So... thinking about Conan RPG

Nerhesi

Cosmic Mongoose
Hey guys,

a) So I'm thinking about getting into the Conan RPG but I'm not sure what books I should be getting?

b) How is the system? Should I use 2E or another version? I notice that there is a warriors guide for 2E but no other guides... will the other classes be at a disadvantage?

c) What is the RPG feel overall? D&Dish? High Magic and all that? :)
 
Nerhesi said:
So I'm thinking about getting into the Conan RPG but I'm not sure what books I should be getting?

All you really need is the core rulebook. Everything else is just gravy on your potatoes, specializing a taste.

The entire game is easily run using only the core rulebook.

How is the system?

Many think it the best version of a d20 3.5E game ever created. I've looked at several other 3.5 clones, and I think the Conan game is the best.

If it were more generic (meaning, could be adapted to high fantasy), and had the marketing bucks behind it, I think it would outsell Pathfinder.


Should I use 2E or another version? I notice that there is a warriors guide for 2E but no other guides... will the other classes be at a disadvantage?

There are three versions of the game. The original roleplaying game. Then, the Atlantean Edition. Then, Second Edition.

I have all three rulebooks, and I think the Second Edition is the way to go. Some will argue that the Atlantean Edition is the best rule set. I think AE is good and definitely the best looking book.

Really, any of the three are a good ruleset to use--they're all pretty close. I'd get 2E if you can, but if you can't, then get AE. If you can't get either, get the original game.



What is the RPG feel overall? D&Dish? High Magic and all that? :)

It's Conan, brother! Sword & Sorcery. Gritty. Dark. Reflecting the world that Robert E. Howard created in his Conan stories. If you've ever read Conan, Red Sonja, or Kull, (or even Thulsa Doom), you've got the idea.

No, there's not a mage in every town. Sorcery is dark, twisted nature. Sorcery is usually evil.



Take a look at my thread below, called theGM'S CLOSET. That will give you some ideas about the rules and such.
 
Thanks S4 - always a pleasure!

Quick followup question:

How easily can the previous stuff synch up with the second edition stuff? Are the new classes, spells, equipment, etc from 1st edition/atlantean edition books that I can use in second edition without any integration effort? Thanks
 
Nerhesi said:
Thanks S4 - always a pleasure!

Quick followup question:

How easily can the previous stuff synch up with the second edition stuff? Are the new classes, spells, equipment, etc from 1st edition/atlantean edition books that I can use in second edition without any integration effort? Thanks

It actually syncs up pretty easy. One of the ONLY major changes from AE to 2nd for character classes is the Temptress, who was added to the AE rules is Hyboria's Fallen. Her class was further revamped when they released 2nd ed.

The only other major change I had to deal with when incorporating AE stuff into my 2e game was sorcery styles. 2nd ed rules stated all sorcery styles get a "defensive blast" spell that was not present in AE. My workaround was to have any of these additional styles be considered "secondary" as a scholars first choice of sorcery is the only one that truly requires a defensive blast. Saved me the effort of creating spells.

As S4 stated, only the core book is necessary, but I would HIGHLY recommend "Return to the Road of Kings" (RRoK) as your second purchase. It is an awesome, rules-light, gazetteer of the Hyborian age. A good followup is the Hyborian Bestiary. While most of the antagonists will be humans, it does expand the weird things you can bump up against. Finally, if you need more, get the Player's Guide (which expands playable races, adds feats, and further expands skills; or get the Secrets of Skelos which expands on all things sorcerous.

After that, it's whatever interests you or your group. Faith and Fervour spells out religion in Hyboria, as well as its benefits. Tito's Trading Post is a great expansion on equipment (though there are changes between how some things work between AE and 2e - but nothing major). The country books spell out their nations in more detail than RRoK does, but that is only of use if you plan on spending a lot of time in that specific region. The Hyboria's Fallen/Fiercest/Finest give good alternative and extra rules, but waste too much paper explaining how to build variant classes using the multi-class rules.

The Warrior's Companion is one of the few Conan books I do not like. The changes it makes to the rules either struck me as unnecessary or as too gamebreaking. Get this one only if you are a completest.
 
One last question...

I'm deep diving into all these lovely books and I'm wondering about Sorcery. I'll definitely have one scholar in the group I'm sure - just one. But I'm curious, are most of the standard action spells (actuall all of them) Eye Range? The ones that can be traditionally called offensive or harmful?

Rather, is there a feat or an ability at some point to improve that range to short or so?

Just trying to get a feel for the magic, or is it part of the theme/setting that a lot of the instantaneous/offensive spells are due to a sorceror staring you in eyes...
 
Nerhesi said:
One last question...

I'm deep diving into all these lovely books and I'm wondering about Sorcery. I'll definitely have one scholar in the group I'm sure - just one. But I'm curious, are most of the standard action spells (actuall all of them) Eye Range? The ones that can be traditionally called offensive or harmful?

Rather, is there a feat or an ability at some point to improve that range to short or so?

Just trying to get a feel for the magic, or is it part of the theme/setting that a lot of the instantaneous/offensive spells are due to a sorceror staring you in eyes...

Magic is more ... subtle in Conan. Yes, a lot of the more offensive spells are Evil Eye range, but there are a few listed in the core book with further range. Mass and Ranged Hypnotism. Summon beast has a range of a mile. Flames of Agni (from Secrets of Skelos) has a medium range. But most of the offensive standard spells have a range of Evil Eye or personal.
 
With regards to other books, I think all of them are optional. There are several good background books. Above, Return to the Road of Kings was suggested. Yes, it's a great book, but I'd hold off on it unless your group is going to travel.

For example, my campaign has not yet left Cimmeria after several years of gaming. The players are playing clansmen of a local village, and I've found plenty for them to do in our adventures. We've never yet ventured outside the clan's territory, much less outside of Cimmeria.

If you're going to run a game like that--one that takes place for a long time in one place--then you don't really need Return to the Road or Kings or Road of Kings. The write up in the core rulebook will do--and you can get a supplemental book for the area where you are gaming, if necessary. You can spend a long time just in Aquilonia, or among the Hyrkanian horsemen, or wandering the thick Pictish western coast, or even down among the Black Kingdoms.



Conan lends itself easily to non-D&D-type gaming. You don't need a variety of classes, each with complimentary abilities, and you don't need a large party, either. The Conan game is easily played with just one or two characters of the same class, unlike D&D where it would be a challenge to follow, say, a Thief and a Mage wandering around by themselves. I've run my campaign with basically only one class, so far. Both the good guys and the bad guys are Barbarian classed, as the PCs fight rival Cimmerian clans, invading Vanir, and prowling Picts.

A Conan game can be quite different from your typical D&D type game.

Look to the various novels and comics for lots of great ideas--easy stuff to convert to a game session. The story is laid out for you. You just have to apply stats.

Of course, there are many nice published adventures, too.





I won't speak much to Sorcery because I've had little of it in my game, and thus, it hasn't been real important. I do have some bad guys show up, but I just make them mysterious and like the sorcerers I've seen in Howard's tales and other Conan stories. I haven't read but the bare minimum about sorcerery. The Cimmerians shun it.

If I did have a Sorcerer in the game, and he wasn't the bad guy (he's a PC), I'd probably have the story centered around the Sorcerer.

Remember that Sorcery in the Hyborian Age is deadly, unnatural, and usually extremely evil. Yes, there is some "good" Sorcery, but even this is sometimes shunned by the locals unless they are devotees to some god and the sorcerer is a priest of that god.

I don't think Sorcery in Conan should be treated like the mages in D&D. My view of the Hyborian Age definitely includes sorcery, but it is rare and scary.

Of course, maybe a game set among the Stygians, or maybe among the mages of the Black Circle, would have a lot more sorcerers in it.
 
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