Future Supplements

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I'd like to repeat the previous requests for a Games Master screen - perhaps done like the Judge Dredd one, with a booklet of cool NPCs in the center and perhaps some minor bits of interest.
 
I was just thinking that a GM screen would be perfect. There are enough rules changes to invalidate the 3.5 screens and of course the weapons and armor are completely different.
 
What I'd like to see is a book on character development. Maybe something like the Quintessential series, but a single book covering all the Conan character classes. Things like character concepts and career paths, setting-specific for the Hyborian Age would be very useful, and advice on multiclassing too. A guidebook for creating fully developed Hyborian characters, that's what I want.
 
GM screen! Landscape format, please.

Pretty please with finest Stygian smokeweed on top?
 
Zeus said:
( My first post here, so... ummm... hi :D )
Hi Zeus

Zeus said:
1. Campaigns. This is what many other RPGs lack. A good, challenging ( both in terms of wits and swordplay :) ) campaign is IMO a must.

Across the Thunder River should have what you want. I'm not currently planning a long 'every encounter plotted' campaign for Conan but more all of the tools, stats and storyline you need to run one for your own party.

Zeus said:
2. City guides & detailed info on certain areas not covered in the Road of Kings. I think it is a good idea to make supplements containing a campaign AS WELL AS info about the places it uses as a backgound. Campaign + guide :)

Shadizar will be the first city guide. The Barachan isles will also be featuring in more depth in Pirate Isles.

Zeus said:
And some things I didn't like in D&D supplements ( and would like you guys to avoid in Conan books ):

1. New spells and such. I guess Scrolls of Skelos is quite enough. New spells make the game much more complex and demanding. It is, for example, almost impossible to make a decent investigation-based adventure with all those magi raising the dead and asking them: "Who is the killer?" :D. Considering 100+ spells in every plot is frustrating.

There'll be some more sorcery in Pirate Isles that's ship-specific and some more magic for the Picts. I'm not envisaging the number of spells growing too much after Scrolls of Skelos though.

Zeus said:
2. Prestige classes - too much of these in D&D IMHO. It's pretty easy to make a new prestige class, but it's hard to make it balanced and worth consideration. D&D Classbooks are full of this crap.

There are a very few prestige classes in Skelos which are probably going to see more GM than player use. Prestige Classes in Conan will be very setting specific. No 'generic' swordsman but you might see an ultra specialised Gunderland Pike prestige class. Primarily the question for Conan Prestige Classes is 'can this be done in any other way than a Prestige Class'.
 
J-Star said:
What I'd like to see is a book on character development. Maybe something like the Quintessential series, but a single book covering all the Conan character classes. Things like character concepts and career paths, setting-specific for the Hyborian Age would be very useful, and advice on multiclassing too. A guidebook for creating fully developed Hyborian characters, that's what I want.

I'm playing around with the concept for something like this and Free Companies should have this in part for the mercenary type. If we do a player's guide to Conan then this would likely be a large chunk of it, however.
 
I would likt to see a kind of area or kingdom book for more background.

Wulfhere
 
Anonymous said:
I would likt to see a kind of area or kingdom book for more background.

Wulfhere

This year we have 'The Road of Kings: The Hyborian Gazeteer', 'Across the Thunder River' and 'Shadizar, City of Wickedness'. All three of those detail areas in more depth. There'll be more setting books (assuming you guys keep supporting the line) next year. Signs and Portents will also be featuring information on some areas that won't get full setting guides themselves. Right now, for instance, the April edition (issue 9) is being sent to print featuring more material on Hyperborea, by Vincent Darlage.
 
Got my rulebook on tuesday....then I could say more..but what I see at the moment...perfect :lol:
 
Just based on an initial read of the book (which is truly praiseworthy - I'm not a Howard convert) and some comments from friends who are interested in running or playing the game:

A Campaign Book: I'd love to see a solid, fully fleshed out example of how to make a campaign that manages to pay homage to Howard's work while also supporting a group dynamic over time. And while the stories are very episodic and wide-ranging in time and place, I'd prefer something that supports a more linear and homespun epic feel for the party. Alternately, perhaps suggestions of how to maintain an episodic campaign and frameworks for groups of adventurers to stick together.

An Adventurer's Guide: I'd really like to see something that'd help players make their heroes as distinct and memorable as the Big C himself. I realize he's going to cast a long shadow in any game set in his world, but more options for differing types of characters and scenarios would be nice. More combat manoevers, Feats and other crunchy stuff would be peachy, too.

A Games Master Screen: Because I like 'em on principle.

Adversaries Book: I'd like a book chockful of NPCs - taken from Howard's stories and/or simply done in the same vein. As others have noted, making NPCs in D20 can be a pain and anything that lets me just plop down pirate hordes or Stygian masterminds when I need them with a minimum of effort makes me happy. I also find these kinds of things more useful than adventure books, truthfully; an inspiring villain can spin off ideas easier than trying to rigidly stick to a pre-plotted book.
 
MongoosePaul said:
Across the Thunder River should have what you want. I'm not currently planning a long 'every encounter plotted' campaign for Conan but more all of the tools, stats and storyline you need to run one for your own party.

etc.

Excellent! Now all I have to do is sit and wait for the supplements ( I really like the idea of 'tools, stats and storyline' campaigns - flexibility is the key :) ).

Cheers!
 
spatulalad said:
As others have noted, making NPCs in D20 can be a pain and anything that lets me just plop down pirate hordes or Stygian masterminds when I need them with a minimum of effort makes me happy. I also find these kinds of things more useful than adventure books, truthfully; an inspiring villain can spin off ideas easier than trying to rigidly stick to a pre-plotted book.

This is one of the reasons I've decided to post my NPCs on my website (the other reason is to familiarize myself with the character generation rules). I know what a pain it is to create them, especially when you need a good NPC on the fly. Feel free to plunder anything and everything on my site. I'm also hoping other GMs will submit their efforts as well.
 
ALSO I see that the scroll is a paperback but the road of kings is HB

How are the other products planed to be bound?
 
New to the list and to the game but...

1. Campaigns - A Great Failing of the new D&D in my opinion is the constant barrage of books that focus on This Class or That Race, without adventures to run them through. I mean the Third Party stuff is there, but a company really SHOULD support their own product with Campaigns and Adventures...and how many other game companies pump out supplement after supplement without the adventures and campaigns to support thier core rules?

2. GM Screen - vital for us poor, overworked GM's.

TGryph
 
It's amazing how many of us asked for adventures, but we are told that these don't sell enough to be worth the effort. Let me turn that back on you...Most of them aren't worth buying, which is why many aren't being sold. Additionally, it's the one product that everyone SHOULDN'T have....is that the poor beleagured GM's fault??? At 38, as a Manager, Dad, Football coach and GM...I plain don't have the time to take adventure hooks and flesh them out anymore. (BTW - I did get Mesopatamia...but I'd much rather a Conan specific, not a conversion...
 
I've found that much cool products are those that have well fleshed out NPCs with complex motivations written out. Some of them can dove tail based on locality or morality and then GMs can develop thier own adventure hooks off the NPCs they dig most.

Personally, not being an avid Conan-a-holic and only really knowing the movie, a volume of NPCs, geograpical and landmade landmarks (canyons, monoliths, etc.) or other interesting "sight seeing" type info would help me build a campaign.

Adventures are always a relation of someone else's idea of a cool story and there's always something that doesn't fit the party of PCs that has to be tweaked.
 
I understand about tweaking adventures and don't mind that, but 2 para's of an adventure hook isn't cutting it either.

Take for example the d20 modern game. There is a list of 20 some odd free mini mods available via the official game site. I've been using these mods for most of my adventures and everyone has been happy. These PDF's are about 10-14 pages long, don't seem very complex, have very little graphics (although they usually have a map) and don't do anything more than providing a setting and series of events for those of us without time to have fun in a good d20 setting. (My hats off to Stan! who seems to be the driving force behind these.

Why wouldn't Mongoose want to do something similar?

Oh, yea - because things like this are in Signs and Portents. ...Well, I've waxed philosophical about that already... (namely, their product lines are so diverse, and I don't use their space stuff and have no interest) that I'll never buy S&P DESPITE the obvious quality of the Conan stuff being generated for it. It's just too expensive for the use it would get.
 
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