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Wolfenstein TTRPG Coming From Modiphius
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<blockquote data-quote="CF07" data-source="post: 9871687" data-attributes="member: 7052262"><p>Yup, that's it. They kept a mostly traditional TTRPG things intact without picking up the things that made Conan unique and different.</p><p></p><p></p><p>I totally agree, and Conan seems to switch weapons based on whatever's convenient/available. He gets a sword, breaks a sword, steals one from a foe after a hand to hand struggle, etc. They had some nice ideas with gear, such as sacrificial gear to avoid some damage, which I rather like. It means you get to sacrifice your shield or sword to keep yourself alive. That's VERY pulp and feels totally cool.</p><p></p><p></p><p></p><p>They did add a lot of good content but I don't think they dealt with this issue.</p><p></p><p>I had most of the books but I sold them to Noble Knight last year as I've been doing purges of my books to reduce my excess of items in my apartment. I think I still have the PDFs.</p><p></p><p></p><p>Yes, it would have made for an amazing game that's more episodic, which is a relatively unique niche in the fantasy space that's mostly dominated by "zero to hero" type advancement structures. REH did write a few longer form stories, too, e.g., <em>Red Nails</em> and <em>Hour of the Dragon</em>, so a campaign would certainly work, but Conan himself doesn't seem to advance a ton over that time. He does to some degree, I suppose, but more in terms of wisdom and gravitas than in terms of killing power.</p><p></p><p>If Conan's crunch level had been more like <em>STA</em>, where character advancement is fairly limited, I think it would have played faster and felt more pulpy. But instead it had things like hit locations and piecemeal armor, which just bogged the game down.</p></blockquote><p></p>
[QUOTE="CF07, post: 9871687, member: 7052262"] Yup, that's it. They kept a mostly traditional TTRPG things intact without picking up the things that made Conan unique and different. I totally agree, and Conan seems to switch weapons based on whatever's convenient/available. He gets a sword, breaks a sword, steals one from a foe after a hand to hand struggle, etc. They had some nice ideas with gear, such as sacrificial gear to avoid some damage, which I rather like. It means you get to sacrifice your shield or sword to keep yourself alive. That's VERY pulp and feels totally cool. They did add a lot of good content but I don't think they dealt with this issue. I had most of the books but I sold them to Noble Knight last year as I've been doing purges of my books to reduce my excess of items in my apartment. I think I still have the PDFs. Yes, it would have made for an amazing game that's more episodic, which is a relatively unique niche in the fantasy space that's mostly dominated by "zero to hero" type advancement structures. REH did write a few longer form stories, too, e.g., [I]Red Nails[/I] and [I]Hour of the Dragon[/I], so a campaign would certainly work, but Conan himself doesn't seem to advance a ton over that time. He does to some degree, I suppose, but more in terms of wisdom and gravitas than in terms of killing power. If Conan's crunch level had been more like [I]STA[/I], where character advancement is fairly limited, I think it would have played faster and felt more pulpy. But instead it had things like hit locations and piecemeal armor, which just bogged the game down. [/QUOTE]
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