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A Crunchy Take On Conan From Modiphius Entertainment
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<blockquote data-quote="Guest 6801328" data-source="post: 7741936"><p>Oh, Hai!</p><p></p><p>I'm going to selectively quote to get to the meat of it...</p><p></p><p></p><p></p><p>Unless I'm misunderstanding you, it seems you are still basing your argument on my specific suggestions, which I freely admit I made up on the spot, in order to illustrate the kind of thing I thought was missing. My argument does not depend on those two specific ideas being workable.</p><p></p><p>(The example of weapon loss, by the way, I must credit to a D&D friend in the early 80's: several times in those days he mentioned how cool it was that Conan was always having to pick up a new weapon, and wished there was more of that in D&D. So even though you feel that specific idea is utterly contrary to the spirit of RPGing, there is at least one gamer out there who specifically wants...or wanted...such a rule. Two if you count me.)</p><p></p><p>And beyond that, as I said above, I offered general ideas. You are the one who filled in with specifics, and then said how terrible the idea was. Strange.</p><p></p><p>I'll skip all the psychological evaluation and assumptions, as well as all the stuff about meta-game mechanics and what-not. I'm completely ignorant of those debates and don't really have a dog in that fight.</p><p></p><p></p><p></p><p>Excellent. Now we are getting somewhere.</p><p></p><p>Those are all fine mechanics, but they could be applicable to many settings/genres. Lots of fantasy fiction is gritty, for example. What about those things are...<em>uniquely</em> is probably a lot to ask, but at least <em>iconically</em>..."Conan"? </p><p></p><p></p><p></p><p>You seem to be convinced I had already decided to dislike the game, and went looking for reasons. On the contrary: as I said earlier, I had recently started playing The One Ring and was converted to rule systems that are built from the ground up to support a specific fictional setting, and was very much hoping Conan would do the same. I was specifically looking for rules that would make me think, "This could only be a Conan game." </p><p></p><p>I didn't really find it. Either playing through some of the scenarios in the playtest packet, or reading the tome when it arrived. Sure, there's a bunch of flavor, but nothing that really screamed "Conan rules" (see what I did there?). Maybe part of the problem is that there are <em>so many</em> rules that it's hard for any aspect to stand out. But I found mainly a system that <em>could</em> be used to play Conan, but did not feel designed from the ground up to do so. Which is all I've been saying. Well, then I also started saying that your posts* are obnoxious, but that wasn't my initial purpose.</p><p></p><p>What puzzles me is that all of this is my opinion, and yet you keep telling me that I'm objectively wrong.</p><p></p><p>And I will, with apologies, retract my assertion that there must be something in this for you. I mistook your..."personality type"?...for vested interest in the success of the game.</p><p></p><p></p><p></p><p>Oh, darn. Just when we were becoming buddies.</p><p></p><p>*but not you, personally, of course!</p></blockquote><p></p>
[QUOTE="Guest 6801328, post: 7741936"] Oh, Hai! I'm going to selectively quote to get to the meat of it... Unless I'm misunderstanding you, it seems you are still basing your argument on my specific suggestions, which I freely admit I made up on the spot, in order to illustrate the kind of thing I thought was missing. My argument does not depend on those two specific ideas being workable. (The example of weapon loss, by the way, I must credit to a D&D friend in the early 80's: several times in those days he mentioned how cool it was that Conan was always having to pick up a new weapon, and wished there was more of that in D&D. So even though you feel that specific idea is utterly contrary to the spirit of RPGing, there is at least one gamer out there who specifically wants...or wanted...such a rule. Two if you count me.) And beyond that, as I said above, I offered general ideas. You are the one who filled in with specifics, and then said how terrible the idea was. Strange. I'll skip all the psychological evaluation and assumptions, as well as all the stuff about meta-game mechanics and what-not. I'm completely ignorant of those debates and don't really have a dog in that fight. Excellent. Now we are getting somewhere. Those are all fine mechanics, but they could be applicable to many settings/genres. Lots of fantasy fiction is gritty, for example. What about those things are...[I]uniquely[/I] is probably a lot to ask, but at least [I]iconically[/I]..."Conan"? You seem to be convinced I had already decided to dislike the game, and went looking for reasons. On the contrary: as I said earlier, I had recently started playing The One Ring and was converted to rule systems that are built from the ground up to support a specific fictional setting, and was very much hoping Conan would do the same. I was specifically looking for rules that would make me think, "This could only be a Conan game." I didn't really find it. Either playing through some of the scenarios in the playtest packet, or reading the tome when it arrived. Sure, there's a bunch of flavor, but nothing that really screamed "Conan rules" (see what I did there?). Maybe part of the problem is that there are [I]so many[/I] rules that it's hard for any aspect to stand out. But I found mainly a system that [I]could[/I] be used to play Conan, but did not feel designed from the ground up to do so. Which is all I've been saying. Well, then I also started saying that your posts* are obnoxious, but that wasn't my initial purpose. What puzzles me is that all of this is my opinion, and yet you keep telling me that I'm objectively wrong. And I will, with apologies, retract my assertion that there must be something in this for you. I mistook your..."personality type"?...for vested interest in the success of the game. Oh, darn. Just when we were becoming buddies. *but not you, personally, of course! [/QUOTE]
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