Supplement Four
Mongoose
Wow. If there were ever a sterling example of how to write a great game book, this is it. Of the three Conan RPG book reviews I've written on this forum, this supplement is the one with the most useful material (and least wasted pages) on a per page basis.
I'm trying to find something wrong with this book, and the only thing I can come up with is that Vincent spent a single page on the introduction telling us what was in the book. I dislike these types of introductions because they're a waste of space. I mean, there's a table of contents, and I'll soon know what each chapter is about. I don't need the author of the book to waste a page or two summarizing what I'm going to read. Heck, I'd rather have a cool illustration put on that page, or maybe a useful map, rather than it be spent on a summarization introduction (though an introduction that is full of useful info not listed in the rest of the book is welcome).
Since so many Conan RPG books have them, I can only assume that Mongoose requires the intros. So having included it is probably not even Vincent's fault. Even so, he's a smart writer and kept it to one page without going over.
The only other section of the book that doesn't thrill me is a couple of pages that discusses a change in power in a kingdom--as when/if the PC's take control of a kingdom the way Conan has in the stories. There's some helpful information here, but the article sure wouldn't be missed if it were replaced with something very useful to a game.
Even here, though, Vincent keeps the article to four pages.
As I said, he's a smart writer.
Let's talk about what makes the book rock--which is the entire rest of the book. This thing is full of helpful information and GM tools that will keep me returning to this book over and over again throughout my Conan campaigns.
First up, there's a very intriguing section on developing backgrounds for characters. It features lots of charts with results that get the old brainstormer going. It's a vat of creative juices. Not only is this a superb section for players to use in creating backgrounds for their characters, but it is also a gem for the GM to use when creating memorable NPCs. And, since stories are centered around characters, its even a tool for the GM to use in creating his universe.
For example, let's say you're designing a major bad-guy NPC for your game and roll up that he prefers clothing in foreign styles. Well, that could apply to just the NPC, or the GM could think it out more and decide that the NPC dresses like the rest of the population. So, why then, does the population like foreign styles? And which foreign styles?
Were they once conquered by a nearby kingdom and now long for the days when that was true?
Is it that the NPC has a vice like grip on the population, and they follow him, even in the way he dresses?
Maybe it's just a local fad--something that is popular at the moment. The GM could turn this into the hook to get the players in the area. Let them hear that these types of clothes are commanding high prices, and instead of risking their lives going after a rumored pirate's hoard, the PCs can take it easy a bit by making a trading run into the area.
Do you see all that--that I've written above? That all came from one die roll on one chart in this book.
Yes, this book is a creative fountain.
The background section widens into an interesting section that discusses the character's ability stats and what they can translate to in reality. I love this sort of stuff. It makes the numbers really "mean" something, and it helps the players get a real grasp on the stats.
For example, if the character's DEX score is higher than his CON score, and his CON score is higher than his STR score, then the character is most likely built on a hardy, dextrous, but skinny frame. He probably looks more like a tall, long swimmer or basketball player than he does a gymnast or a weightlifter.
With this type of character, Vincent suggests giving the guy a +1 bonus to any Escape Artist checks but a -1 penalty to STR checks to avoid a Bull Rush or Overrun.
This example shows you one of the things I love about Vincent's writing. He not only gives it to you with the text, but he also shows you how to implement what he's tallking about in the game with mechanics. I've noticed that most other Mongoose Conan authors don't do that. Here, we understand that certain stats might make a certain body shape (at the player's option, of course), but also some little tweaks to the game that makes that choice come alive mechanically. All of Vincent's writings through his various books are sprinkled with this type of thing.
With the mental stats, Vincent really gets pretty deep. I like that. He mentions that Conan's personality is probably a Dominator/Competitor. The book explains what that means.
As a player, or a GM setting up a personality with an NPC, one can arrange stats to get a desired result. Or, the stats can be randomly placed or used as rolled, then checked in the book to see what kind of personality might be appropriate for that type of stat combination.
Or, it can be ignored all together.
It's a damn interesting chapter, though, with lots of revisiting potential i the future. Entire families can be created using what Vincent has put in this book.
The next section of the book is also excellent. Vincent discusses variant races that can be used for characters in the game. In this section, too, you will see the first of several charts that shows you where to locate similar information in other Conan RPG books.
Excellent resource.
The equipment section that Delarge includes is distinguished in that he spends more time than most describing cutlure specific gear. That's very useful to the roleplayer. He's also got several optional starting equipment packages to choose from, based on race.
There is a section on new Feats, Skills, and Combat Maneuvers. And, I always love it when Conan authors take skills from the Core rulebook and show you how to use them in unexpected ways. In this regard, Vincent doesn't disappoint.
There's a naming chart section in this book--to flesh out the few suggested names given in the Core rulebook, and these are separated by race.
There's a section that focusses on Noble classed chracters which discusses Title conventions in the Hyborian Age.
One section that had potential to be wasted space is a couple of pages on "Roleplaying Tips". But, again, Vincent does an excellent job of providing useful information. USE YOUR FATE POINTS! He recommends. Don't "save" them. He also suggests to put at least a 12 in your INT score, if you can arrange by taste, explaining how important skills are in this game. Again, Vincent is a smart writer. He kept this section to only two pages--he got in, told us some useful stuff, then got out.
That's why he's a fan favorite.
The book gives us some new spells, for the sorcery lovers. There's a nice section on roleplaying particular types of characters, called "Hyborian Age Voices". And, God bless him, Vincent even provides an Index.
Folks, you can't go wrong with this book. Just about every page of it is useful, and it's one of those works you will use over and over again, as you create characters for your game.
This one is a definite buy.
I'm trying to find something wrong with this book, and the only thing I can come up with is that Vincent spent a single page on the introduction telling us what was in the book. I dislike these types of introductions because they're a waste of space. I mean, there's a table of contents, and I'll soon know what each chapter is about. I don't need the author of the book to waste a page or two summarizing what I'm going to read. Heck, I'd rather have a cool illustration put on that page, or maybe a useful map, rather than it be spent on a summarization introduction (though an introduction that is full of useful info not listed in the rest of the book is welcome).
Since so many Conan RPG books have them, I can only assume that Mongoose requires the intros. So having included it is probably not even Vincent's fault. Even so, he's a smart writer and kept it to one page without going over.
The only other section of the book that doesn't thrill me is a couple of pages that discusses a change in power in a kingdom--as when/if the PC's take control of a kingdom the way Conan has in the stories. There's some helpful information here, but the article sure wouldn't be missed if it were replaced with something very useful to a game.
Even here, though, Vincent keeps the article to four pages.
As I said, he's a smart writer.
Let's talk about what makes the book rock--which is the entire rest of the book. This thing is full of helpful information and GM tools that will keep me returning to this book over and over again throughout my Conan campaigns.
First up, there's a very intriguing section on developing backgrounds for characters. It features lots of charts with results that get the old brainstormer going. It's a vat of creative juices. Not only is this a superb section for players to use in creating backgrounds for their characters, but it is also a gem for the GM to use when creating memorable NPCs. And, since stories are centered around characters, its even a tool for the GM to use in creating his universe.
For example, let's say you're designing a major bad-guy NPC for your game and roll up that he prefers clothing in foreign styles. Well, that could apply to just the NPC, or the GM could think it out more and decide that the NPC dresses like the rest of the population. So, why then, does the population like foreign styles? And which foreign styles?
Were they once conquered by a nearby kingdom and now long for the days when that was true?
Is it that the NPC has a vice like grip on the population, and they follow him, even in the way he dresses?
Maybe it's just a local fad--something that is popular at the moment. The GM could turn this into the hook to get the players in the area. Let them hear that these types of clothes are commanding high prices, and instead of risking their lives going after a rumored pirate's hoard, the PCs can take it easy a bit by making a trading run into the area.
Do you see all that--that I've written above? That all came from one die roll on one chart in this book.
Yes, this book is a creative fountain.
The background section widens into an interesting section that discusses the character's ability stats and what they can translate to in reality. I love this sort of stuff. It makes the numbers really "mean" something, and it helps the players get a real grasp on the stats.
For example, if the character's DEX score is higher than his CON score, and his CON score is higher than his STR score, then the character is most likely built on a hardy, dextrous, but skinny frame. He probably looks more like a tall, long swimmer or basketball player than he does a gymnast or a weightlifter.
With this type of character, Vincent suggests giving the guy a +1 bonus to any Escape Artist checks but a -1 penalty to STR checks to avoid a Bull Rush or Overrun.
This example shows you one of the things I love about Vincent's writing. He not only gives it to you with the text, but he also shows you how to implement what he's tallking about in the game with mechanics. I've noticed that most other Mongoose Conan authors don't do that. Here, we understand that certain stats might make a certain body shape (at the player's option, of course), but also some little tweaks to the game that makes that choice come alive mechanically. All of Vincent's writings through his various books are sprinkled with this type of thing.
With the mental stats, Vincent really gets pretty deep. I like that. He mentions that Conan's personality is probably a Dominator/Competitor. The book explains what that means.
As a player, or a GM setting up a personality with an NPC, one can arrange stats to get a desired result. Or, the stats can be randomly placed or used as rolled, then checked in the book to see what kind of personality might be appropriate for that type of stat combination.
Or, it can be ignored all together.
It's a damn interesting chapter, though, with lots of revisiting potential i the future. Entire families can be created using what Vincent has put in this book.
The next section of the book is also excellent. Vincent discusses variant races that can be used for characters in the game. In this section, too, you will see the first of several charts that shows you where to locate similar information in other Conan RPG books.
Excellent resource.
The equipment section that Delarge includes is distinguished in that he spends more time than most describing cutlure specific gear. That's very useful to the roleplayer. He's also got several optional starting equipment packages to choose from, based on race.
There is a section on new Feats, Skills, and Combat Maneuvers. And, I always love it when Conan authors take skills from the Core rulebook and show you how to use them in unexpected ways. In this regard, Vincent doesn't disappoint.
There's a naming chart section in this book--to flesh out the few suggested names given in the Core rulebook, and these are separated by race.
There's a section that focusses on Noble classed chracters which discusses Title conventions in the Hyborian Age.
One section that had potential to be wasted space is a couple of pages on "Roleplaying Tips". But, again, Vincent does an excellent job of providing useful information. USE YOUR FATE POINTS! He recommends. Don't "save" them. He also suggests to put at least a 12 in your INT score, if you can arrange by taste, explaining how important skills are in this game. Again, Vincent is a smart writer. He kept this section to only two pages--he got in, told us some useful stuff, then got out.
That's why he's a fan favorite.
The book gives us some new spells, for the sorcery lovers. There's a nice section on roleplaying particular types of characters, called "Hyborian Age Voices". And, God bless him, Vincent even provides an Index.
Folks, you can't go wrong with this book. Just about every page of it is useful, and it's one of those works you will use over and over again, as you create characters for your game.
This one is a definite buy.