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This is Conan roleplaying as Robert E. Howard wrote it – savage pulp adventure battling ancient horrors in the Hyborian Age
This is Conan roleplaying as Robert E. Howard wrote it – savage pulp adventure battling ancient horrors in the Hyborian Age
4,352 backers pledged £436,755 to help bring this project to life.

Conan Quickstarter Now on DriveThruRPG! Please Share!

Posted by Chris Birch, Modiphius (Creator)
38 likes

Hi everyone we're already half way to the Conan the Mercenary book! Thanks so much for the quick responses and error reports you submitted last night. It really helps. We've now uploaded the v.2 Conan RPG Quickstart on DriveThruRPG here: 

http://www.drivethrurpg.com/product/174829/Robert-E-Howards-CONAN-Roleplaying-Game-Quickstart

We will be updating the file as time goes on but this is good to go so please please share this with the world! It's a fantastic 50 page slice of what you can expect in the Conan roleplaying game - a great introduction to the rules and a fun adventure with 7 pregens!

Enjoy!

Chris

Douglas Bailey, Shawn Rowlands, and 36 more people like this update.

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    1. David Thomas on

      @Matthew - we really didn't get a great explanation of the skills in the Beta either. However, I have to think it's probably the skill of nobles and doing courtly things. The young knight and curious noble premade characters both have high ratings in it.

    2. David Thomas on

      Quicker than RQ6. I'd say, once you get the hang of the various parts, it's on par with D&D/SW.
      A screen will be good for this game, as it really helps to have all the weapon qualities, etc. in front of you. The Players Guide will help too for passing around the table.
      It's really fun!

    3. Kickbacker
      Superbacker
      on

      I haven't played the QS, yet. How quick is combat compared to say RQ, D&D or SW?

    4. David Thomas on

      Another rule question!
      Can you combine the Parry Quality and Shield Quality?

    5. Matthew Widener on

      @David: Please do! I'd love to see how they work. Can you tell me what the Society skill does? Is it like manners? Have something to do with upper classes?

    6. David Thomas on

      @Matthew - I've been playing with the updated beta rules for a while now, but these are different still. We just ran a battle and it was fun as hell! I'm going to write it up as an example of play and post it.

    7. Matthew Widener on

      @David: I totally feel ya. I love these rules and love Conan so much that I want flawless text when the books ship, haha. Writing is so difficult. I work in tech marketing in Silicon Valley and do tech writing for a living, MFA in writing, etc., and I still struggle to write clearly. So no criticism here! (Just free copyediting!)

    8. David Thomas on

      Rules Question (Which may need some clarity added in the book)
      In a Struggle, what counts as success when figuring out Momentum?

      Example: A Pict attacks with 3 successes. Amala defends with 1 success. If it had been a tie, Amala would have won due to her higher expertise.
      Since it was not a tie, how much momentum does the Pict earn? Is it 1 or 2?

    9. David Thomas on

      I also REALLY like these rules, despite what seems like criticism. I just want all the rules to be clear before my leather bound book is printed!

      I think that the way I worded Reach and Guard would make fights realistic, and yet keep long weapons from being overpowered.
      However, I would also agree that Reaper's suggestion seems reasonable:
      "What about this basic intent/design philosophy:
      - If defender has Guard, advantage goes to greater reach,
      - if defender does not have Guard, attacker gets advantage."

    10. João Talassa on

      Also, regarding the surprise rules on page 19. I'll echo another poster: the rules says that it should be treated as a struggle with helping players contributing a d20. As we know these dice are not subject to the 5d20 limit, that means that the bigger the party, the stealthier it is. Is that an intended effect of the rules, something that will be expanded upon in the core book or something that should be reviewed?

    11. Matthew Widener on

      ...And I really like that this game is trying to feature this, BTW. In a game with mostly melee weapons, reach and length become an important part of the granularity and tactics. Especially if it's simple to figure out.

    12. Matthew Widener on

      I'm not educated in this stuff. I went to my friend's medieval sword fighting school for one session, but it scared me so I never went back, ha. Is a spear always superior to a sword? So the weapon length (if all are aware and have guard) is really the most important thing, until the shorter weapon gets inside and then the long weapon is at a disadvantage. Do I have the right of it? How is that "getting inside" for the shorter weapon modeled here? Is that what Guard is? So the sword fighter would spend two Momentum to lower the spearman's Guard, then he can get inside and have the advantage, right?

    13. Missing avatar

      Reaper Steve
      Superbacker
      on

      I've always wanted rules to model an attacker charging with a long weapon, or a defender defending with one. I'm glad to see this game try, and I hope our comments can sort it out. With clearer intent and better grammar, we could have an elegant rule.

    14. João Talassa on

      I also agree that the text explaining Guard and the effect of reach should be reviewed. I think I can understand the intention but the writing needs work.

      In spite of the criticisms I must say that regarding the game mechanics in general, I am loving what I am seeing, more than expected.

    15. Matthew Widener on

      Yeah, David's example of the rules as written show how strange the rules are. His interpretation sounds way more logical.

    16. Missing avatar

      Reaper Steve
      Superbacker
      on

      Crap, typo in my second example.
      If a guy with a SWORD charges a guarded defender with a spear (greater reach), the defender should have advantage.

    17. Missing avatar

      Reaper Steve
      Superbacker
      on

      Unlike David, I don't think a guarded defender should automatically get advantage. If a guy with a spear charges a guy with a sword, the attacker should have advantage. Conversely, if a guy with a spear charges a guarded defender with a spear, the defender should get advantage.

    18. Missing avatar

      Reaper Steve
      Superbacker
      on

      I'd like to pile on to the Reach and Guard rules. They still don't make sense and won't accomplish your intent, as David pointed out yesterday and 30 minutes ago. A couple more points:
      1) I think the last since should state "...every point of REACH less than the defender."
      2) More importantly, I think a defender without Guard should never gain an advantage. Guard means aware and able to defend, so no Guard implies at least some lack of awareness and ability to respond.
      What about this basic intent/design philosophy:
      - If defender has Guard, advantage goes to greater reach,
      - if defender does not have Guard, attacker gets advantage.

    19. Matthew Widener on

      The way the Reach and Guard directions are written make it hard for me to even follow it to the point where I can see if it's broken. But I sensed it for a moment before it all collapsed for me again. Can someone, in simple language, describe what's intended? Maybe an example?

    20. João Talassa on

      About reach, does it really make sense that the Chakan (large, powerful ape-like beast) Grasping Hand reach to be only 1 (the same of a man's bare hands reach) and not 2, in par with a Sword or a black panther Raking Claws?

      According to the description text, I can envison a man with a Spear being capable of reach advantage (or using a dagger to the same effect in close quarters) while battling a powerful beast like this, but have difficult picturing the beast's grasp being on par with a unarmed or knife-fighting person or being out reached significantly by hand sword. These kind of details matter to convey a trustworthy experience of play to the players, regarding the relation between fiction and mechanics.

    21. David Thomas on

      The Adventure Map (p.31) STILL says Bossonian Marshes.

    22. David Thomas on

      p.22 Reach and Guard
      This paragraph is still a confusing mess:
      "When a character makes an attack, compare the
      Reach of the weapon he is using with the Reach of his
      opponent’s weapon (opponent’s choice). If the defender
      has Guard, then the longer weapon has an advantage and
      the Attacks difficulty increases by one step for every point
      of guard greater than the Attackers. If the defender’s
      Guard has been lost, then the shorter weapon has an
      advantage and gains +1d20 for every point of guard less
      than the defender."

      By that paragraph, look at this scenario:
      Attacker has a Spear (reach 3), Defender has a Dagger (Reach 1)
      If Defender has Guard, then the Attackers "longer" spear has Advantage (??) and the attackers difficulty increases by 1 step for every point of GUARD (?) greater than the Attackers (??) (That whole thing doesn't even make sense.)
      If the Defender does not have Guard, then his "shorter" dagger has Advantage (??) and he gains +1d20 for every point of GUARD less than the Defender (Himself...)

      It REALLY seems like this paragraph should say:
      "When a character makes an attack, compare the
      Reach of the weapon he is using with the Reach of his
      opponent’s weapon (opponent’s choice). If the defender
      has Guard, then he has an advantage and
      the Attacks difficulty increases by one step for every point
      of Reach higher or lower than the Attackers. If the defender’s
      Guard has been lost, then the attacker has an
      advantage and gains +1d20 for every point of Reach higher or lower
      than the defender's. (This is still subject to the maximum 5d20 rule)"

      This still makes Guard a non-issue unless Reach values are different, but it does at least add a fairly simple system for getting away from a shorter weapon wielder, or closer to a longer weapon wielder.

    23. David Thomas on

      p.19 Surprise
      This part still doesn't read well:
      "If the group attempting surprise fails at the Struggle, the losing side may choose to pay 2 points of Doom or 1 point of Fortune to gain the benefits of surprise themselves"
      Is it REALLY meant to say the "losing side" here?

    24. David Thomas on

      p.19 Surprise says "resolved as a Struggle (see page XX)."
      Should be "see page 15"

    25. David Thomas on

      p.15 Struggles
      Reads "Whenever two or more characters are in position to one another"
      Should be "are in opposition to one another"

    26. Chris Birch, Modiphius 7-time creator on

      Thanks guys if you see any other issues keep posting them we'll do another version and upload it

    27. Nick Riggs on

      p12 header says Chapter 2 instead of Chapter 3.

    28. Missing avatar

      Karl Rodriguez
      Superbacker
      on

      Makes me want to read "Beyond the Black River" again!

    29. Douglas Bailey on

      Excellent.

      Repeating a comment from the main project page, since this seems like a better place to offer additional corrections and suggestions:

      In the v2 Quickstart, p. 25, first paragraph: "If the characters takes a 5th Wounds point" should be "If the character takes...", and "If the character take a 5th point of Trauma" should be "If the character takes...". :-)