-- HYBORIAN AGE ATMOSPHERE --
When converting D&D adventures, or designing your own scenarios from scratch, pay attention to the
atmosphere of the adventure. The sword & sorcery
feel of a Conan game is a lot different than your standard western-culture based typical fantasy D&D game.
Be mindful of the descriptions of clothes on the NPCs, especially in urban settings. Different parts of the known world have different tastes in fashion. Use the Conan comics and movies as a guide (if you agree with that interpretation), or use your own vision of what Conan's world would look like based on Howard's descriptions. I think the Age of Conan MMO game has a fantastic look that screams, "THIS ISN'T D&D!" And, there are a ton of pics for that game on the net. Another favorite source that I use is Marvel's Savage Sword of Conan. Though black & white, the gritty feel of the Hyborian Age is present in every frame.
The next time you describe an NPC, consider making him barefoot and shirtless. Having him wearing billowy cotton breeches or maybe some sort of ancient Greek looking kilt with sandals.
Look at this drawing of a scene from The God in the Bowl....
Conan wears a kilt, but not one that you would typically think of him wearing, and little else. Look at the men. They wear tunics and sandals. Even the soldiers have a different look than you normally see in typical fantasy.
In this scene from The Savage Sword of Conan....
Conan wears a leather vest, bear-skin loin cloth, a studded belt, and heavy dock boots.
You don't see a lot of people in urban areas parading around wearing armor, except for the watch. Not every foe your PCs fight have to be wearing armor. Many will have no armor and be unarmed, except maybe for a dirk or knife or poinard. Consider using more non-lethal fist fights in your game. Not ever fight has to be to the death. Use the grappling rules!
Another thing that you don't normally see in typical D&D are whores and slaves. In many parts of the known world, slavery is practiced and is common place. And, in almost all parts of Conan's world, whores ply their trade! Make sure that your players see them, often, in your game.
You can have fun with this. Give a whore a power akin to the D&D Charm Person spell. Roll the NPC whore's Perform (Dance) skill against a player's Sense Motive skill. If successful, give the whore some power over the PC as if he were just hit with a lite Charm Person spell. That's a way to bring lust into the game, mechanically. Modify the Sense Motive roll based on the player's roleplaying of the character and the character's likeliness to be lustful for women.
Think about the names you use in the game. The names of places and the names of NPCs. If you are converting from a D&D module and you see a gnome named Eldak Littleknight, make that character human, of course, and name him something like Abam El-Dak, if in Shem. Or, Eldono Lilnono, if in Argos. You can keep the essence of the character, but meld that with the aspects of the human character race that you've chosen for him when transplanted into the Hyborian Age.
In my own campaign, I've taken Kendall Keep, from the AD&D adventure Return to Keep On The Borderlands, and changed it to the Ceras Outpost--a place similar to the vacant Shaipur Outpost shown in the 2011 Conan The Barbarian movie. I've kept, but reimagined, some of the characters, too. Instead of Laurl, I have Laurro. Instead of Charl, I have Grazzi Marchani. Instead of Sabine, the female gatekeeper, I have Savini Rahls, the male gatekeeper.
Tella, the young stablegirl is still Tella, the young stablegirl, because I thought the character interesting and memorable. Where she's a cute, breath of sunshine in the happy, rated G, D&D adventure, I've made her more dark--and what I think is even more interesting. She's definitely memorable.
Tella is just 14 (which is an adult in the Hyborian Age). She stands about 5'4", blousey tunic tucked into homespun overalls. Barefoot. A large, wide-strapped pouch bisects her torso. When the PCs first see her, she'll be sitting, cross-legged right in the center of the entrance to the open stable. Tella will be starring back at them, unblinking, fixated on newcomers.
There's a very nice dock knife in a leather scabbard tied to her waist with a bit of rope. The PCs probably won't notice the hand axe that has its own hoop on the back panel of the pouch, unless Tella takes it out. That, and the dock knife, are her two main working tools. She'll use one end of the axe like a hammer.
She's got sandy blonde hair, but it's not hard to see large area on the back right part of her head where the skin is scarred and the hair won't grow. You can't miss the spot, if you stand behind her. It's about the size of a fist. What happened to her? Did she get kicked in the head by a horse? Or...is that a burn wound?
Tella is friendly, almost to a fault. She's still a happy kid, though her build make her look more like a boy. She's very flat chested, small and skinny. She loves animals--all kinds. It's not unusual to find her squatting and carrying on a one-sided (is it?) conversation with a new horse or stray dog.
She's quick, too. Quite intelligent. She can actually read! But, sometimes, what she says is a bit disconcerting. She might start talking about how the cattle have crab legs and walk sideways in the noon-day sun. Or, when she's telling you about her prices, she might say, "It's a hammer a day to for a rub down and oat--half that for just barn hay, except on days when it rains blood." And, if you get to know her, what she says, in a gleeful high-pitched voice, can turn quite dark, like when she speaks of the soldiers who held her down and felt her on the inside with those long crotch fingers they have.
Yeah, it's dark. But, it's interesting, too. And, Tella is now an unforgettable character that the players will meet on their travels during the Hyborian Age.
One last comment on atmosphere: Remember that characters of the Commoner class are illiterate. Some Hyborian Age races may only have a spoken language. The PCs are literate, but the PCs aren't the norm. So scale back on worded signs. Use a lot more symbols. You may even develop some universal symbols (for a specific geographical area) that the players will come to know. Taverns may not have the word "Tavern" on their signs, rather it may just be an etched picture on wood. The One-Eyed Cat may have a board show...yes, a one-eyed cat.
There are very few maps known to exist, and those that are found are valuable/expensive but probably crude and not accurate. They're best used for direction but not distance. Again, there are very few words and more symbols used on the map, too. PCs may have to figure out what a symbol means in order to use the map correctly.
The written word is the domain of Scholars. Of course scrolls and letters and books exist. It's just that there is a small, elite class of people who can read and write--usually nobles, wealthy merchants, priests, and Scholar classed characters.
So, if your adventure hinges on the characters finding a letter that, after reading, presents a mystery, consider a different way to bring the mystery into the game, more fitting with the Hyborian Age. Or, if the PCs are given a right-of-passage document by a local lord, the actual document is more likely a symbol or mark because most guards cannot read.
If you put some thought into it, there is a lot of detail like that that you can use to make your game
feel like a Conan tale. And, your players will eat it up.
A Special Note on Converting NPCs: I do use a lot situations, encounters, characters, and maps from other games--especially from 3.5 D&D. But, I always heavily modify the material, and I always morph it into something that fits well into the Hyborian Age. I find that lower level D&D adventures are easier to convert because, with the higher level stuff, the adventures become more magical. I want to throw out all the fantasy stuff--no more gelatinous cubes and umber hulks. Trolls, goblins, bugbears, hobgoblins, and the like will often become humans--sometimes of different races, where all hobgoblins become human city guardsmen. Trolls become assuri mercenaries. Bugbears become Cimmerian barbarians, and the like. I also cut down on the number of encounters. Instead of a partying being attack by skeletons as a wandering monster along the road, then by an ankheg in a farmer's field, then by bandits, and finally by a group of three wyverns, I'll change this to just the bandits (humans, of course, even if they were originally goblins) and maybe one wyvern. The atmosphere of the Hyborian Age isn't encounter after encounter. It's a memorably encounter here, and a memorable encounter there, with more of a story linking the encounters together (Why are the bandits on the road? Does the wyvern lead to the necromancer at the climax of the story?)
When converting NPCs from d20 D&D adventures, I always make sure to completely re-roll their stats and build the NPCs new, from scratch, using the Conan RPG rules. I might keep the essence of the character as I describe earlier in this post, but the character stats are all fresh and new and appropriate for my game. I find that D&D stats tend to be more "heroic" than what is called for in the Hyborian Age. I roll most characters using the standard method of 4d6, drop lowest, arrange to taste. Sometimes, on very minor commoners, I'll just roll 3d6. And, I use an online roller so that I can roll multiple sets of stats at one time. I'll have that open in one window and my Word doc open in another, where I am recording my notes for the game session.
I roll instead of use the arrays because it often leads me to interesting characters. For example, take Tella, whom I told you above earlier in this post. Her original stats in the AD&D adventure are: STR 13, DEX 16, CON 15, INT 12, WIS 8, CHR 14.
Those are some pretty damn good rolls! I used the online roller to roll up a new set, and I got: STR 13, DEX 16, CON 10, INT 12, WIS 5, CHA 14.
I tried to mimic the strengths and weaknesses of the original character with the new rolls. The score of 5, I placed in WIS, since that was the weakest stat for the original character. But, this also led me on a creative route where I asked myself about the 5 WIS. That led to the description of the bow or burn to the back of her head and her moments drifting off into I-don't-know-land while she is talking.
Another original AD&D character, Sabine the gatekeeper, had these stats as printed in the adventure: STR 17, DEX 11, CON 18, INT 13, WIS 12, CHR 12. Wow, that's a damn strong character for the Hyborian Age. I used the roller, making the suggested rolls of 4d6, drop lowest, and now the new Hyborian Age character, Savini, has these stats: STR 14, DEX 10, CON 17, INT 13, WIS 12, CHR 12. Again, I tried to mimic the original character rolls as best I could using the new rolls.
When converting, you'll want to double check (and possibly re-roll, as I have) any character stats because often I find the simple NPCs will have better stats than the main player characters.