I haven't been to the forums in a while. Our campaign has been on hold for almost six months! Anyway, we are starting up again and I am DEFINITELY running it through Savage Worlds. To me, it is the perfect fit.
I do have a few questions: I am mostly using the Solomon Kane book as a base, but I need to make some more specific conversions. The Savage Worlds of Hyboria pdf is an okay start, but the rules seem incomplete. I am currently figuring out racial benefits.
My current strategy is to simply revise the mechanics of all the benefits listed in Conan 2e to SW. For example, Cimmerians would be:
Strength d6: Cimmerians are a naturally tall and strong race, made stronger still, so they believe, by the gifts of Crom.
Smarts costs x2 to raise: Though many have a keen natural cunning, few Cimmerians are capable of a great deal of book learning, nor indeed do they have much opportunity for such education.
Guts d6: Courage even in the face of great adversity is another of Crom’s gifts. Cimmerians begin with a Guts skill of d6.
Climbing d6: Cimmerians are renowned as the finest climbers in the world. Most will have climbed at least one peak that non-Cimmerians would regard as impassable before even leaving their homeland. Cimmerians begin with a Climbing skill of d6.
Persuasion -2: Cimmerians are famously blunt and direct in their speech, a habit that has been known to get them into trouble on any number of occasions.
Continuing in this manner, I am just going to go race by race, keeping the great work done by Mongoose (mostly), but changing the game effects to SW. Any suggestions?
As far as magic... I'll probably just use the basic system from Solomon, but handle spells on a case-by-case basis. It will be a) dangerous and b) dark. I highly doubt any PCs will attempt to use magic.
Finally, I may or may not have a friend who has combined the relevant sections of Conan 2e and SW:SK into one giant book. PM for details.