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A Crunchy Take On Conan From Modiphius Entertainment
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<blockquote data-quote="Guest 6801328" data-source="post: 7741125"><p>I backed this on Kickstarter and I'm not a fan. I've only even tried it a couple of times, and don't find it enjoyable. The mechanics of the system don't evoke for me any of the magic of the Conan setting. It feels like exactly what it is: an existing system that has been re-skinned for a specific genre. It's a functional (if unexciting, to me) generic set of rules, wrapped in a bunch of Conan fluff.</p><p></p><p>I realize that the whole point for Modiphius was to adapt 2d20 for Conan's world, but I would have rather that they had started with an analysis of what the central themes and tropes of the REH stories are, and then built a system around it to reflect those themes.</p><p></p><p>For example, a recurring theme in the stories is that it is Conan's wildness, his lack of civilization, that gives him an edge. It also tends to get him in trouble. So I would have loved to have seen a mechanic where your character exists somewhere on this spectrum between Civilized and Barbaric, with neither end of the spectrum being "better", just different.</p><p></p><p>Here's another one: in almost every Conan story he has a different weapon, and often ends up replacing (or improvising) a weapon during the story. Ergo, there should be a mechanic that leads to that behavior in the game, but that isn't just constantly trading up to better and better weapons. I'm not sure exactly what that would look like, but one idea would be to reserve some of the extensive crunch in the game for weapon wear/breakage. (You're in Turan and your broadsword breaks. What do you do? You pick up a Turanian scimitar.) Mastering all these different weapons would also fit the setting & source texts quite well.</p><p></p><p>That...and more like it...would have gotten me more excited. I wanted rules that <em>feel</em> like Conan, not just generic rules that happen to be set in the Hyborian Age.</p></blockquote><p></p>
[QUOTE="Guest 6801328, post: 7741125"] I backed this on Kickstarter and I'm not a fan. I've only even tried it a couple of times, and don't find it enjoyable. The mechanics of the system don't evoke for me any of the magic of the Conan setting. It feels like exactly what it is: an existing system that has been re-skinned for a specific genre. It's a functional (if unexciting, to me) generic set of rules, wrapped in a bunch of Conan fluff. I realize that the whole point for Modiphius was to adapt 2d20 for Conan's world, but I would have rather that they had started with an analysis of what the central themes and tropes of the REH stories are, and then built a system around it to reflect those themes. For example, a recurring theme in the stories is that it is Conan's wildness, his lack of civilization, that gives him an edge. It also tends to get him in trouble. So I would have loved to have seen a mechanic where your character exists somewhere on this spectrum between Civilized and Barbaric, with neither end of the spectrum being "better", just different. Here's another one: in almost every Conan story he has a different weapon, and often ends up replacing (or improvising) a weapon during the story. Ergo, there should be a mechanic that leads to that behavior in the game, but that isn't just constantly trading up to better and better weapons. I'm not sure exactly what that would look like, but one idea would be to reserve some of the extensive crunch in the game for weapon wear/breakage. (You're in Turan and your broadsword breaks. What do you do? You pick up a Turanian scimitar.) Mastering all these different weapons would also fit the setting & source texts quite well. That...and more like it...would have gotten me more excited. I wanted rules that [I]feel[/I] like Conan, not just generic rules that happen to be set in the Hyborian Age. [/QUOTE]
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