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<blockquote data-quote="Caliburn101" data-source="post: 7708091" data-attributes="member: 6802178"><p>OK a few pertinent facts if I may.</p><p></p><p>Been rpg'ing since 1978, GM'ing since ~1979, loved D&D and LOVED Runequest, CoC, think GURPS is fantastic and yet swing back to D&D periodically and very much like 5th Edition.</p><p></p><p>I playtested from the get-go for Mophidius on Conan. Conan was my obsession as a kid and I read EVERYTHING.</p><p></p><p>But we are talking about mechanics, and my introduction was to underline how many I have played and how much of my rpg life has been without metagame mechanics. I get along just fine without them and as I love Conan, I came at this game with a highly critical eye. It had to prove itself to me, and very well before I'd buy in...</p><p></p><p>I am glad to say my playtest feedback saw changes to the game adopted, and my and my friends concerns about the Doom mechanic (which we were all very suspicious of at the start) fall away when we actually played the game.</p><p></p><p>The 2d20 core mechanic; Momentum, Doom and Fortune all meld together surprisingly well.</p><p></p><p>As a GM who prefers simulationist and classless systems overall, I find the mechanics well rounded and although they 'read' crunchy, the play smoothly with minimal practice.</p><p></p><p>It's a misconception that they are as metagamey as FATE or other similar systems, and another misconception to think momentum, doom and fortune are somehow a crutch for inexperienced GMs... they are in fact a balanced set of tools for AGENCY - for the GM and the players.</p><p></p><p>D&D can produce nonsense - like twelve arrows hitting a character in his underpants whilst falling off a 100 ft. cliff and the character survives. Runequest <em>et al</em> can end in disappointment - "Your set spear impales the jumping dread armoured Manticore in the head and it instantly dies..."</p><p></p><p>Conan's mechanic treads an attractive line between these extremes.</p><p></p><p>In addition, the awfulness and price of sorcery is just bloody fantastic, the combat is visceral by design, and the morale rules are the best I have ever seen in an rpg bar none.</p><p></p><p>Don't judge it from a read through - you need to play it for three sessions. The first to get used to the system, the second to really start using it as intended, and the third to go into high gear on the possibilities it facilitates.</p><p></p><p>Try it out - it's original and enjoyable, and perfect for the S&S genre.</p></blockquote><p></p>
[QUOTE="Caliburn101, post: 7708091, member: 6802178"] OK a few pertinent facts if I may. Been rpg'ing since 1978, GM'ing since ~1979, loved D&D and LOVED Runequest, CoC, think GURPS is fantastic and yet swing back to D&D periodically and very much like 5th Edition. I playtested from the get-go for Mophidius on Conan. Conan was my obsession as a kid and I read EVERYTHING. But we are talking about mechanics, and my introduction was to underline how many I have played and how much of my rpg life has been without metagame mechanics. I get along just fine without them and as I love Conan, I came at this game with a highly critical eye. It had to prove itself to me, and very well before I'd buy in... I am glad to say my playtest feedback saw changes to the game adopted, and my and my friends concerns about the Doom mechanic (which we were all very suspicious of at the start) fall away when we actually played the game. The 2d20 core mechanic; Momentum, Doom and Fortune all meld together surprisingly well. As a GM who prefers simulationist and classless systems overall, I find the mechanics well rounded and although they 'read' crunchy, the play smoothly with minimal practice. It's a misconception that they are as metagamey as FATE or other similar systems, and another misconception to think momentum, doom and fortune are somehow a crutch for inexperienced GMs... they are in fact a balanced set of tools for AGENCY - for the GM and the players. D&D can produce nonsense - like twelve arrows hitting a character in his underpants whilst falling off a 100 ft. cliff and the character survives. Runequest [I]et al[/I] can end in disappointment - "Your set spear impales the jumping dread armoured Manticore in the head and it instantly dies..." Conan's mechanic treads an attractive line between these extremes. In addition, the awfulness and price of sorcery is just bloody fantastic, the combat is visceral by design, and the morale rules are the best I have ever seen in an rpg bar none. Don't judge it from a read through - you need to play it for three sessions. The first to get used to the system, the second to really start using it as intended, and the third to go into high gear on the possibilities it facilitates. Try it out - it's original and enjoyable, and perfect for the S&S genre. [/QUOTE]
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