'Barbarism is the natural state of mankind,' the borderer said, still staring somberly at the Cimmerian. 'Civilization is unnatural. It is a whim of circumstance. And barbarism must always ultimately triumph.'

-Robert E. Howard
Beyond The Black River

Saturday, August 24, 2019

Conan 2099: The FUTURE!: An Initial idea.

Yesterday as I hopped around the internet this came across my feed...



Apparently, Marvel is looking to add a few characters to their 2099 universe in celebration of 80 years. Conan has been chosen along with a few other characters, such as The Punisher and the Fantastic Four to be full-fledged 2099 one-shots. We will then see the universe show up among regular titles as well. However, we are here to talk about the Cimmerian.

Upon seeing it I chuckled and thought of all the people who would lose their minds as Marvel completed a whole new twist on the character. That is not what this blog post is about. It is about my second thought, "I want to play this!", this would be a super fun setting for an RPG game! First I have no clue about Marvel 2099, so we will just drop that as the rosetta stone of the setting. Instead, we will use our own ideas and inspirations from my own head as well as ideas liberally inspired by other settings.

I thought it might be fun to do a series of blog posts on building this setting and the reasons for choices I might make. To start the series I figured it would be good to introduce the idea in this post and outline some questions and ideas I will fill in as I continue with the series, eventually arriving at a rule system and any other material I might need to play the system, such as setting descriptions, main antagonists, gear and equipment, etc.

Let's start with a list of ideas from the covers of the book.
  • High tech
  • Not post apocalyptic
  • Laser sword
  • flying cars
  • high tech armor or cybernetics?

Some other ideas we need to incorporate.
  • Barbarism vs Civilization
  • Magic/sorcery
  • Short tales
  • Earth
  • Why swords? Do we still use guns?

Finally where can we take some ideas from, I have brainstormed these settings and ideas myself or from online input from others.
  • Thundarr
  • He-man
  • John Carter
  • Bladerunner
  • Shadowrun
  • Starwars
  • 2099

As I go forward with this I realize I need a system to enact this idea.
  • ICRPG
  • Genesys
  • Modern Age
  • Savage Worlds


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Thursday, August 22, 2019

Age of Conan: Valeria #1

I have been away on vacation visiting the beautiful province of Newfoundland! I had intended on reading Valeria #1 and Conan: Exodus on the airplane on the way back, but that didn't happen. I did see a few reviews of Valeria #1, and while I didn't read them, the headlines lead me to believe the reviewers didn't like the book. I finally got a chance to read it on the train this morning.


Writer: Meredith Finch
Artist: Aneke
Colorist: Andy Troy
Letterer: VC's Travis Lanham
Cover Artist: Jay Anacleto & Romulo Fajardo Jr.

Cover Price: $3.99cad

When they released Belit #1, many of us were keen to see new tales of the Hyborian Age focused on some of our favorite characters besides Conan. What we got was a book that was not aimed, at the generally male, core fan base. This caused many reviewers to not get it, and to give it poor reviews. In general, the book was decent and clearly aimed at a different fan base, which I think is awesome. The more the merrier! Still, I hoped Valeria #1 would be different and maybe be aimed a little closer at the core fan base, call me selfish. I wanted to enjoy reading some more conventional stories about Valeria of the Red Brotherhood! The reviews, however, pointed towards something more like what we got with Belit.

Upon reading it I admit I was a little confused. Certainly, this might appeal to a woman reading it as the main hero is a heroine, but it wasn't what we saw in Belit. Valeria is fully formed and on a quest for vengeance, and while we do get some flashbacks to her as a young girl, outlining her character and reasons for wanting what she does, it isn't a tale of her youth. Further the '82 classic film, Conan the Barbarian, likewise showed early moments from Conan's life, even if it's not the main part of the tale. In my mind, it isn't obviously pointed at one or the other demographic.

The story we get is another origin tale, revolving around how hard life is in the Hyborian Age. Death comes swiftly to those around our main character and she rises to become the warrior we see in Red Nails. Her desires pushed by a quest for vengeance. Nothing new here, but this is based on pulp literature, we aren't looking for exceptionally deep tales. I understand that we don't always need origin stories, and when Valeria first appears in Red Nails, we don't have one. These titles are allowing other authors to explore the characters and the world, which I again think is a pretty cool thing. Bringing REH to more people is awesome in general.

The interior art is done by Aneke. I admit to not being hugely familiar with the artist, but having a look on the internet I see a fair body of work including Red Sonja. I have mixed feelings about the art. Some of it is great, like the opening fight sequence, and other panels are nearly comical, such as this fight between a merchant and a pirate. Despite a few odd poses, I think there is more good than bad in this issue.

Excellent opening fight.
Less excellent fight between pirate and merchant.


The cover of the title doesn't really deal with the story at all, and so maybe I should take issue with it as I did with several Savage Sword covers. However, it is a beautifully rendered cover of Valeria, and although it isn't directly about the story, it doesn't seem out of place either. The issue has plenty of swords, some blood and lots of action. It, however, has no sorcery as of yet, so I have a hard time fitting this solidly into the Sword and Sorcery genre it is current form.

Art:

Story:

Cover:

Sword & Sorcery:


And so we fill 3.5 skulls with grog and toast this initial offering for Valeria!

This was, I believe, a decent start to the adventure. Despite a few missteps with the interior art, the story looks to be a nice pulp tale of swords and vengeance. I look forward to reading Valeria #2!

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Tuesday, August 20, 2019

Narrative Terrain Decks.

At the beginning of the year I played a game of Primeval THULE via the Genesys system. During this game we had to make a daring escape, which involved cards drawn and skill checks made. That day is the direct inspiration for these terrain decks.

I worked on the idea and tried it for the first time at the Calgary Expo during my two Conan 2d20 games. The prototype, as you can see, isn't nearly as polished as the current offering. The decks changed from the basic idea to the current idea between day 1 and day 2 at the convention. Those cards would eventually become the "Weird Wood" deck. Since then I have created a desert deck, a cave deck, a passageway deck and a cliff climb. The cliff climb was my second attempt at a deck and I used to for my home players scaling a cliff, where they had a standard room encounter before finding their way into a set of caves which used another cave deck.

But why these decks over a more normal exploration system with a grid or a hex map? The two biggest reasons are player engagement and prep time.

Often some players are left in the back and don't get to contribute as much as the others, sometimes they roll less dice and this often can translate to less fun for them. The second reason is prep time and these cards require almost none. At most you might need a list of monster stats that players may or may not end up fighting in the dark passages or twisted forest.

The Decks

Generally the decks contain about 36 cards in total. 5 of these are the reference cards and the remaining cards are split between terrain and encounters.

  • Reference Cards - Basic instructions, sample monster ideas, sample cards.
  • Terrain Cards - Each card shows a picture of terrain as well as a skill.
  • Encounter Cards - Each card shows a skill or fight that must be overcome before continuing.


An Introduction to the Cards

Terrain Card
  1. Picture of the area the players are crossing. Strictly aesthetic.
  2. A good place to place a chit or a d6 to record the difficulty of the card.
  3. The default skill a player can use to cross the area. Use the cards base difficulty.
  4. When using another skill, add this modifier to the difficulty before making the test.

Encounter Card: Obstable
  1. Description of the obstacle and skill used to pass it.
  2. Difficulty of the skill check.
  3. Cost of skipping the skill check in doom.
  4. Damage a player suffers for failing the skill check.

Encounter Card: Fight
  1. Description of where the fight takes place.
  2. Base difficulty for physical attacks in the area.

Using the Decks

Step 1: Set aside the reference cards and split the deck into encounter and terrain decks. Determine the total momentum required to proceed through the terrain, this should be 1 per player at minimum.
Step 2: Shuffle the decks and place them in a convenient place.
Step 3: Draw a Terrain card and place it face-up on the table. Place a D6 or similar in the corner showing the "1", to symbolize a D1 skill test.
Step 4: A player either attempts the skill test listed on the card or chooses another skill test at a +1 or +2 difficulty modifier, depending on the card.
Step 5: Whichever skill the player uses, they must be able to narratively describe how it helps the party move through the card.
Step 6: Assuming success, place a momentum marker on the successful card. Place another terrain card above the first and increase the D6 by 1. ie a 1 becomes a 2. Any excess momentum can be stored in the pool as normal.
Step 7: Repeat the process increasing the difficulty until enough momentum is generated to move the players through the terrain. Each terrain card must be attempted by a new player until everyone has gone, then the process repeats.
Step 8: On a failure draw an encounter card and place the card beside the failed terrain card.
Sept 9: On a skill encounter each player individually attempts to succeed and move past the obstacle. On failure, they can pay the listed doom, or take the listed damage.
Step 10: On a fight encounter describe the terrain listed on the card and the base difficulty the players face. Run a simple combat encounter.
Step 11: Once the encounter card is complete place a new terrain card above it and reset the difficulty counter to 1, repeat steps 3-11 until the players are through the terrain.

NOTE: I don't specifically mention what to do with a complication. I believe they should be open-ended and make things interesting. That being said a simple idea is to draw an encounter card and have the player that rolled the complication resolve it, or the group if you get a monster card. Once complete place the next terrain card down and do not reset the difficulty counter.
*NOTE: The trek through the terrain should be viewed as a single scene giving the players no downtime. They should be weakened and haggard when they come out...iF they come out.

A Sample Play Through

We will assume our party of 4 adventurers need to find something within a dark and twisting forest. We set the number of successes they need to 4, one for each player.

Card 1: Terrain Card, Difficulty 1

Balor chooses to go first. He chooses to use his Survival skill instead
The difficulty becomes 2, as this falls under the "Other" Skill.
Balor says, "As we enter the dark forest I look around and try and see an open area to lead the party into the darkness."
He rolls 1 and a 15, and gains two successes. The party moves deeper into the woods.
Card 2: Terrain Card, Difficulty 2

Dorian takes up the lead. He chooses to use his Observation skill instead
This is the cards default skill, so the difficulty remains 2.
Dorian says, "Continuing into the darkness, I try and build on the path Dorian has found by looking for the signs of animals passing this way, indicating a path to something....." Dorian also chooses to use a bonus die and so rolls 3d20 (Either through Momentum or Doom)
He rolls 11, a 12 and a 15, and gains two successes. The party moves deeper into the woods.
Card 3: Terrain Card, Difficulty 3

Sarina takes up the lead. She notes acrobatics is not her strong skill and so attempts to use her Lore skill
Lore is again a +1 difficulty since it is not the default skill.
Sarina says, "Using my knowledge of the area and how trees grow from within my vast store of natural world knowledge I take note of the moss on the trees and use it to gain a direction and guide us further into the forest."
Sarina knows this will be a hard roll and so chooses to add 2 dice to her pool, rolling 4d20
She rolls 11, a 3, an 18 and a 15, and gains three successes.
Her failed roll leads the party astray......
Card 4: Encounter Card, Cliff Climb

The party's path leads them to a sheer, scalable cliff in the forest. The only way forward is to climb....
It is a simple D1 Athletics check.
Balor, Nualla and Dorian all choose to make the check and easily scale the cliff.
Sarina being less confident in her atheletics skill, chooses to pay the doom cost to join her companions at the top.
Card 5: Terrain Card, Difficulty 1

Nualla is the last party member to contribute to finding their way through, so it is her turn.
She chooses to use her resistance skill, so the test remains at a D1
Nualla says, "As we move beyond the cliff the insects begin to increase in numbers causing us to be maddened by their constant annoyance. I manage to push through the host of insects....."
Nualla rolls a 4 and a 20. A success and a complication.....
The party gains another success but is ambushed by a group of wolves.
Card 6: Encounter Card, Monsters!

Due to Nualla's complication, the party is set upon by a group of wolves! Note that the battle takes place in a thicket making the base combat difficulty a 2.
After taking some scratches the party defeats the wolves and presses on into the darkness, sensing they must be close to their goal!
Card 7: Terrain Card, Difficulty 2

We don't reset the difficulty as the encounter card was a complication, not a failure.
As the whole party has contributed we reset and choose someone else to start again.
Sarina using her keen sense of observation, at a difficulty of 2 tries to lead them to their goal.
Sarina says, "Excitedly I point into the trees and say, "Look I can see it through that break in the trees!"
She rolls a 5 and an 11, succeeding.
Finally, after the long trek through the forest, the party emerges at their goal......

And finally we see the final layout, and which cards gave the characters their successes.



As you can see we can create a large variety of terrain maps that are engaging on a role playing level as well as on a visual level with next to no prep from the GM. If you like these you can grab a set of cards over at the Game Crafter for about $10USD. You can also get a set of counters that include numbers which can be used for difficulty markers.

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