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A Crunchy Take On Conan From Modiphius Entertainment
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<blockquote data-quote="Caliburn101" data-source="post: 7741289" data-attributes="member: 6802178"><p>@<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=6801328" target="_blank">Elfcrusher</a></u></strong></em></p><p></p><p>Let me deal withy each answered point in turn;</p><p></p><p>1. Your point isn't so much misunderstood as poorly explained. If you want a particular 'variable' on the character sheet - then state what that variable IS. You don't do so, at all, and when called out on what you do seem to say, you claim that's not what you meant. Get to the point with an understandable explanation of what you seem to think is missing and maybe then I can address the point you are trying to make here.</p><p></p><p>2. By intrinsic you want to force a counterintuitive 'your weapons break get new ones now' or a 'your weapon breaks you need to pick up your dead enemy's to continue fighting' event with some kind of rule? Like the point before, it seems you want a board-game style mechanic to force your individual idea of what a Conan story trope is in this regard on both GMs and players in a way backed up by rules. No thanks - I and my players run the narrative of my games, so the possibility of these things is all we need. If you want something as deterministic as you imply - read a graphic novel on your own, you'll have no choice where the story goes there either.</p><p></p><p>3. Your third point is at least better explained the second time around. But once again - why should I as a GM force my players to abandon perfectly good weapons just because 'that's what Conan does?' Read the stories again, it is the circumstances he finds himself in that FORCE weapon changes. Grom's helmet breaks his sword and he has to pick an old axe off the wall of his bedchamber; he is imprisoned and stripped of all weapons until Xenobia gives him the fine fighting mans dagger he admires her judgement for. These are story elements any GM can put in for players - it does not need some rules mechanic to enforce. Any such mechanic would be clumsy, crunchy, counterintuitive and would remain unused by any GM or player I can think of.</p><p></p><p>This is an rpg - not a Fighting Fantasy gamebook. Frequently forcing players to have their characters change weapons when they don't want to will piss them off - they are not playing the character of Conan, and they are not playing characters with a script to stick to - THEY have agency.</p><p></p><p>4. I bought the GURPS Conan supplement the first week it came out. I have always loved Conan - ever since I first read the entire series of paperbacks in the 70-80s. I have run every version of Conan ever made for an rpg, and I have run a RuneQuest conversion I made myself as well. Not one of them ever got it nearly as right as this rpg did. GURPS could have done, but it didn't - it took the easy way out on magic and depth of material. C'est la vie I suppose, because I like GURPS and have run that perhaps more than any other system over the years. But that flies in the face of your preceding point - The One Ring is indeed built for the setting, but actually GURPS isnt' is it, it is generic by design, and yet you think it would work well for Conan...</p><p></p><p>I don't have any problem with your last line but one thing.</p><p></p><p>Please don't conflate your disappointment with the Modiphius Conan with specific points you don't support with a cogent argument.</p><p></p><p>It is absolutely fine and legit to say you don't like it because it doesn't evoke the feeling of Conan as you read it. That's subjective and individual and thus defensible. Making out like the game is a fail due to the fact it doesn't have rules binding GMs and players into the tropes you personally argue are 'essential' to the 'Conan experience' is myopic reasoning. Points like frequently forced weapon changes, or that a rule could possibly exist that somehow factorises the 'barbarian/civilisation dichotomy' in a meaningful mathematical way to an rpg are both significantly wrong-footed.</p><p></p><p>The flavour and background text in this game is considerable and talks about all the tropes that Howard used and does a decent job of talking about how these can be integrated into the narrative and style of a game. But that is the point - such elements should be worked into the NARRATIVE, not crowbarred in with a random table, dice mechanic or 'if a go to b' flowchart approach to running the game. Any rule that forces an outcome such as you suggest, where every 'x' times a session or 'y' sessions you lose your weapon, or that the barbarian/civilised conflict has to be dumped into a scene is entirely missing the point. It's a Howardian narrative element that applied to one character, in a subgenre of fantasy, to be paid homage to in the flavour of the adventures run, nothing more.</p></blockquote><p></p>
[QUOTE="Caliburn101, post: 7741289, member: 6802178"] @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=6801328"]Elfcrusher[/URL][/U][/B][/I] Let me deal withy each answered point in turn; 1. Your point isn't so much misunderstood as poorly explained. If you want a particular 'variable' on the character sheet - then state what that variable IS. You don't do so, at all, and when called out on what you do seem to say, you claim that's not what you meant. Get to the point with an understandable explanation of what you seem to think is missing and maybe then I can address the point you are trying to make here. 2. By intrinsic you want to force a counterintuitive 'your weapons break get new ones now' or a 'your weapon breaks you need to pick up your dead enemy's to continue fighting' event with some kind of rule? Like the point before, it seems you want a board-game style mechanic to force your individual idea of what a Conan story trope is in this regard on both GMs and players in a way backed up by rules. No thanks - I and my players run the narrative of my games, so the possibility of these things is all we need. If you want something as deterministic as you imply - read a graphic novel on your own, you'll have no choice where the story goes there either. 3. Your third point is at least better explained the second time around. But once again - why should I as a GM force my players to abandon perfectly good weapons just because 'that's what Conan does?' Read the stories again, it is the circumstances he finds himself in that FORCE weapon changes. Grom's helmet breaks his sword and he has to pick an old axe off the wall of his bedchamber; he is imprisoned and stripped of all weapons until Xenobia gives him the fine fighting mans dagger he admires her judgement for. These are story elements any GM can put in for players - it does not need some rules mechanic to enforce. Any such mechanic would be clumsy, crunchy, counterintuitive and would remain unused by any GM or player I can think of. This is an rpg - not a Fighting Fantasy gamebook. Frequently forcing players to have their characters change weapons when they don't want to will piss them off - they are not playing the character of Conan, and they are not playing characters with a script to stick to - THEY have agency. 4. I bought the GURPS Conan supplement the first week it came out. I have always loved Conan - ever since I first read the entire series of paperbacks in the 70-80s. I have run every version of Conan ever made for an rpg, and I have run a RuneQuest conversion I made myself as well. Not one of them ever got it nearly as right as this rpg did. GURPS could have done, but it didn't - it took the easy way out on magic and depth of material. C'est la vie I suppose, because I like GURPS and have run that perhaps more than any other system over the years. But that flies in the face of your preceding point - The One Ring is indeed built for the setting, but actually GURPS isnt' is it, it is generic by design, and yet you think it would work well for Conan... I don't have any problem with your last line but one thing. Please don't conflate your disappointment with the Modiphius Conan with specific points you don't support with a cogent argument. It is absolutely fine and legit to say you don't like it because it doesn't evoke the feeling of Conan as you read it. That's subjective and individual and thus defensible. Making out like the game is a fail due to the fact it doesn't have rules binding GMs and players into the tropes you personally argue are 'essential' to the 'Conan experience' is myopic reasoning. Points like frequently forced weapon changes, or that a rule could possibly exist that somehow factorises the 'barbarian/civilisation dichotomy' in a meaningful mathematical way to an rpg are both significantly wrong-footed. The flavour and background text in this game is considerable and talks about all the tropes that Howard used and does a decent job of talking about how these can be integrated into the narrative and style of a game. But that is the point - such elements should be worked into the NARRATIVE, not crowbarred in with a random table, dice mechanic or 'if a go to b' flowchart approach to running the game. Any rule that forces an outcome such as you suggest, where every 'x' times a session or 'y' sessions you lose your weapon, or that the barbarian/civilised conflict has to be dumped into a scene is entirely missing the point. It's a Howardian narrative element that applied to one character, in a subgenre of fantasy, to be paid homage to in the flavour of the adventures run, nothing more. [/QUOTE]
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