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Robert E. Howard's Conan AMA With Jason Durall & Chris Lites
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<blockquote data-quote="Deuce Traveler" data-source="post: 6845705" data-attributes="member: 34958"><p>I never played any of the Conan pen and paper RPGs, but I read each and every one of REH's Conan stories and have the complete collection in my library and have also collected many of Marvel's old Savage Sword of Conan large comics. The Conan stories are very physical and brutal, though tinged with a bit of the alien science fantasy, mysticism, ritual magic, strange and unique monsters, local political strife, conflicts of cultures, and the generally weird.</p><p></p><p>Recent Dungeons and Dragons editions are in many ways different. There are numerous ways to win challenges outside of the physical, older modules shy away from science fiction, magic has very strict rules, monsters are statted and usually work in groups, politics and culture are usually simple background flavor, and the Far Realm is as weird as it gets.</p><p></p><p>How do you take a group of roleplayers used to such systems as Dungeons and Dragons, and ease them into a ruleset that can emulate REH's Hyboria? What sacrifices had to be made to accommodate such players? Is the ruleset more enjoyable with a group of players and a single GM, or would it be better with a single player vs single GM? What is your favorite REH story? Which tales had the most influence on how you designed your RPG?</p><p></p><p>I also want my promised prophecy and I Ching fortune.</p></blockquote><p></p>
[QUOTE="Deuce Traveler, post: 6845705, member: 34958"] I never played any of the Conan pen and paper RPGs, but I read each and every one of REH's Conan stories and have the complete collection in my library and have also collected many of Marvel's old Savage Sword of Conan large comics. The Conan stories are very physical and brutal, though tinged with a bit of the alien science fantasy, mysticism, ritual magic, strange and unique monsters, local political strife, conflicts of cultures, and the generally weird. Recent Dungeons and Dragons editions are in many ways different. There are numerous ways to win challenges outside of the physical, older modules shy away from science fiction, magic has very strict rules, monsters are statted and usually work in groups, politics and culture are usually simple background flavor, and the Far Realm is as weird as it gets. How do you take a group of roleplayers used to such systems as Dungeons and Dragons, and ease them into a ruleset that can emulate REH's Hyboria? What sacrifices had to be made to accommodate such players? Is the ruleset more enjoyable with a group of players and a single GM, or would it be better with a single player vs single GM? What is your favorite REH story? Which tales had the most influence on how you designed your RPG? I also want my promised prophecy and I Ching fortune. [/QUOTE]
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