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RPG Crowdfunding News – Grim Hollow, Conan, Broken Empires, and more
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<blockquote data-quote="Bill Zebub" data-source="post: 9490042" data-attributes="member: 7031982"><p>I also read through that quickstart. I'm a little disappointed.</p><p></p><p>I mean, it looks like a fine RPG, but system-wise it also seems (to me) to be just another RPG, with a sprinkling of Conan themes. For example, the four attributes have a Conan-esque flavor, but otherwise they are just attributes like you see in any RPG. The system doesn't feel like it was created from a blank slate, starting with and always focusing on the question, "What is unique (or at least special) about the Conan stories?"</p><p></p><p>Some example themes I would have liked to have seen addressed with innovative mechanics/rules:</p><p></p><p>"Easy Come, Easy Go" After each successful adventure, treasure (and other rewards?) are lost again. Maybe a downtime system in which you "spend" your treasure (and maybe "story/success points" based on the last adventure?) to get various (random?) advantages in your next adventure. </p><p></p><p>"Weapons are Temporary". Conan is constantly losing weapons, finding weapons, breaking weapons, and using weapons unique to the land where he finds himself. This is the antithesis to the standard RPG trope, where you (usually) keep your weapon until you upgrade to a slightly better one. I'm not sure what the mechanics would be here, but something that bakes this theme into the game would be awesome.</p><p></p><p>"Savagery vs. Civilization". In the REH stories, Conan's lack of civilization is an advantage in just about every way. In an RPG, though, I would like to see a mechanic where each PC (and NPC?) has a rating on a spectrum between the two extremes (kind of like paired attributes in Pendragaon), and there is no "best" place on that spectrum. Your character might be all the way Savage, all the way Civilized, or somewhere in the middle, and there are pros and cons to each. And maybe it changes over time?</p></blockquote><p></p>
[QUOTE="Bill Zebub, post: 9490042, member: 7031982"] I also read through that quickstart. I'm a little disappointed. I mean, it looks like a fine RPG, but system-wise it also seems (to me) to be just another RPG, with a sprinkling of Conan themes. For example, the four attributes have a Conan-esque flavor, but otherwise they are just attributes like you see in any RPG. The system doesn't feel like it was created from a blank slate, starting with and always focusing on the question, "What is unique (or at least special) about the Conan stories?" Some example themes I would have liked to have seen addressed with innovative mechanics/rules: "Easy Come, Easy Go" After each successful adventure, treasure (and other rewards?) are lost again. Maybe a downtime system in which you "spend" your treasure (and maybe "story/success points" based on the last adventure?) to get various (random?) advantages in your next adventure. "Weapons are Temporary". Conan is constantly losing weapons, finding weapons, breaking weapons, and using weapons unique to the land where he finds himself. This is the antithesis to the standard RPG trope, where you (usually) keep your weapon until you upgrade to a slightly better one. I'm not sure what the mechanics would be here, but something that bakes this theme into the game would be awesome. "Savagery vs. Civilization". In the REH stories, Conan's lack of civilization is an advantage in just about every way. In an RPG, though, I would like to see a mechanic where each PC (and NPC?) has a rating on a spectrum between the two extremes (kind of like paired attributes in Pendragaon), and there is no "best" place on that spectrum. Your character might be all the way Savage, all the way Civilized, or somewhere in the middle, and there are pros and cons to each. And maybe it changes over time? [/QUOTE]
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