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New Conan game on KS

Started by AsenRG, February 17, 2016, 07:59:35 PM

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Starglyte

This is what you will be getting in two years after the corebook.

http://www.modiphius.com/conan-rpg-product-line.html

Skywalker

Quote from: Starglyte;885477This is what you will be getting in two years after the corebook.

http://www.modiphius.com/conan-rpg-product-line.html

Its what's slated for release but there is no guarantee that they will be released in that timeframe. If they aren't, will they still be included in the pledge?

Jason D

Quote from: Skywalker;885478Its what's slated for release but there is no guarantee that they will be released in that timeframe. If they aren't, will they still be included in the pledge?

I believe so.

Christopher Brady

Quote from: Jason D;885479I believe so.

Can you confirm that?  Because that's an important thing for a few people, I'd assume.
"And now, my friends, a Dragon\'s toast!  To life\'s little blessings:  wars, plagues and all forms of evil.  Their presence keeps us alert --- and their absence makes us grateful." -T.A. Barron[/SIZE]

Jason D

Quote from: Christopher Brady;885527Can you confirm that?  Because that's an important thing for a few people, I'd assume.

This was Chris Birch's answer on the Kickstarter comments thread:

Quotewe're reserving the right to change or combine some of the books - sometimes you can't predict ahead too much how things might need to change, but there's likely to be much more than those books in the 2 year period. We're talking right through to summer 2018 and we have plenty of big pitches coming in.

So yes, I am almost 100% sure that's the case, but I'll follow up with Chris to get explicit words to that effect.  

Books ship late. It's a reality of working with human beings. Penalizing/shortchanging backers because of production delays is not really a sustainable business model.

selfdeleteduser00001

We played Conan from the QS last night.

The game is very traditional. It has attributes and skills. You roll dice low to score under the target number, and there is a nice 'focus' stat which creates something like a BRP/RQ critical effect but which is variable between skills.

The system complexity seems on par with D&D 5e, or RQ6, potentially the same as 3.5e/Pathfinder. It's more complex than Savage Worlds, Traveller, BECMI It's less complex than Exalted or GURPS or HERO or 4e D&D.

Where it is very trad is that the NPCs seem to follow the same book keeping as PCs, unlike 13th Age, Numenera, FAGE, Savage Worlds. This means the load on the GM is as high as it ever was.

It has a 'Fortune' point system which is similar to HeroPoints/Bennies and various system.

It then has a Momentum system whereby points generated by extra successes can be spent on cool stuff like extra damage or multiple attacks or multiple targets.. OR popped in a pot for later use. [where they do slip away]. It's a nice way to trigger the sort of critical effects other trad systems use.

Doom is similar to these two. A player who is willing to may grab extra dice by allowing the GM to add Doom points to the GM Doom pool. The GM uses them like Momentum points but for NPCs to do stuff.

Note that although at the very end of a long list of very mechanistic games stuff, there is the ability to say something narrative about the game, and it really is a minor option in a long list of stuff like 'extra damage, extra dice, multple attacks, extra target, retaliate, protect other etc..'

There is a physical and mental damage track, so that mental conflict can be resolved alongside hitting each other. Growling, shouting, glaring, intimidating, tricking people, and other mind fuckery is here.

I liked it all. It's a game that I am not sure I need on my shelf to GM but which I would happily play if we were going to commit a year to it, and then I'd be happy to invest in learning the complexities.

It is not a narrative game, the GM can kill the players and they can't stop him, [my PC died last night], and it's rather cool.
:-|

AsenRG

Quote from: tzunder;885540We played Conan from the QS last night.

The game is very traditional. It has attributes and skills. You roll dice low to score under the target number, and there is a nice 'focus' stat which creates something like a BRP/RQ critical effect but which is variable between skills.

The system complexity seems on par with D&D 5e, or RQ6, potentially the same as 3.5e/Pathfinder. It's more complex than Savage Worlds, Traveller, BECMI It's less complex than Exalted or GURPS or HERO or 4e D&D.

Where it is very trad is that the NPCs seem to follow the same book keeping as PCs, unlike 13th Age, Numenera, FAGE, Savage Worlds. This means the load on the GM is as high as it ever was.

It has a 'Fortune' point system which is similar to HeroPoints/Bennies and various system.

It then has a Momentum system whereby points generated by extra successes can be spent on cool stuff like extra damage or multiple attacks or multiple targets.. OR popped in a pot for later use. [where they do slip away]. It's a nice way to trigger the sort of critical effects other trad systems use.

Doom is similar to these two. A player who is willing to may grab extra dice by allowing the GM to add Doom points to the GM Doom pool. The GM uses them like Momentum points but for NPCs to do stuff.

Note that although at the very end of a long list of very mechanistic games stuff, there is the ability to say something narrative about the game, and it really is a minor option in a long list of stuff like 'extra damage, extra dice, multple attacks, extra target, retaliate, protect other etc..'

There is a physical and mental damage track, so that mental conflict can be resolved alongside hitting each other. Growling, shouting, glaring, intimidating, tricking people, and other mind fuckery is here.

I liked it all. It's a game that I am not sure I need on my shelf to GM but which I would happily play if we were going to commit a year to it, and then I'd be happy to invest in learning the complexities.

It is not a narrative game, the GM can kill the players and they can't stop him, [my PC died last night], and it's rather cool.

I'm yet to run it, but that's about what I'd expect to hear afterwards, too;).
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Teodrik

#382
QuoteThe system complexity seems on par with D&D 5e, or RQ6, potentially the same as 3.5e/Pathfinder. It's more complex than Savage Worlds, Traveller, BECMI It's less complex than Exalted or GURPS or HERO or 4e D&D.
.
This sounds just as my impression as well. I find it higly problematic and not very GM friendly. Same as my issues with Mongoose Conan.

Still, I am very tempted to pledge with the subscription for all books in print. Those settng books sure looks neat. Problem is I cant find any details about shipping costs and how it will be handled. I have never pledged to any kickstarter before so I am at a bit lost here.

ChrisBirch

Quote from: Teodrik;885569.
This sounds just as my impression as well. I find it higly problematic and not very GM friendly. Same as my issues with Mongoose Conan.

Still, I am very tempted to pledge with the subscription for all books in print. Those settng books sure looks neat. Problem is I cant find any details about shipping costs and how it will be handled. I have never pledged to any kickstarter before so I am at a bit lost here.

hi there, we launched the pledge calculator today so that should help - here's a link - http://conan-calculator.modiphiusapps.hostinguk.org/

So yes we unlocked Print Subscription for our two big pledges that now get you all the books in print for 2 years. Basically as we unlock them now, they move in to the Kickstarter 3 waves of delivery. If not we then deliver the planned books over the next two years - backers decide and pay for the number of shipments they want. More info here.



I'll leave you with the new cover for Conan the Pirate by Tom Grindberg - nuff said :-)

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crkrueger

Quote from: tzunder;885540Where it is very trad is that the NPCs seem to follow the same book keeping as PCs, unlike 13th Age, Numenera, FAGE, Savage Worlds. This means the load on the GM is as high as it ever was.
Nope, not even remotely true.  NPCs do not have the same stat breakdowns as PCs, it is simplified.  In addition, Minions take one wound and out - zero book keeping.  Elites take two wounds and out.  So minimal.  Even the "PC-level" 5 wound NPCs have a simplified stat line.  So simplified statline and Mook rules means the load is no where near as high on the GM as if the opponents were PCs.

Quote from: tzunder;885540It is not a narrative game, the GM can kill the players and they can't stop him, [my PC died last night], and it's rather cool.
So now the definition of "narrative" is having a Tenra Bansho Zero "you can't kill me box?"...yeah, NO.  You ain't ever gonna shift the goalpost that far.

Sorry bro, when the designers themselves call it a narrative game with mechanics to better reflect and tell Howardian stories, and at least some of those mechanics provide that function, you don't get to do the "not narrative" bullshit.
Even the the "cutting edge" storygamers for all their talk of narrative, plot, and drama are fucking obsessed with the god damned rules they use. - Estar

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Jason D

Quote from: CRKrueger;885650Nope, not even remotely true.  NPCs do not have the same stat breakdowns as PCs, it is simplified.  In addition, Minions take one wound and out - zero book keeping.  Elites take two wounds and out.  So minimal.  Even the "PC-level" 5 wound NPCs have a simplified stat line.  So simplified statline and Mook rules means the load is no where near as high on the GM as if the opponents were PCs.

Some NPCs will have full stat writeups, when it's important for such distinctions.

Jason D

Quote from: CRKrueger;885650Sorry bro, when the designers themselves call it a narrative game with mechanics to better reflect and tell Howardian stories, and at least some of those mechanics provide that function, you don't get to do the "not narrative" bullshit.

That horse doesn't seem quite dead. Better hit it again.

The game isn't Once Upon a Time, Dread, Trollbabe, Fiasco, Polaris, or even The Adventures of Baron Munchhausen.

No sleight against any of those games, but that's not really what we're aiming at. We're making a fairly traditional game that uses some narrative-style mechanics on top to better create Howardian-style adventures.

It's not an engine to "tell Howardian stories."

It's to help the GM give the players great adventures in the flavor of Robert E. Howard's Conan stories, which we are assuming is of interest to anyone who purchases or plays a game called Robert E. Howard's Conan: Adventures in an Age Undreamed Of.

ChrisBirch

#387
Well we just unlocked the £300k bonus which is a set of Conan d20 PDF's courtesy of Conan Properties and a d20 to 2d20 conversion guide for backers!

More info here https://www.kickstarter.com/projects/modiphius/robert-e-howards-conan-roleplaying-game/posts/1522530
Achtung! Cthulhu for Call of Cthulhu & Savage Worlds from MODIPHIUS.
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One Horse Town

If you could re-size those pictures, that would be grand.

crkrueger

#389
Quote from: Jason D;885710We're making a fairly traditional game that uses some narrative-style mechanics on top to better create Howardian-style adventures.
Jason, adding narrative-style mechanics to a roleplaying game makes it a narrative roleplaying game.  But...

ENOUGH TALK!

$56 bucks and you get all the Modiphius 2d20 Conan and all the Mongoose d20 Conan.  

That's all you had to say.
Even the the "cutting edge" storygamers for all their talk of narrative, plot, and drama are fucking obsessed with the god damned rules they use. - Estar

Yes, Sean Connery\'s thumb does indeed do megadamage. - Spinachcat

Isuldur is a badass because he stopped Sauron with a broken sword, but Iluvatar is the badass because he stopped Sauron with a hobbit. -Malleus Arianorum

"Tangency Edition" D&D would have no classes or races, but 17 genders to choose from. -TristramEvans