Floyd’s pic grabbed my attention, especially the Dungeon Crawl Classics adventure from Goodman Games, the Root the Tabletop Roleplaying Game adventure, and the Warhammer Wrath & Glory module. It’d be a challenge narrowing my selection down to two items, but I figured that’d be part of the fun.

So what is Free RPG Day?

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Protect the Frontier: Star Frontiers Roleplaying

Protect the Frontier: Star Frontiers Roleplaying

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When I think back all those years ago about visiting a Waldenbooks in the Terre Haute, Indiana mall, I can never firmly, confidently say whether I bought the boxed set of Star Frontiers or Traveller. My hunch is that it was Star Frontiers, the science-fiction role-playing game by TSR (the company that Dungeons & Dragons co-creator Gary Gygax founded with Don Kaye and Brian Blume) that came out in 1982 – really, a response to GDW’s Traveller, published in 1977. While Traveller, which I had shortly after Star Frontiers, if that’s the correct order, became a personal favorite from then on, Star Frontiers still conjures fond memories.

While the community for Traveller is thriving thanks to Marc Miller’s (the creator of the game and co-founder of GDW) smart decision to retain ownership of the game post-GDW, which has allowed multiple editions to be published over time, Star Frontiers does not have the benefit of official support since the line was ended by TSR in the 1980s. Hence, the game lives on only within a community of gamers who still play it, though they actively do so along with fanzines.

Gen Con has a session or two of it every year it seems, and the Facebook Group, Star Frontiers: Alive and Well, has 2,800 members. Indulging in a bit of nostalgia, I purchased a PDF and print-on-demand hard copy of the game, Star Frontiers: Alpha Dawn. This is a version of the original boxed set, including the Basic Game Rules book, Expanded Game Rules book, and the adventure, Crash on Volturnus.

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The Soundtrack to 2020 Was Released 29 Years Ago

The Soundtrack to 2020 Was Released 29 Years Ago

Cyberpunk 2020 cover
Cyberpunk 2020 from R. Talsorian

The year 2020 will always be associated in my mind with the Warrior Soul album Drugs, God and the New Republic. Explaining why requires a little back story, but let me assure you that this is the most relevant album in 2020.

In 1991 when the album came out, I was a senior in high school. While not in school, my friends and I spent many hours throwing dice on the table, role-playing different characters in a variety of different settings. One of the games we played a lot that year was Cyberpunk 2020, a dystopian future game set in the year 2020.

One of the futuristic details of Cyberpunk 2020 is a genre of music called “chrome rock”. As far as I know, chrome rock is never really described in any detail, so I have no idea what Mike Pondsmith and the other writers of the game intended it to sound like. I always imagined it to be lyrically very anti-authoritarian like a lot of punk songs, but musically more like metal and very “shiny” (clean and well-produced, I suppose?) like, well… chrome.

And that’s the perfect description of Drugs, God and the New Republic if you ask me. I heard the album and thought, “Holy f**k. This is chrome rock.” The sound seemed way ahead of its time back then, and I’ve never really heard anything quite like it before or since (except Warrior Soul’s debut album Last Decade Dead Century, but for some reason I didn’t pick that one up until years later). It’s got guitar riffs and drum smashes that would be at home in metal, bass grooves that might not be too out of place in funk, vocals that are more of the gritty hard rock G’n’R style, and lyrics born from a wholehearted punk attitude. Though Warrior Soul was generally considered “metal” at the time, they never neatly fit into that genre. That and the fact that grunge was just becoming huge when the album came out are the main reasons they never received the recognition and praise I think they deserve.

Sadly, I don’t know enough about the specifics of music recording to articulate exactly how their sound was created. Maybe someone more knowledgeable about sound equipment and mixing can tell me what pedals and filters might have been used to make it so unique.

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Ten RPG Moments of Awesome

Ten RPG Moments of Awesome

Ex Machina RPG Vampire the Masquerade-small Heavy Gear RPG

And now for something more positive: ten awesome little moments in RPGs, beginning with a very self-serving one.

1) Ex Machina

Bruce Baugh, Rebecca Borgstrom, Christian Gossett, Bradley Kayl and Michelle Lyons’ 2004 Ex Machina was a cyperpunk roleplaying game, published by Canadian game company Guardians of Order. It got a very favorable review from BoingBoing. It was also my first professional editing credit.

It only took me a quarter century of playing and selling RPGs to get into the design end of things.

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