arkham618 said:
To answer your question, though, I would like to have seen a streamlined combat system in the Conan RPG, one that captured the frenetic pace of the fictional battles, in which Conan and his companions cleaved through platoons of disposable minions en route to the evil demon/sorcerer/whatever. .
Thank you for your well-thought out response. You might be interested in
Conan: Pirate Isles or
Conan: The Free Companies, then. Both have narrative combat systems that would be in line with what you are mentioning.
arkham618 said:
I would also like to have seen sample NPCs (major and minor)
All of the supplements do this.
Conan: Across the Thunder River and
Conan: Shadizar have a plethora of such NPCs, but all the supplements have them. Did GURPS Conan present a lot of NPCs?
arkham618 said:
an even more restricted magic system than was presented (sorcerers in the literature were exceedingly rare, extremely powerful, and usually quite solitary -- a case could be made for disallowing magic to PCs altogether),
Individual GMs can do this as desired. Many of the pastiches have DnD style sorcerers running around with Conan (Steve Perry's Corinthian Squares come to mind), so the magic system is flexible. Both types of game can be run. It is up to the Games Master to present the appropriate atmosphere for his campaign. (I wonder why so many people seem to want rules for something the Games Master should take responsibility for.) There is a section in
Conan: The Scrolls of Skelos that discusses the magical atmosphere. All the spells in the core rules are present in the Howard short stories, though. The spells are not DnD conversions by any means.
arkham618 said:
more extrapolated background material (I've seen the Howard essay already, thanks), an accurate map
Both present in the supplements. Not everyone has seen the Howard essay, though. I think its inclusion is appropriate.
arkham618 said:
fewer instances of obvious cut-and-paste from the SRD, and a mass-combat system (in the core book, where it belonged, not as a doh-woopsy web enhancement).
I actually prefer the narrative systems of mass combat presented in
Conan: Pirate Isles and
Conan: The Free Companies.
arkham618 said:
They'd have to churn out a real gem to get me to change my mind, and so far I've heard nothing to indicate that they have.
If you have a chance, and do not mind, check out
Conan: Across the Thunder River.
arkham618 said:
I feel that GURPS Conan provided a broader base for adventuring, perhaps because it drew on the pastiches as well as the original stories, which increased the available background material. Yes, the non-Howard stories themselves were stylistically inferior, but they fleshed out whole sections of the Hyborian world for which little or no information was previously available. (When writing serial fiction, it's okay to leave big chunks of the setting undefined, but not so in an RPG.)
Conan: The Road of Kings and
Conan: Shadizar draw upon pastiche sources, both the Tor series and the comics.
arkham618 said:
The GURPS version also presented magic as much more esoteric and rare than the OGL version, IMO, which seemed to be trying for a compromise between its D&D (high-magic) heritage and the subject matter. The GURPS combat rules were too involved, but it would have served OGL Conan to move away from that example, not toward it.
I will have to see what GURPS did with magic, then. As it stands, my players avoid
Conan the Roleplaying Game magic because of its corruptive effects and the generally nasty way it is presented. Again, a Games Master's choices can make all the difference here.
Thank you so much for your answers. You have given me some things to think about as I continue the series.
Vincent N. Darlage