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Review of Conan the Roleplaying Game


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Introduction

The name's Davenport. I review games.

Sometimes, the people game companies send my way really throw me for a loop.

Then again, sometimes their choices are so obvious it hurts.

* * * * *

"Vat is best in life?" says the jumbo palooka in a loincloth fillin' up my office doorway.

"Well, I enjoy a good bottle of hooch as much as the next g-"

"To crush your PCs… see them driven befoah you… and heah de lahmentations of de playahs!"

"Oooo-kay… and I'd be doin' this with…?"

"Vit Conan the Roleplaying Game, of coahs!"

"Oh, a new Conan game, eh? Sounds good. Now, I do have these four other books ahead of you in line, so…"

"Crom laughs at your four books!"

"Now, listen, pal, I've got over 80 reviews under my belt, so I-"

"Crom laughs at your 80 reviews! And at your belt!"

"Crom's a regular laugh riot, ain't he? So, what system's this thing usin'?"

"If you play, you vill stand befoah Crom, and he vill ask you, 'Vat is de riddle of OGL?' And if you don't know, he vill cast you out of de living room and laugh at you! That's Crom – strong behind his GM screen!"

"Again with the laughing… Okay, so if this's an OGL game, how's it different from good ol' D&D?

"I must vaste no time on zuch things! I go now to tread de jeweled throne of Cahleeforneeah under my sandaled feet and weah de crown upoan my trahbled brow!"

* * * * *

…and off he went. So, as usual, it's up to your humble GMshoe to dish out the straight dope.

Guess I shouldn't be surprised.

After all, he is Conan. Cimmerian. He won't review. So, I review for him.



Content

Please note that my review copy was not the Atlantean Edition of the game. As a result, some commentary and criticism I offer here may not apply to that version. You can download a pdf of the changes between the editions here.

To put my observations into further perspective, I cut my roleplaying teeth on Basic D&D and AD&D 1st edition. I've neither run nor played AD&D 2nd edition, and have played but not run D&D 3.0, so this was my first attempt at running a game based on d20.

As far as my experience with Conan, it was, until recently, limited to the movies and a few glimpses of the comics. However, concurrent to my reading of this game, I broke out the old collection of Conan tales I picked up at a used book store years back and finally gave it a read.


Introduction: Welcome to the Hyborian Age

Starting with that introductory monologue recited so famously by Kato in the Conan movies – "Know, o prince, that between the years when the oceans drank Atlantis and the gleaming cities, and the rise of the Sons of Aryas…" – the game immediately sets about the business of getting you full-bore into the Conan mindset. This chapter serves as a tour of the world during Conan's time, the Hyborian age, and practically overflows with tantalizing glimpses of lands, seas, and even planets full of bloody adventure.

An interesting sidebar notes that this is not a "low magic" or "low fantasy" setting. It is, in fact, a swords-and-sorcery setting, and that means that horrible supernatural monsters and powerful magic abound – if not for the common man, certainly for the bold adventurer.


Overview: The Foundation of All Things

Now that the game has you all fired up, it's on to the first of the details. This review is going to assume that the reader has some basic familiarity with the d20 system, so I'm only going to be commenting upon what I see as the major changes to it in this incarnation.

If the prior chapter was an introduction to the setting, this one begins with an introduction to the game – including a chapter breakdown, the "What is roleplaying?" bit, and some of the key ways in which Conan differs from the d20 games with which players might already be familiar. (More on those in a bit.)

Although the standard ability scores are here, the game offers an alternative to the usual "roll 4d6 and drop the lowest" method. Instead, for more heroic games – which would seem to be the point of playing in Conan's world – players can roll 1d10+8.

Playtest: Note, however, that this method doesn't guarantee an uber-character – it just makes one more likely, and ensures that the lowest possible attribute modifier will be a -1. The first character created for my playtest game ended up with 10s and 11s across the board.

And speaking of attributes, the game proves extremely generous with level-based attribute increases – partly because it befits the setting, in which characters like Conan can border on the superhuman, and partly due to the relative lack of the magical goodies that boost the abilities of fantasy characters in other games. Specifically, players can increase one of their characters' ability scores by +1 every four levels starting at 4th level, and can increase all of their ability scores by +1 every four levels starting at 6th level.

In other words, survive long enough, and you won't need a bunch of sissy +1 bric-a-brac to be a serious badass.

This chapter also gets a lot of the boring but necessary stuff out of the way – movement rates, encumbrance, lighting conditions, and so on.


Characters

Given the lack of standard fantasy races in the setting, one might suppose that race isn't an issue in Conan. One would be very, very wrong in that assumption. In complete defiance of political correctness but in perfect accordance with Robert E. Howard's writings, the various human races of the Hyborian age here fill the "fantasy race" niche.

Major races include Cimmerian (naturally), Himelian Tribesman, Hyborian, Hyrkanian/Turanian, Khitan, Kushite/Northern Black Kingdom Tribesman, Nordheimer, Pict, Shemite, Southern Islander/Southern Black Kingdom Tribesman, Stygian, Vendhyan, Zamorian, and Zingaran. Several of these include variant races – the Hyborians in particular. From a game mechanics standpoint, race determines background skills, favored class, prohibited classes, automatic languages, and bonus languages, as well as a series of miscellaneous perks and drawbacks.

Background skills are those for which the character receives a couple of levels regardless of class. Choosing to pursue a race's favored class provides extra feats as opposed to allowing easier multiclassing – in fact, in keeping with Conan's primal Renaissance man style, the game puts no restrictions on multiclassing at all. "Prohibited class" refers only to classes a character may not choose as an initial career – obviously, the landlocked Cimmerians aren't going to produce a pirate, but as Conan himself illustrates, Cimmerians may certainly become accomplished pirates when given the opportunity.

I love the game's generosity with languages. There's no "Common Tongue" in the setting, so it's only natural that well-traveled characters would have to pick up a number of different languages. As such, characters not only receive a number of bonus languages available to their race equal to 3 + INT modifier, but they also get a new language automatically every other level. This deftly simulates the limited obstacle language barriers play in the life of Conan – and, by extension, in the lives of the PCs sharing his world.

The politically incorrect bits really kick in with those miscellaneous perks and drawbacks. Consider the Cimmerians, for example: not only are they natural climbers and outdoorsmen, but they really are both stronger and dumber than the average human. And another race, the Wazuli, possesses a natural ability to see in the dark – a perk reserved for nonhumans in most fantasy games, and one that would be considered an ignorant ethnic stereotype if ascribed to real-world humans.

Character Classes

Several differences from d20 immediately stand out here.

First of all, starting at 11th level, players no longer roll hit dice and add the Constitution bonus for hit points gained per level. Instead, characters get a class-dependent flat hit point increase, sans Constitution bonus. While this does fit the gritty setting by allowing characters to grow tougher but not impervious, players of characters with high Constitution bonuses may feel ripped off.

Also, due to the lack of Armor Class, characters instead have class-and-level-based Dodge and Parry bonuses. What might strike readers as strange, though, is the presence of a universal Magic Attack bonus as well – despite the fact that only one class normally uses magic. This makes some sense given the freewheeling nature of multiclassing in the game, however, as it keeps characters moving into the Scholar class later in their careers from being crippled magically. Essentially, it's the inverse of that mysterious manner in which characters in most d20-related systems increase their combat skill even while pursuing non-combat professions.

Given the nature of the setting, it should come as no surprise that Conan classes lean heavily toward variations on the "fighter" theme:

  • Barbarian: Not the berserker you may have come to expect. These are, instead, the most versatile fighter types in the game, with a bit of outdoorsman thrown in. Interesting class features include Versatility, which lets the character use any improvised weapon with a lesser penalty than normal, and Crimson Mist, which does allow the character to go berserk – but only when faced with a terrifying opponent and successfully resisting his fear. Incidentally, I couldn't help noticing a bit of ambiguity in the class description regarding whether this is a profession or a culture.
  • Borderer: A ranger by another name – right down to the two-weapon fighting – and a match for the Barbarian in combat ability. (Then again, every class except the Noble, Scholar, and Thief starts with two-weapon proficiency. It's just that the Borderer has the option to get better at it as a class ability.) I'm not really certain if this class springs from Howard's work or simply from a perceived character niche, although the similarities to the standard D&D ranger make me suspect the latter. I do like the high-level Heroic Sacrifice ability, though, which allows the Borderer to prevail against overwhelming odds… so long as he dies in the attempt.
  • Playtest: The Borderer in our group proved the deadly effectiveness of even basic two-weapon proficiency with his two light maces. The group's Barbarian preferred instead to use his broadsword two-handed, thereby getting a bonus to damage. It seemed to me that they both did quite well for themselves in combat, although I'd have to give a slight edge to the Borderer.

  • Noble: Another fighter type, this one starting out a bit weaker than the others and picking up more social than martial abilities. On the other hand, this is only one of two classes with automatic proficiency in heavy armor – the other being Solider – and the only class with the starting funds to actually purchase it. I like the fact that Nobles receive certain perks particular to their homeland, and the fact that they receive such class-based abilities as Do You Know Who I Am?, which can overawe those of lesser blood. (If they do, indeed, Know Who He Is, of course.)
  • Nomad: Like the Barbarian, this class occupies a blurry realm between "class" and "culture". The class is the equal of the Barbarian and the Borderer in combat skill, but gets good survival abilities in hot, dry climates, powerful mounted combat tricks, and great fleetness of foot in battle.
  • Pirate: In addition to the obvious seagoing skills, the Pirate combines the quick-footed combat of the Nomad with the deadly sneak attacks of the Thief. In combat ability, they're basically a seagoing version of the latter; however, they also get the combat-related class ability with the coolest name ever: To Sail a Road of Blood and Slaughter. (Actually, it sounds cooler than it is, in my opinion. It just lets Pirates administer a coup de grace on a fallen opponent as a free action without provoking an Attack of Opportunity.)
  • Scholar: As you might expect, this is the only completely non-fighter class in the bunch, with the possible exception of the Thief. Scholars are also the only ones who may learn spells as a class ability. Note that I said "may" – that's important, because to the game's credit, it allows for Scholars who really are purely scholars rather than sorcerers. Basically, Scholars can choose to learn more stuff rather than to take more magic. Considering how weak most beginning magic-using Scholars are already, however – seriously, they make 1st level D&D 3.x magic-users look like the love children of Merlin and Gandalf – I doubt anyone but a hardcore "Real Roleplayer" would go such a route.
  • Soldier: I suppose this is the closest the game comes to a basic fighter analog, but that's oversimplifying things. Soldiers and Barbarians probably share the status of the best dedicated fighters in the game – although Borderers and Nomads certainly can give both a run for their money, depending upon the circumstances – but whereas the Barbarian excels at individual combat and quick movement, the Soldier starts with proficiency in heavy armor and picks up bonuses for fighting alongside other Soldiers. Since starting Soldiers can't afford heavy armor, however, and since some of their trademark abilities depend upon other Soldiers being in the group, I'm guessing that most of those players primarily interested in combat-capable characters will turn to the Barbarian.
  • Thief: Not much to tell here. If you know the D&D 3.x rogue, you know the Thief.

Playtest: While I liked the various class abilities, I found them restrictive in play. For every remotely unusual action the PCs took, I had to stop and think whether the action in question was one anyone could attempt, or whether it fell under a class ability. (Clasping a sword in one's teeth is a class ability, for example.) It made the game feel a little less gung-ho that it should have felt, somehow.

I should note that this chapter includes a table allowing players to select one of three starting "equipment packages" for their characters in lieu of starting funds – a very welcome time-saver.

Playtest: All of my players took advantage of this option, with just a couple of tweaks here and there – a testimony to the attractive scope of each class's options.

Fate Points

To turn even 1st level Conan characters into tools of destiny, every character starts the game with three Fate Points (FPs). These work much like a weaker version of the Drama Points in the Buffy the Vampire Slayer RPG. With them, characters can be "left for dead" by an enemy when they would otherwise perish, strike a mighty, weapon-shattering blow that always does maximum damage (including bonus damage from sneak attacks, etc.), buy off Corruption (see below), or tweak the current circumstances in the character's favor.

The mighty blow aspect doesn't seem particularly useful to me, since enemies vulnerable to a single strike – even a maxed-out strike – aren't likely to be worth breaking a weapon over. And while such a blow conjures visuals of Conan making a bicep-bulging sword swing, characters using sneak attacks stand to gain the most from spending FPs that way.

Playtest: Only "left for dead" saw any use in my trial adventure, when a demon put the smackdown on the group's barbarian. I'd imagine that's the most common use of FPs for low-level characters. Of course, since this was a one-shot, being "left for dead" in the climactic battle didn't do him a whole lot of good. I would suggest that FPs ought to be able to reduce damage, but I suppose that ever-increasing hit points – even when limited slightly as they are in this game – already represent the increasing ability of characters to reduce the effects of damage.

Codes of Honor and Allegiances

In lieu of an alignment system, Conan PCs have the option to take Codes of Honor and/or Allegiances.

The former come in two varieties – Barbaric and Civilized – each with a distinct list of acceptable behaviors. (For example, the Barbaric Code of Honor allows an adherent to slay a helpless but dishonorable foe.) In exchange for adhering to these restrictions, the character gains bonuses to Will saving throws – especially against Corruption – and a small Reputation boost.

Allegiances – of which a character may have up to three, to people, organizations, nations, or religions – give the PC potential access to help from the aligned party as well as a Charisma bonus when dealing with them.

Corruption

In an excellent nod to the inherent bleakness of the setting – which is, after all, part of the Cthulhu Mythos – characters must make Will saving throws to avoid gaining Corruption points whenever they interact with the forces of darkness in any capacity other than fighting or fleeing (e.g., chatting with demons, engaging in nasty sorcery, mucking about with Artifacts Man Was Not Meant To Use, etc.). And just as losing Sanity in Call of Cthulhu makes additional Sanity loss more likely, Corruption points act as a penalty to Will saves against Corruption, thereby creating a setting-appropriate downward spiral into depravity.

Reputation

Here's yet another clever rule for emulating the source material. As was the case with Conan himself, PCs in this game probably won't be building up their own private hoards of loot. In fact, they're quite likely to find that they've blown their hard-earned cash on ale and whores between adventures. In a way, Reputation replaces material goods as the object of accumulation. Characters start with a Reputation score of their level plus their Charisma modifier, and the score increases by one each level. In addition, the characters' actions and exploits will increase or decrease this score. Higher scores give a bonus to various interaction rolls, although (at the GM's discretion) they can also act as a penalty to disguise attempts where the character is well-known. The mechanic factors in a number of logical variables, such as the effect of location, the nature of the reputation, and the ability of characters with multiple aliases to have multiple reputations as well.


Skills

There's not a whole lot to say about skills in Conan that doesn't apply to d20 in general, with one important exception. While the standard rule applies regarding cross-class skills costing more than class skills, characters in this setting tend to be pretty self-sufficient. To reflect this, characters get an allotment of bonus skill points based on their Intelligence bonus x 4 which may be spent on any skill as if it were a class skill. So, your Barbarian may have already picked up some decidedly non-barbaric tricks even before the start of play.

Unfortunately, the original edition doesn't mention these bonus skill points in the character creation chapter at all, and doesn't even spell out the rule governing them in the Skills chapter when they're finally mentioned. Instead, the book leaves it to the reader to extrapolate the number of bonus points from an example.


Feats
Mixed in with d20 standards like Cleave, Dodge, and Exotic Weapon Proficiency are feats that serve to enhance the feel of the setting. Some of these tie directly to specific races, such as Akbitanan Smith or Dunderland Pike-and-Shield Fighting. Others simulate Conan's world in a more general sense, such as Carouser, which makes a night of ale and whores the equivalent of a good night's sleep, and Demon Killer, which renders you immune to fear effects from a type of creature you've previously slain – a pretty big deal in a setting in which any monster poses a terrifying threat.

This is where the game's excellent take on the setting's sorcery first begins to show as well. Consider Tortured Sacrifice, for example, which allows a sorcerer to take his time in torturing a sacrificial victim to death in order to maximize the amount of magical power he can draw from the act. And Dabbler lets characters use magic without actual training as a sorcerer, instead letting them remember a useful bit of one-shot magical knowledge to get them out of a particular situation – a needed addition to simulate the desperate use of sorcery by non-magicians in the source material, if not a completely satisfactory one. In any event, it's a good choice for those wishing to play Grey Mouser types.

It's also worth noting that one feat allows characters to play the closest the game comes to a non-human PC: a half-demon known as a Spawn of Dagoth Hill. (Trust me: we're not talking wood elves and halflings, here.)


Equipment

As previously mentioned, it's considered a given that adventurers of the Hyborian Age live life to the fullest and spend the coin needed to do so. It's one thing to say that, but this game actually imposes a rule that enforces it: once characters reach a certain level of wealth, they will automatically spend half of that wealth on high living. (Nobles and Scholars, being slightly more thrifty than the average adventurer, still pay this cost but may treat the expenditure as having gone to networking parties or research, respectively.)

That said, this chapter offers no shortage of things to buy with whatever wealth the heroes don't fritter away – everything from wooden bowls to beautiful slave girls of noble birth.

Unsurprisingly, weapons and armor get the spotlight. I'll cover the stats distinguishing them from weapons in standard d20 in the Combat chapter below. Just trust me when I tell you there are a whole slew (pardon the pun) of weapons here, including such cultural treats as the powerful Hykranian bow and the might-as-well-be-a-sword Zhaibar knife. And while magic weapons rarely show up, the chapter distinguishes between three quality levels of mundane weaponry: primitive, standard, and the amazingly strong and balanced weapons of the Akbitanan smiths.


Combat

Hearing about the tweaks to standard d20 combat in this game first really perked my interest in it.

First of all, armor reduces damage rather than the chance to take a hit. This manifests as a Damage Reduction score replacing Armor Class. And to replace the function of Armor Class in reducing the chance to take a hit, the game introduces an attack target number called the Defense Value. That, in turn, is 10 + either the Parry Bonus (based on the character's class and level plus Strength bonus) or the Dodge Bonus (based on the character's class and level plus Dexterity bonus), along with any size modifiers.

The game adds a new weapon stat as well: Armour Piercing (AP). If an attack's AP – plus Strength bonus, if it's a melee attack – exceeds the Damage Reduction score of the target's armor, the Damage Reduction is cut in half.

And this leads to yet another change, and one of particular importance to me: Finesse is no longer a feat, but a tactic. So long as a weapon has a stabbing point, any character can choose to substitute his Dexterity Bonus for his Strength Bonus in his attack roll.

Playtest: The player of the pirate character in my game expressed disappointment that the "stabbing point" requirement meant that he couldn't use Finesse with a cutlass in swashbuckling pirate fashion.

Now, to be honest, while I generally object to the concept of Strength affecting the chance to hit, I find it fairly appropriate to this particular setting; however, I also love the flexibility this Finesse rule provides, as well as the way it relates to armor. When using Finesse, fighters don't add their Strength bonus to their weapon's AP, nor can they damage armor as can fighters relying on brute force – Finesse involves getting around armor, not through it. As such, if a fighter using Finesse makes his attack roll by an amount at least equal to the target's DR, he bypasses his opponent's armor entirely.

In plain English, this means that fighters can be mad broadsword-swinging strongmen who bash their way through the enemy's armor, or they can be slippery fencers just waiting to jab their poniard through the chinks in their foe's mail… or both, since combatants with appropriate weapons can switch tactics at will.

Playtest: Despite my love for this interplay of armor and tactics in theory, I found it a little cumbersome in practice – mainly because as the GM, I had to do all the Armor Piercing calculations for both the PCs and the NPCs. It may well have become second nature with enough use, of course.

Also, despite the differences I mention above, one player complained that combat in the game isn't different enough from d20 to be completely distinct, yet is just different enough to be confusing. As an example, he was surprised to find that attempting to take a 5' step back to fire a bow at an enemy provoked an Attack of Opportunity. Not being remotely as familiar with d20 as is this player, I can't really comment on that myself. That was just one of the many tactical considerations that began to wear on me as the game went on, however.

In addition, I discovered that the "Ninjasaurus Effect" stemming from Strength-based melee combat is, if anything, worse in this system, since Damage Reduction seems to have a difficult time keeping up with the amount of damage huge creatures can dish out so accurately. The size modifiers to Defence Value might help, but unless I misread the rule, size modifiers are fixed, not relative; in other words, a Medium-sized creature like a human receives neither a bonus nor a penalty to defense due to size, regardless of the size of his opponent. If I am wrong about that, the Ninjasaurus Effect may not be so much of a problem after all. (And I'll owe one of my players an apology regarding a smooshed barbarian…)

I got the feeling – shared by my players – that 1st level characters weren't really tough enough to capture the essence of what Conan's all about. That being the case, I bumped them all up to 3rd level mid-adventure.


Sorcery

Ironically, in a game so much about hacking and slashing one's way into legend, the rules nowhere capture the Conan feel more than they do on the subject of sorcery. For the most part, this is brutal, corrupting, terrifying magic.

The system operates off of a Power Point and Magic Attack roll system rather than D&D's fire-and-forget (or pre-prepare-and-fire, or whatever) method. That alone is a step in the right direction, but it's the ways a sorcerer can influence the number of Power Points available that really bring the system to horrific life. For example, sorcerers can boost their current Power Points by killing a helpless victim – preferably by slow torture. Or, if they owe their magic powers to a demonic master, that fiend can pass along a temporary Power Point boost. (Of course, this master can also take Power Points from his magical stooges when the mood strikes…) On the flipside, sorcerers who become obsessed with anything other than their magic take a hit to their base Power Points until they do something to "draw the obsession into themselves" – like, say, deliberately bringing about the violent overthrow of the king the sorcerer serves, or ceremonially sacrificing and cannibalizing the woman the sorcerer loves.

As previously mentioned, sorcerous Scholars begin play extremely weak, generally speaking. Players of beginning Scholars must make one selection from a list of sorcery styles: Counterspells, Curses, Divination, Hypnotism, Nature Magic, Oriental Magic, Prestidigitation, and Summonings. (Scholars can take another style, Necromancy, down the road.) The Scholar gets the basic spell associated with that style, and only that basic spell – no bonus spells for Intelligence. And there aren't any Magic Missiles here, either. The most a beginning sorcerer can hope to do in combat is inflict a minor curse, summon an animal to his side, temporarily entrance a foe, or things of that nature. On the other hand, Scholars beginning their sorcerous schooling with Summonings can select Demonic Pact as their basic spell, which could, theoretically, allow them to talk their demonic pal into attacking a foe or performing some other task. (In exchange for a human sacrifice, of course.)

To be fair, even 1st-level Scholars have a few tricks up their sleeves. For one thing, they're dangerous when cornered: while they may not be flinging magic missiles or fireballs, sorcerers can cut loose with a defensive blast costing all of their Power Points but dishing out 1d6 points of damage per point. (Someone familiar with the game pointed out that this ability becomes dreadfully powerful as soon as the sorcerer meets the prerequisites for the Opportunistic Sacrifice feat. This lets the sorcerer immediately gain one Power Point for every four Hit Points of a slain victim. So long as the sorcerer has foes on hand who can't withstand the rough equivalent of a fireball spell, this "last-ditch defense" becomes self-recharging.)

Also, for all sorcerers, success breeds success. For every kill a sorcerer scores in combat, magically or not, he gets a bonus to all magic and attack rolls for the following round – the greater the number of kills, the greater the bonus. Yes, this can result in a snowball effect of sorcerous carnage. Furthermore, a completely successful spell casting allows the sorcerer to cast the same spell the following round at half the Power Point cost.

Finally, any sorcerer can challenge any other sorcerer or magical being to a "war of souls" to drain his opponent of Power Points.

At higher levels, sorcerers gain access to spells of truly terrifying power: summoning progressively more powerful demons and elementals, transforming victims into werewolves, stealing souls, pulling out hearts, and summoning plagues capable of slaying thousands.

This doesn't mean that it's smooth sailing for powerful sorcerers. They have to contend with that downward spiral of Corruption mentioned above – especially those dealing with demons – and the associated risk of insanity each time they successfully resist Corruption.

This is brilliant game design at work. Let's say a sorcerer unleashes a plague on a city – obviously, he's in danger of gaining Corruption. If he fails to resist the Corruption, it means that he's basically okay with what he's done, and he continues down the path of the damned. If he succeeds at resisting the Corruption, however, he sees the horrific act for what it is and risks going mad as a result.

Playtest: The Scholar in my game found himself to be of limited use, even at 3rd level. He had a bit of fun with the diverse but weak Conjuring spell, the basic spell of the Prestidigitation style, but his real moment of glory came when his Incantation of Almarlric's Witchman rendered the group's demonic foes vulnerable to their weapons. Even that much required me to take a bit of liberty with the spell's description, however.

The chapter includes a handful of magic items, all of them beyond the capabilities of player character sorcerers to create unless the rules from The Book of Skelos are used. Far more space goes to the description of herbal and alchemical creations and the means of creating them – again, quite thematic for the magic of the setting, and a means for Scholars to prove dangerous in combat even without offensive spells.

The chapter concludes with a look at various sorcerous societies and the spells they teach at each level.

Overall, I get the impression that Scholars really aren't ideal player character material. At low levels, they're unlikely to contribute much, at higher levels, they risk becoming instruments of death and destruction unsuitable for any but the most bloodthirsty players, and at all levels, the most powerful sorcerers will be those willing to commit the greatest atrocities.


The Hyborian Age

Robert E. Howard himself wrote this essay on the history of Conan's world. And quite a history it is, stretching back to the days when the Atlanteans were barbarians no more advanced than the Picts of the time and moving through the wars and tribulations of the Hyborian age up to the great cataclysm that brought it to a close, ending with brief discussions of the Hyborian ancestries of modern races.

It is to fans of Conan's Hyborea what The Silmarillion is to fans of Middle-earth, albeit on a much smaller scale. As such, it makes for some dry but highly informative reading.


Gazetteer

After a brief discussion of the general customs and society of the time, the book turns its attention to the individual regions and kingdoms of Conan's world. Each region gets a reasonably detailed overview, complete with places of note, languages, and military forces. Actual quotes from Howard's writings about the region appear here and there in the chapter, as do several plot hooks. This gives players a good foundation for understanding their characters' backgrounds as well as a better feel for the setting as a whole for the GM.

Playtest: I did find that I had to do a bit of page-flipping between this chapter and the race section of the character creation chapter to keep track of who was who and where, however.


Religion

A veil of ambiguity surrounds the existence of the gods in Conan's world. Demons and powerful Lovecraftian beings definitely exist and receive worship, but nothing solidly supports the reality of benevolent deities. Some priests display supernatural powers, but their spells are no different than those of heathen sorcerers.

Nevertheless, worship does have its benefits, and this chapter presents them in game terms. Some worship emboldens the worshipper with faith. Other worship gives the worshipper access to the spells of the priests at a reduced cost. Then again, some deities like Crom offer no benefit at all.

The chapter covers the major gods and pantheons of the setting, the benefits to their worshippers, the requirements and powers of their clergy, and the punishments meted out to disloyal priests. In addition, the chapter touches briefly on the objective cosmology of the setting – specifically, the Outer Dark surrounding the earth and the green planet of Yag beyond it.


Bestiary

I've often heard it said of the Conan stories that humans serve as the primary adversaries. Having read a number of these stories, I have to disagree. While humans are certainly more numerous than monsters, Conan always seems to wind up fighting something supernatural. The main difference between these creatures and the monsters of high fantasy is their singularity: monsters are rare, and Conan rarely faces the same monster twice.

Unsurprisingly, then, the chapter starts with humans: first an NPC race (the rustic, unadventurous Khaurans) and an NPC class (Commoner, with the special 1st level "ability" of Illiteracy), then stats for three decidedly more martial examples of humanity: Bκlit's Black Corsairs, Picts on the Warpath, and Turanian Light Cavalry.

Then it's on to "normal" animals, many of which are quite monstrous enough, even if they aren't supernatural in nature:

Badger Bear Boar Camel Cattle Deer
Dog Eagle, Giant Elk Grey Ape Horses (7 types) Hyena
Panther Raven Sabre-Tooth Snakes (8 types) Spider, Giant Wolf

And now we get to the "real" monsters. As if their rarity weren't appropriate enough for the setting, all of these creatures force a Will save against terror with a difficulty based on 10 + ½ the creature's HD the first time the PCs encounter them. If the roll fails, characters of 3rd level and up will be frightened, while 1st and 2nd level characters will simply swoon. (The text points out that many of the larger and unusual of the "normal" animals listed above may cause terror at the GM's discretion.)

The true monsters are:

Demon: Bodiless Slimer Demon: Black Fiend Demon: Child of the Dark Demon: Smoke Serpent Demon: Uncanny Steed
Elemental: Air Elemental: Earth Elemental: Fire Elemental: Water Ghost
Ghoul Man-Ape Risen Dead Spawn of Dagoth Hill Vampire
Were-Beast: Werehyena Were-Beast: Werewolf

I like the selection here; however, the use of D&D "creature types" (e.g., Outsider, Undead) without explanation annoyed me. After all, this is supposed to be an OGL game, not a d20 game. Are there any special abilities associated with these creature types? Based on this book alone, I have no idea.

I do like the setting's take on the ghoul, however – like Lovecraft's ghouls, they're a living species of corpse-eaters rather than a type of undead. And the elementals seem much more colorful than their D&D counterparts, with the air elemental taking the form of an enormous avian creature that's neither bat nor bird and the water elemental taking the form of a huge weather-controlling frog-thing, for example.

The biggest omission I see is the lack of any write-ups for major Conan characters, including Conan himself. This doesn't hinder play by any means, but it would have been nice to see how the PCs stack up to the living legends of the Hyborian Age.


Campaigns: Gamemastering the Hyborian Age

This chapter serves as a sort of grab-bag of GMing advice with some rules mixed in here and there. The text goes out of its way to drive home the elements that make Conan adventures what they are, and the fact that these elements may take many players by surprise – the lack of focus on accumulating wealth and the frequent need to flee from superior foes, for example.

The rules found here range from the mundane (pirate signal codes) to the amusing (the sight of vast wealth literally stunning adventurers) to the creepy/cool (the mental and physical effects of Corruption, in both cases leading to the character's transformation into something wholly loathsome and monstrous).

The discussion on what is and is not "canon" for the setting – and the fact that this book takes only the writings of Robert E. Howard himself as its source material whenever possible – should please Conan purists. (Those that haven't already figured that out for themselves this far into the book, at any rate.)

Suggestions for campaign types round out the chapter, such as the PCs as a group of mercenaries or wandering thieves. More intriguing to me was the idea of a "Hero and Sidekick" campaign for a two-player group, in which the hero would have superior abilities but in which the sidekick could be a different character from adventure to adventure.



Style

I've heard a lot of complaints about the artwork in this book. Honestly, I wasn't bothered by it. I thought much of it was pretty good, in fact, although the cover does seem relatively austere for a game of exotic adventure. And, I have to admit, the much-maligned page border with the blurry nekkid slave girl really does deserve maligning. (At the very least, different borders for different chapters would have been an improvement.) High marks go to the artist who had the idea of making every illustrated weapon in the equipment chapter soaked in blood, though. And gorgeous world maps grace the inside covers.

The layout works well enough, other than a bit of trouble I had distinguishing between header levels. I particularly like the text's method of setting off quotes from Howard's writings in red script over a stretched hide with a skull in one corner, attractively and unmistakably distinguishing it from the main text without serving as a distraction.

The writing often grows dry in places where this might be expected, such as tactical details of combat. Nevertheless, the book overall drips with Hyborian atmosphere like the blood from the aforementioned weapons.

Typos appear frequently enough to be annoying. In particular, someone apparently bungled a find/replace attempt, leaving a period between every instance of the letters "b" and "o" (insert joke here). This, of course, only applies to this edition, and I'm quite sure the Atlantean edition addressed the problem. (If not, someone's head needs a Great Cleaving.)



Conclusion

I'd hoped that this would be the d20 variant I might actually enjoy running. Unfortunately, it was not. It just has a few too many rules for my taste, and is just a bit too tactical. I'd have preferred something a little looser to simulate the unbridled carnage of Conan.

Still, while the system may not be my thing, I do think that it's a very fine adaptation of that system to the Conan milieu. It didn't win me over to d20-based gaming, but it very much makes me wish it had – because if I were a fan of such games, this is what I'd want in an OGL Conan game. As such, I'd recommend this game to any Conan fans who don't mind a bit of crunch in their game mechanics – especially if the crunch they like is of the d20 variety.


SUBSTANCE:

  • Setting
    • Quality = 5.0
    • Quantity = 5.0

  • Rules
    • Quality = 4.5
    • Quantity = 5.0

STYLE:

  • Artwork = 4.0

  • Layout/Readability = 4.0

  • Organization = 3.0

  • Writing = 4.0

  • Proofreading Penalty = <1.0>

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