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CONAN LIVES! Info on the new Conan RPG
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<blockquote data-quote="Water Bob" data-source="post: 6687961" data-attributes="member: 92305"><p>Yes, if the Threat System weren't a meta-game mechanic, I'd find it easier to swallow. I can't think of any way, though to integrate the Threat Mechanic into the Hyborian Age, though. There is no "Force that penetrates us and binds us and holds the universe together."</p><p></p><p>The first thought would be to do something with Sorcery, but even that should be rare in the Hyborian Age--not pervasive.</p><p></p><p></p><p></p><p></p><p>Another aspect of the 2d20 System is its focus on mechanics rather than roleplaying. It constantly reminds players that they are rolling dice, focusing their attention on decisions like, "Do I need to purchase Threat so that I can roll more dice?'</p><p></p><p>When I first started playing the Mongoose Conan game, I used the alternate d20 rule where defense was not a static Armor Class but a d20 + mods defense roll. I quickly realized that change to the standard d20 rules did exactly what 2d20 does--it focuses the player on the dice. They look at their rolls rather than live through the experience. Once I saw that, I went back to the standard AC in the game. A dice is cast, and modifiers are added, sure, but the player looks to the GM for the outcome (with ACs hidden).</p><p></p><p>This allows the player to live the game instead of just dice it.</p><p></p><p>With 2d20, no only are players focused on dicing, but also the GM cannot easily hide the difficulty (as the AC is hidden in the Mongoose d20 game). That's a curse many roll low systems have. Players know their target numbers and instantly know whether the task was successful. Any GM commentary describing the scene usually falls on deaf ears because the players already know the outcome.</p><p></p><p>But, if you hide the difficulty, the player rolls the dice....and the GM can re-focus them in the game world, living through the character, seeing what he sees, feeling what he feels.</p><p></p><p></p><p></p><p>"With all your might, you swing, and....</p><p></p><p></p><p>And, your players are glued to the drama you describe because they don't know if their attack was successful. They experience success or failure through your description.</p><p></p><p>With 2d20...they already know, and the GM is just wasting his breath, on most accounts. The players know the outcome and are looking on to what's next.</p><p></p><p>Lots of drama is lost with a system like this.</p><p></p><p>I think that having that drama is most helpful in delivering that "pulp" feel.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 6687961, member: 92305"] Yes, if the Threat System weren't a meta-game mechanic, I'd find it easier to swallow. I can't think of any way, though to integrate the Threat Mechanic into the Hyborian Age, though. There is no "Force that penetrates us and binds us and holds the universe together." The first thought would be to do something with Sorcery, but even that should be rare in the Hyborian Age--not pervasive. Another aspect of the 2d20 System is its focus on mechanics rather than roleplaying. It constantly reminds players that they are rolling dice, focusing their attention on decisions like, "Do I need to purchase Threat so that I can roll more dice?' When I first started playing the Mongoose Conan game, I used the alternate d20 rule where defense was not a static Armor Class but a d20 + mods defense roll. I quickly realized that change to the standard d20 rules did exactly what 2d20 does--it focuses the player on the dice. They look at their rolls rather than live through the experience. Once I saw that, I went back to the standard AC in the game. A dice is cast, and modifiers are added, sure, but the player looks to the GM for the outcome (with ACs hidden). This allows the player to live the game instead of just dice it. With 2d20, no only are players focused on dicing, but also the GM cannot easily hide the difficulty (as the AC is hidden in the Mongoose d20 game). That's a curse many roll low systems have. Players know their target numbers and instantly know whether the task was successful. Any GM commentary describing the scene usually falls on deaf ears because the players already know the outcome. But, if you hide the difficulty, the player rolls the dice....and the GM can re-focus them in the game world, living through the character, seeing what he sees, feeling what he feels. "With all your might, you swing, and.... And, your players are glued to the drama you describe because they don't know if their attack was successful. They experience success or failure through your description. With 2d20...they already know, and the GM is just wasting his breath, on most accounts. The players know the outcome and are looking on to what's next. Lots of drama is lost with a system like this. I think that having that drama is most helpful in delivering that "pulp" feel. [/QUOTE]
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