Conan campaign vs D&D one

Stef

Mongoose
Just how close/far from a regular D&D are your games getting?

All the major archetypes are present. Some areas of Hyboria are pretty technologically advanced. We got monsters, magic, etc...

I'm curious how the GM/players out there who have played Conan compare it with their regular d&d/ad&d/insert popular medieval fantasy rpg system?

I'm currently preparing my new Campaign and am going through the Conan 2e rulebook. I got the mechanics part covered, but I was wondering about the all important non-mechanical aspect.
 
I get as close to D&D as the D20 system will limit me getting closer. D&D Is monster and magic based, hack and slash, then gain experience.

That is NOT what Conan is about to me.

Just the feel, sights, sounds, and smell of Hyboria, differ greatly to even the most premise D&D Campaign setting.

If you take away the magic for everything and the monsters that get killed just for killing -when running D&D - You will have a varient of Conan.
 
I play both. Huge difference. DnD is about the amassing of wealth, shiny bits, and powers. Conan is the opposite. Even at 15th level, you might still have little but the shirt on your back. In DnD, you have kit worth the government budget of a 3rd World country.
 
Hi,

Yes there are many differences between both systems and the settings of different games.

I don't think I would let a mechanics system put me off playing a game but I do find some systems better than others, I don't like the 'hit points/damage system' and prefer something along the lines of rulequests hit locations and taking penalties for damage to locations.

Settings vary enormously and impact a lot on game play, I recently ran a game set in a futuristic setting that my players were unfamiliar with and found it a struggle to keep the game on track and interesting.

Players sometimes have an expectation of what will be available in a game (magical healing, the monk character class, elves, +97 swords of total annihilation or whatever) none of which are available in Conan. Some may only have played one system / setting before.

A good GM and module writers will work to capture the feel of the setting which means modules written to give the feel of 'forgotten realms' or whatever will tend not to work as well converted to 'CONAN' as modules written for the 'CONAN' setting.
 
Although the feeling of the Conan game is different from D&D's (no elves & orcs, no Gandalf like Archmage, no magic item galore...), Conan RPG suffers from the same drawbacks than its elder: rigid class system, stupid tables, lousy levels, silly alignments, neverending feat lists and all the stuff that sucks in D&D...
it's just the gritty approach of the world that makes the difference: No healing priests or resurrection, only dark gods, decadent savagery and forgotten civilzations. Survival depends on human ability, wits and good steel, you can't count on your +4 magic sword or fireball spell.
Read Tolkien, then read Howard. The differences in the books are the differences in the game...
 
Daubet Herve said:
Conan RPG suffers from the same drawbacks than its elder: rigid class system, stupid tables, lousy levels, silly alignments, neverending feat lists and all the stuff that sucks in D&D...

Actually, most of the stuff that sucks in D&D (resurrection, magic as "technology", pseudo-medieval worlds that do not take the abundance of magic into consideration, etc.) is not there in the Conan RPG... and alignments are definitely not in there ... !

- thulsa
 
Hervé said:
Conan RPG suffers from the same drawbacks than its elder: rigid class system, stupid tables, lousy levels, silly alignments, neverending feat lists and all the stuff that sucks in D&D...

The class system is not as rigid given the ease of multiclassing in Conan and a t least the classes relate to the characters background much better than DnD, Yup some stupid tables, yup levels are a wierd idea (I am 9th level programmer), Conan as noted doesn't have alignment or did I miss something ? The feats are an improvement on the old skills method they do give a lot more individuality to a character but the whole D20 style game would have to go to improve that, The magic system is a massive improvement on DnD but still makes a nth level sorcerer pretty much the same as every other nth level sorcerer which is a pain.

Still they could have used Rulequest......
 
Stef said:
Just how close/far from a regular D&D are your games getting?

All the major archetypes are present. Some areas of Hyboria are pretty technologically advanced. We got monsters, magic, etc...

I'm curious how the GM/players out there who have played Conan compare it with their regular d&d/ad&d/insert popular medieval fantasy rpg system?

I'm currently preparing my new Campaign and am going through the Conan 2e rulebook. I got the mechanics part covered, but I was wondering about the all important non-mechanical aspect.

I was playing a D&D campaign concurrently with my Conan campaign.

Nonmechanically, there were big differences in flavor or logic. D&D tends to be kitchen sink. Today we fight dragons, tomorrow it's demons, then there are the unpronouncable monsters, the vampire wizard, etc. Let me summon an elemental because I otherwise suck at fighting. Wait, let me put an undeadbane on your sword. Whatever.

D&D taught me to hate elves. I can't stand the goofy every race stuff that D&D and ripoffs foist upon us. I can live with about one other PC race. Conan's tribal world, OTOH, is the sort of thing that interests me - plausible diversity.

While our D&D campaign strived for low magic and less of the fantastical and seemed to have similar bad guys across sessions, the world has (we switched systems) everything it it. And, the party makes little sense. We have a couple of gnomes - druid and artificer, a paladin, a noble fighter, and other random stuff. The latter two ended up multiclassing into dragon shaman (forced multiclassing rules) as part of the story.

Our Conan campaign may have fantasy elements, but it's down to earth. People, which are far more important than monsters in Conan, behave with recognizable motivations and the monsters are plausible and less free form. Magic isn't reliable and necessary in Conan like in D&D.

While it borders on mechanics, skills in our Conan game are terribly important. The greatest threat to our party has been climb and swim checks. But, we use things like diplomacy all of the time, as well. D&D tends to be about firepower (which is why we sucked all of the time). Conan has been about overcoming a variety of obstacles in whatever way we could and not just killing everything.

In part due to the necessity of equipment in D&D but also to what seems to be a basic drive - getting more powerful, D&D is often about fighting to the death. Conan for us has often been about avoiding something that we couldn't deal with.

Contrary to what a couple of people said in another thread, D&D is not remotely high fantasy. D&D is hack and slash fantasy, video game fantasy, or whatever you feel like calling it - it created its own genre. In this regard, it doesn't do a good job simulating any sort of recognizable literary fantasy I'm familiar with prior to its existence. You could of course play it or modify it to try to conform to some other genre. Which is precisely what Conan tries to do and I think does a fairly good job. Conan is recognizably sword and sorcery.

So, if I went with the most basic difference nonmechanically, I would reiterate "down to earth".
 
Ichabod said:
Stef said:
Just how close/far from a regular D&D are your games getting?

All the major archetypes are present. Some areas of Hyboria are pretty technologically advanced. We got monsters, magic, etc...

I'm curious how the GM/players out there who have played Conan compare it with their regular d&d/ad&d/insert popular medieval fantasy rpg system?

I'm currently preparing my new Campaign and am going through the Conan 2e rulebook. I got the mechanics part covered, but I was wondering about the all important non-mechanical aspect.

I was playing a D&D campaign concurrently with my Conan campaign.

Nonmechanically, there were big differences in flavor or logic. D&D tends to be kitchen sink. Today we fight dragons, tomorrow it's demons, then there are the unpronouncable monsters, the vampire wizard, etc. Let me summon an elemental because I otherwise suck at fighting. Wait, let me put an undeadbane on your sword. Whatever.

D&D taught me to hate elves. I can't stand the goofy every race stuff that D&D and ripoffs foist upon us. I can live with about one other PC race. Conan's tribal world, OTOH, is the sort of thing that interests me - plausible diversity.

While our D&D campaign strived for low magic and less of the fantastical and seemed to have similar bad guys across sessions, the world has (we switched systems) everything it it. And, the party makes little sense. We have a couple of gnomes - druid and artificer, a paladin, a noble fighter, and other random stuff. The latter two ended up multiclassing into dragon shaman (forced multiclassing rules) as part of the story.

Our Conan campaign may have fantasy elements, but it's down to earth. People, which are far more important than monsters in Conan, behave with recognizable motivations and the monsters are plausible and less free form. Magic isn't reliable and necessary in Conan like in D&D.

While it borders on mechanics, skills in our Conan game are terribly important. The greatest threat to our party has been climb and swim checks. But, we use things like diplomacy all of the time, as well. D&D tends to be about firepower (which is why we sucked all of the time). Conan has been about overcoming a variety of obstacles in whatever way we could and not just killing everything.

In part due to the necessity of equipment in D&D but also to what seems to be a basic drive - getting more powerful, D&D is often about fighting to the death. Conan for us has often been about avoiding something that we couldn't deal with.

Contrary to what a couple of people said in another thread, D&D is not remotely high fantasy. D&D is hack and slash fantasy, video game fantasy, or whatever you feel like calling it - it created its own genre. In this regard, it doesn't do a good job simulating any sort of recognizable literary fantasy I'm familiar with prior to its existence. You could of course play it or modify it to try to conform to some other genre. Which is precisely what Conan tries to do and I think does a fairly good job. Conan is recognizably sword and sorcery.

So, if I went with the most basic difference nonmechanically, I would reiterate "down to earth".

I totally get that! I'm currently going through the novels and comics to prepare for my first game of conan... I was just reflecting how this type of campaign (Conan) was pure fantasy (however gritty) as opposed to D&D, which is more a superhero-fantasy hybrid...
 
Perhaps you should purchase a DD adventure and adapt it to Conan RPG, keeping only what you want. You will thus decide how much weird fantasy you'll alllow in your world.

The most difficult part is definitely magic (spells and items) because DD relies heavily on the power of magic but the varieties of high fantasy species may also cause a problem because DD has a lot of civilized races and creatures while inhumans in Hyboria are either feral or decadent races.

However, I would keep the spell powers of almost every (ennemy) clercs because this could help surprise the players and emphasize the unknown powers even if they have read Howard and know what they might expect.

I would then advise you to buy Thulsa's campaign setting: ancient kingdoms: Mesopotamia. It is with D20 rules but with the Conan setting in mind.
 
Hervé said:
Read Tolkien, then read Howard. The differences in the books are the differences in the game...
I wouldn't compare both authors in opposition. Even there weren't any dwarves or elves, Tolkien's books would be pure sword & sorcery.

DD's magic has nothing to do with Tolkien's. In fact, magic in the 3rd Age is scarcer than in the Hyborian Age where even Gandalf doesn't have the intrinsic power of a DD mage
 
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