Conan: The Roleplaying Game
By Paul Tucker and Ian Sturrock
Mongoose Publishing product number MGP 7701
352 pages, $49.95
Conan: The Roleplaying Game is the long-awaited book bringing the Robert E. Howard Hyborian world into the realms of OGL gaming. It manages to be both a fabulous success and a puzzling failure.
The cover is a simply outstanding piece by Chris Quilliams. Chris is my all-time favorite Mongoose artist, and I was glad to see they brought in their "big gun" to do a work of this magnitude. Chris, as always, hits the mark spot-on with his portrayal of a sword-wielding Conan standing over the bodies of his most recent foes, with a buxom young woman at his side. Several things make this a bit more than the typical "savage barbarian" stereotypical pose: Conan's clothing is a rather intricate, Celtic-looking kilt rather than the furry loincloth so common to the barbarian genre; and the buxom young woman at his side is not some helpless floozy he just rescued, but rather a gifted swordswoman in her own right. (No doubt the popularity of "Xena: Warrior Princess" helped with this image, although in the REH stories Conan met up with more than a few capable fighting women - Bêlit comes immediately to mind.) I was also a bit surprised to see a large hoop earring in his right ear. The color scheme is a good one, with yellowy skies and dry lands in the background and a slate-gray cliffside behind the two figures. The name "Conan" in the title is made to look as if it's been worked in metal, making for a very distinguished appearance.
The inside front and back covers are identical, each being a full-color, two-page spread of a map of Conan's world, with nations and prominent cities labeled plainly. I can think of no better use for the inside covers, and the world map is very nicely done. (I suppose I shouldn't call it a "world map," though, as it only covers the land masses that would eventually become Africa, Asia, and Europe. Antarctica and the Americas are not part of the established "Hyborian World" of the Conan stories, and are thus understandably left off of the map.)
Inside, there are 103 illustrations by 10 different artists, 7 maps, and even all-new border art. The border art is noticeable in that it is not merely a reflection (that is, the odd pages are not merely a mirror image of the even pages), although there is some duplication along the top of the page. The bottom halves, however, are quite different, featuring a reclining, topless woman on the left side and a couple of bestial half-men on the right. The artwork is for the most part quite good, although I have to admit I was quite surprised at the general lack of nudity: I know WotC's new d20 artwork standards forbid even toplessness, but as this is an OGL book (as opposed to a d20 one), those standards don't apply, and half-naked women are a staple in most Conan books. In any case, besides the "border art babe" on every even page in the book, there are only two examples of nudity present in the artwork for this book, both done quite tastefully. Up until the bestiary section the artwork is in full color, with a lot of nice touches like having all of the weapons in the equipment section dripping blood. Most of the artwork is not signed, but the Quilliams pieces are (they tend to be the race/class images of PCs), and I can tell just from the style that Chad Sergesketter did most of the monsters in the bestiary section (where we also get the few black-and-white pieces of the whole book, including, unfortunately, the simply terrible picture of the saber-toothed tiger from Mongoose's
Ultimate Monsters Volume 1, the only noticeable "rerun" artwork in the whole book).
Another artwork-related thing I wanted to point out was the placement of the fiction blurbs throughout the book. Nearly every page has a quote from some Conan story or other, and these are superimposed over the picture (one of two different types) of an animal skin stretched on a wooden rack, with a skull hanging from the corner. This is a very appropriate gimmick, one that fits in perfectly with Conan's barbaric world (and that sets the fiction blurbs off nicely from the rest of the book's text).
The book itself is broken down into the following sections:
- Introduction - Welcome to the Hyborian Age: A brief introduction to the world of Conan
- Overview - The Foundation of All Things: briefly explaining ability scores, carrying capacity, movement, vision, and lighting conditions
- Characters - Heroes of the Hyborian Age: PC races and classes, fate points, starting money and equipment, codes of honor, allegiance, corruption, reputation, and aliases
- Skills - The Difference Between life and Death: a listing of all the available skills
- Feats - Tricks of Sword and Sorcery: a listing of all the available feats
- Equipment - Loot, Coin and Spoils of War: wealth, currency, weapons, armor, and various goods and services
- Combat - Steel, Flesh, Blood and Bone: the combat mechanisms in the Conan game, including defense value (in place of Armor Class), dodging and parrying (two different things you can do to avoid damage), and all the usual stuff like initiative, saving throws, etc., plus a slew of combat maneuvers: special moves that are rather like something you'd expect to be able to do in D&D if you had the appropriate feat, only these are available to anyone who meets the prerequisites
- Sorcery - Knowledge and Power: how spellcasting works in the Conan game, power points, power rituals, and the various rules of sorcery, sorcery styles, and a list of spells
- The Hyborian Age, by Robert E. Howard: a section reprinted by the author of the Conan books, describing the history of the Hyborian Age
- Gazetteer - A Guide to Conan's World: descriptions of the geographical areas of the Hyborian Age
- Religion - Prayer and Sacrifice in the Hyborian Age: the game benefits of worshipping a deity (or pantheon), plus a look at the various deities in the Hyborian Age
- Bestiary - Creatures of the Hyborian Age: one NPC race, one NPC class (commoner), three human types (Black Corsairs, Picts, and Turanian Light Cavalry), 33 animals, and 17 monsters
- Campaigns - Gamesmastering the Hyborian Age: adventures, pacing, running combat, experience, using canonical (and non-canonical) Conan books as idea generators, pirate codes (odd that this material is here, rather than with the pirate class write-up), and types of campaigns
- Conan Player Character Sheet: a two-page character sheet specially designed for the game
- Index: a 5-page index of the material found in the book
I have to give credit to Paul Tucker and Ian Sturrock: they have done a simply
phenomenal job of tweaking the existing d20 rules just right to create a game world that is just about perfect as far as capturing the Hyborian Age "feel" of the Conan stories. You really can't run an accurate Conan game using the D&D rules, since so much is different between the standard D&D campaign world and the Hyborian Age. In Conan's world, magic tends to lean much more into the black magic, "things Man was not meant to know" camp, with one of the surest ways of learning to cast spells being to sell your soul to a demon! The Vancian "fire and forget" magic system, while so intrinsic to the "D&D feel," just wouldn't cut it in a Conan game.
Fortunately, Paul and Ian knew just what changes needed to be made, and made them. The D&D alignment system is gone, replaced with two possible (and completely optional, on a PC-by-PC basis) codes of honor. There are 8 character classes in Conan, and all but one of them are fighting men of one type of another (the other is the Scholar, the only magic-wielding class to show up in the game; after all, in Conan's world, spellcasters are few and far between). Between the Barbarian, Borderer (Ranger-type), Noble (practically identical to the one from
Power Classes: Noble, by the way), Nomad, Pirate, Scholar, Soldier, and Thief, they've managed to capture every possible character to show up in the Conan books. Plus, I like the fact that multiclassing is not only expected, it's actively encouraged! Whereas D&D uses "the stick" approach - punishing PCs who multiclass too freely, although they're allowed to advance in a racial-based favored class without penalty - in
Conan the authors use "the carrot" approach - granting a PC bonus feats if he sticks to the favored class for his race. I also like the fact that not only does each class have its class skills, but that PCs automatically gain bonus skills in their classes just by leveling up. Furthermore, I think it was a great idea to start every PC out with a host of skills that he gained even before gaining his initial class level. This really goes a long way to ensuring that PCs will have the expected "basic" skills that it makes sense that they would have, but which players historically don't want to spend their valuable skill points on. In addition, since there are hardly any magic items floating around in the Hyborian Age (and thus no ability-boosting items like
gauntlets of ogre power or
gloves of Dexterity), all PCs gain automatic boosts to their ability scores at regular intervals. (At 6th, 10th, 14th, and 18th level, a
Conan PC gets a boost to all six of his ability scores!) Thus, by the time your PC's reached high level, he's got one impressive array of stats!
Combat in
Conan is gritty and downright
dangerous! After 10th level, additional levels stop gaining Hit Dice, but rather give out hit points (1, 2, or 3, depending upon the Hit Dice normal for that class: d6, d8, or d10), so hit point totals don't reach outlandish heights. Lower the "death by massive damage" threshold, throw in a slew of combat maneuvers available to everyone - some of them quite dangerous, such as allowing a decapitating blow to sever your enemy's head - and you've got a lethal game on your hands: again, perfectly suited for the Hyborian Age as depicted in Howard's works. I can really find no fault in the decisions the authors made to capture the "Conan feel" - in fact, I think
Conan is one of the absolute best jobs I've seen at converting a fictional world into an RPG campaign.
I also like quite a few of the decisions that the authors came up with that don't really have any bearing on the overall "Hyborian Age feel" of the game - things like giving the NPC Commoner class only 10 levels overall. (I've always wondered what a 20th-level commoner was supposed to be like.) Several of the classes give you options as to which class abilities you pick up; it's always good to see a way to make each PC of a given class unique. (This especially holds true if there are multiple PCs of a given class - in
Conan, for example, it would be easy to have an entire adventuring party of all soldiers, or all pirates, or all barbarians or nomads.)
However, that being said,
Conan does have its faults. Quite a few of them, in fact, and they can all be lumped into the same main category: atrociously bad attention to detail in the proofreading and editing departments. Anyone who's read a few of my previous reviews knows I'm one of those anal types who gets his nose all in a snit when confronted with numerous misspellings, typos, improper punctuation usage, and the like. I've even been known to lay out all of the mistakes I've found in a given work, blow by blow. Well, fortunately, I'm not going to do that here, but I will point out the biggest problem area in
Conan: improper usage of the spellchecker. There is quite a bit of evidence that in at least some of the chapters a spellchecker was used. However, it's quite obvious that it was used in a hurry, without a whole lot of attention or thought put into it. At some point during the transition from manuscript to printed product, somebody - I'm not sure who - decided to change "lb" to "lb." Okay, fine, if all you're doing is changing the individual abbreviations. However, the spellchecker user failed to click the little button for "whole words only," and as a result every word that has "lb" in it somewhere now has a period in the middle of it as well. Examples abound: "Galb.ro" and "Valb.roso" (two Zingaran names), "alb.eit," "spellb.ook" and "spellb.ooks," "Countess Alb.iona," "camelb.ack," "Ilb.ars River," ""Valb.roso Castle," and even "lb.s" for the plural of "lb." In another related fiasco, he apparently didn't like the contraction "You're" and decided to global-replace that with "You are" - but must have typed a space immediately after the "e" in "You're" because he ended up with such notable phrases as "You arebeing," "You areattempting," "You aresqueezing," "You areonly," "You arenot," "You arewriting," "You aremoving," "You aretalking," "You areskilled," "You arehardier," "You arefast," "You arevery," "You arefar," "You areadept," and "You aremaintaining." The Bestiary section also has a problem with a global replace of the word "creature's" with "creature " (note the space after "creature" - everywhere the word "creature" shows up in the Bestiary chapter, there are two spaces immediately following).
Okay, I will grant that none of the above errors make the book any less usable; you can, in each case, figure out what was meant with little effort. However, I still marvel at the fact that
nobody caught these obvious mistakes before publication! There are other problems, too: much of the Skills and Feats chapters were ported over directly from the d20 SRD; as a result, there are references to such D&Disms as the spells
rope trick,
acid arrow,
alter self,
disguise self,
polymorph,
shapechange,
veil,
simulacrum,
true seeing,
animate rope,
command plants,
control plants,
entangle, and
dispel magic, plus half-orcs, familiars, locked gauntlets, the DM, and pipe organs (although admittedly that last one isn't so much a D&Dism as an anachronism), none of which have any place in a Conan game.
Finally, there are the rules gaffes, things like having different amounts of damage given for a weapon depending upon whether you're reading the weapons chart or the weapon description/example (the warspear, for instance, deals either 2d4 points of damage [p. 134], 1d8 points of damage [p. 141], or 1d10 points of damage [p. 142], take your pick). Many of the animals in the Bestiary are missing feats. Apparently at one point the spell
telekinesis was named
advanced prestidigitation, because it's referred to by both names. (Likewise,
greater telekinesis was apparently originally named
advanced prestidigitation II; good call on the rename!) There are calls for "parrying rolls" that were apparently dropped from the game (or the mechanic reworked). There are two different costs for lotus greensmoke, but none for lotus blacksmoke. Despite being referred to on numerous occasions, there are no game stats for elephants. "Ghanatan" is listed as both an automatic language and a bonus language for a PC from Ghanata. Then there's the "picky stuff," like having the same fiction blurbs show up multiple times (pages 252 and 255, and also pages 326 and 345). Many of the page numbers given in the text for a given subject ("see page 210" or whatever) are off by one or more pages. (Fortunately, there's an index in the back.) Tables 6-5, 6-6, and 6-7 are labeled Tables 6-3, 6-4, and 6-5, which makes it
really confusing because those tables already exist! The list goes on and on, and while none of it is critical to the ability to play the game, it does make for a bit more work for the Games Master. Furthermore, it's appalling to see such little attention to detail given to a much-anticipated book that Mongoose expects people to shell out nearly $50.00 for. I don't recognize the name of Bridette Kirwen - listed as
Conan's proofreader - but I can honestly say I hope to never see her name on any future Mongoose books until and unless she decides to buckle down and actually do the job she's being paid to do.
Fortunately, almost immediately after the quality complaints started rolling in, Mongoose head Matthew Sprange stood up and acknowledged
Conan's many faults, outlined a multipronged attack to ensure better quality control on future Mongoose gaming books, and even developed a "Sons of Cimmeria" club where those who had shelled out the money for this flawed first printing would not only get free electronic updates, but a whopping 60% off of the updated (read: "corrected") copy. (For details, check out the Mongoose messageboards at
www.mongoosepublishing.com - go to the messageboard section of the website; Conan has its own boards, where you can also read threads on the corrections as the Mongoose folks figure them out. The messageboard community also has quite a few interesting ideas for Conan campaigns. While you're perusing the Mongoose website, be sure to check out the "Free Material" section, too, where you can download Conan character sheets, the Hyborian Age world map, mass combat rules, and the FAQ.) I have to say, while it's disappointing that
Conan has all of these problems to begin with, it's heartening to know that Mongoose is actually doing something about them, and in a timely manner, too.
If you're not picky about your spelling and grammar, and don't mind having to check a website to figure out which of several conflicting rules is the intended one, then you can easily consider
Conan to be an unqualified success. Personally, I think
Conan deserves a "5" rating based solely on its perfect capture of the "Hyborian Age feel" in the game mechanics, but I feel the massive "ball dropping" in the proofreading and editing departments drag the score down to the "high 3/low 4" area. Fortunately, I'm more impressed with the things the authors did right with this game than I'm disappointed in the various foul-ups, so I end up with a low "4 (Good)" rating. I'm sure once the updated book gets published it'll be an unqualified "5 (Superb)."