'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

Corrupt Cliffs

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Wednesday, April 10, 2019

Savage Sword of Conan: Issue #4 (2019)

Are you feeling SAVAGE!? This week we see Savage Sword #4 hit shelves, and as always I am here to give you my first thoughts, spoiler free!


Writer: Gerry Duggan
Artist: Ron Garney
Colorist: Richard Isanove
Letterer: VC's Travis Lanham
Cover Artist: Alex Ross

Cover Price: $3.99cad

The cover is again, independent of the story. A beautiful rendering of the Cimmerian superimposed over old Savage Sword covers. Currently apart from the name we aren't seeing much similar to the old title though. At current these covers are skillfully done, but for me lack the drive to pull me into the story. I would really like to see some covers that, at least, tie tangentially into the story within the pages.

The format continues with 19 pages of Conan action, and it goes by at a very quick pace. My complaint here is that the story isn't progressed at all. We have a very minor amount of movement along the plot, which puts the action at odds with the story. The action is in abundance, but in 19 pages the story is not. Compared to what we are seeing in "The Barbarian", this is moving at a snail's pace. I have also come to the conclusion that I must simply ignore Howard canon pretty completely for this series.

I still like the interior art, and I still think it lends itself to the savage nature of this title. This issue has some beautiful interior panels that really scream "CONAN" to me.


This issue is *FULL* of Sorcery however, almost every panel has something weird in it. It may have too much to be honest, but to that end I would rather have too much than too little. The sorcery on display is fitting to the genre however, so we aren't seeing fireballs shooting off left and right, or wizards casting magic missile.

Art:

Story:

Cover:

Sword & Sorcery:


And with that, this issue lands at 3.5 skulls.

This issue doesn't necessarily do anything wrong. Conan: Check, Swords: Check, Sorcery: Check, Action: Check. Despite that I feel like we aren't seeing much progression with the story. We could go from Savage Sword 3 to Savage Sword 5, include 1 or 2 panels from 4 and be totally up to speed on the story. I certainly want action and swords and sorcery in my Conan, but I also want the story to progress a little quicker, especially given the monthly nature of the title. This may play much better in a longer format collected series. The book did scream along, and I definetely checked to see if it was the standard 19 pages long.

But don't take my word for it, run down to your local comic book store and pick up your copy today!

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Wednesday, April 3, 2019

Conan the Barbarian: Issue #5 (2019) "The Captain of the Ship of the Dead"

Now that the schedule for this book has fallen into its intended monthly offering, I find myself looking forward to this title. This is partially because it's Conan and partially because the week before this title there isn't a Conan title being released. But enough of this pre-amble. I have coffee and some Conan to read.


Writer: Jason Aaron
Artist: Mahmud Asrar
Colorist: Matthew Wilson
Letterer: VC's Travis Lanham
Cover Artist: Esar Ribic

This issue sees the return of Mahmud Asrar to the art side of this title, so this issue is much like the first four in regards to style. It has some excellent panels, some of these are highly detailed and others are less detailed and still very evocative of our Cimmerian hero. The colors, as always, are excellent and I really like how some is executed, but alas I cannot tell you the specific panels until you have also read the book. If you liked Matt Wilson's color with Mahmud's art in past issues, you will not be disappointed!

Unlike Savage Sword the covers of this book are more in line with the story and feel like the Esar is given a basic plot of the book before he sits down to create the beautiful covers. This one is no different and I find I like this approach much better to the covers we are seeing on Savage Sword.

The story is told in a present, looking back at recent events type of format, we know Conan is in a bad spot, and we learn how he got there. I initially wasn't sure about it. About 3/4s of the way through the book I was pretty invested in the story that brought Conan to his current predicament, but I also came to feel about a possible weakness in this title, as we swapped back and forth from present to past. Some stories might be a little too long to feature in a single issue. I was pretty sure this tale could be fleshed out longer, but I think Jason did a pretty good job getting it into a single 19 pages of panels.

My chief issue with this title is the resolution, as it features things wholly out of Conan's control, even if he uses them to his advantage in the end. Having a key element outside his control isn't something I think we really like to see. But thinking back to other issues perhaps it is more common than we might think. In issue 3 the tree breaks, in Issue 2 the Picts rescue him, so perhaps I am just being nit picky.

Unlike the last issue this story is again full of sorcery and all things weird, making it feel more like a Conan tale to me than last months tale. Finally we see the Scarlet Witch again, although she doesn't tie into the story at all, we get another glimpse of her carting Conan back to her lair in the distant future.

Art:

Story:

Cover:

Sword & Sorcery:


My rating this month is 4.5 out of 5 Skulls of My Enemies!

Overall I quite liked this issue of Conan the Barbarian! It had a lot of the hallmarks we come to expect from Conan and I look forward to discussing direct aspect of it on the forums in the coming days. So run out and grab your copy of Conan the Barbarian and let me know what you think!

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Tuesday, April 2, 2019

The Expanse RPG: First impressions (more or less)

The e-mail came and I immediately downloaded the PDF from Green Ronin. I was anxious to see the Expanse RPG in all its glory. I had seen the quick start and Modern Age rules, both of which I liked. This was the full book though and I was excited.

The RPG is broken out into 3 basic sections: Players section, A Guide to the Expanse, and the Gamemaster's Sections The RPG opens with the new novella by James SA Corey and then rolls right into the rules and character creation, tech, ships and eventually a section on the world of the Expanse, detailing Mars, Earth and the Belt.

Some of the art I love, some of it I am luke warm too, but overall the book looks good and I was anxious to find some time to dig deeper into it.

It's hard for me to have a strong first impression of a .pdf file, as much as I see them as a useful way to get content to us, for me they are still not that physical book. So initially? It is what I expected after seeing Modern Age and the Expanse quick start. I can not wait to have a physical copy.

Intro & Rules

I did spent a little time with it to get a better idea of what exactly this book looked like. Many RPGs have flavor text and may even open with a small blurb about the world. The Expanse starts with a short story written by James SA Corey for the RPG. So we are already starting off plenty strong with a full piece of prose from the authors of this beloved series.

Once we get past the story we are whisked into the basic rules of how things work. How characters make skill tests, what a stunt die is and does. It is not a complicated system and it might be a good middle ground between something overly simple and something overly crunchy. I haven't had time to play yet though, so time will tell.

Character Creation

After the basic rules we are introduced to character creation which is laid out in a nice 10 step process. I find that creating characters can sometimes be a little convoluted for a new player. As a new character playing Pathfinder for the first time, I didn't find it super easy. As a new player to Conan 2d20, I would level the same criticism of it. In comparison John Carter was a simple character building system and I suspect this will be similar, as the builds in Modern Age were not difficult.

After the basics of character creation have been talking about our next chapter is the list of talents and traits players can take to customize their characters beyond their basic stats.

Tech and Equipment

And then we are onto Tech and Equipment. What sci-fi game is complete without advanced technology? Generally anything we see in the Expanse is probably going to be something we recognize in our modern world, from hand terminals to space ships. They provide a fairly comprehensive list of traits and ideas to build most any tech you might want. Here we have weapons lists and armor lists including the impressive Martian power armor.

The section includes dealing with income and lifestyle. We get a section on how this system deals with a characters basic upkeep based on their income level from character creation.

I would have liked to have seen more rules on cybernetics and similar. I know this isn't a cyberpunk game, but we see basic implants in the books, perhaps we will see this in a later expansion, as I do not think we see them until later in the books. The same can be said about drugs, specifically combat drugs, but again, perhaps we will see something more specific later.

Encounters

The next section talks about different types of encounters and breaks them into 2 chief areas: Action, Exploration and Social. Each of these sections includes rules and stunt lists that you have access to if you manage to roll stunt points.

Action encounters include melee combat, chases and vehicles. It lists various forms of stunts such as grappling stunts and gun stunts, and continues to list various special things you can do for vehicles and chases.

Exploration encounters has stunts for general exploration and infiltration. It contains ideas and stunts for general exploration and investigations as well as detailing how to use hazards with the scenarios.

Social encounters lists ideas about how NPCs may react to characters through "Attitude", and as always continues into a list of things you may get to spend stunt points on. An example of a social stunt might all a player to read the room and get a general feel for who has what attitude toward the players.

Finally the section ends with interludes, small pieces of narrative downtime where the players can accomplish goals. These can be between adventures or during ship transits. Any time there is an extended period where there is no action.

Starships & Space Travel

The final part of this section centers around spaceships and spaceflight. It opens with a basic lesson on real orbits and transits between bodies, but if you really want to get a good handle on how all this works you should go grab a copy of "Kerbal Space Program."

Once we get through our primer we talk about ships and their attributes and qualities. They do not provide a cost for a ship based on the understanding that even the smallest of these are not things a normal person just owns.

Finally we round out the section with ship encounters, combat and how to spend Stunt Points. I wrote an article on starship combat during the quickstarter. I can't tell you nothing has changed, but it looks similar enough that it is worth checking out if you are interested in how it runs.

Setting Information

Leaving the rules behind for a little while we enter into the section called, "Guide to the Expanse". This section details the current state of the system with sections describing Earth, Mars, the Belt and the Outer Planets. It looks to be a comprehensive guide on not only the planets, but on the people as well.

The guide covers cultures and the language of the Belt, Belter Creole, as well as physiological changes humanity has, or is experiencing, as we evolve to match our new environments.

The guide details important stations, moons and holdings of each of the factions and I suspect upon reading it should give a great deal of insight into the overall world of the Expanse, and as well plant some wonderful story ideas.

This section also includes stats for the protagonists from the Expanse. They are sprinkled throughout the section based on what planet they call home. James and Amos being listed with Earth for example.

Running the Expanse

After the history and general Expanse fluff information we move into the meat of the book for the GM. This next section talks about GMing the game, and compromised about 30% of the book starting on page 180. It starts as all games should, assuming you know nothing. We get an overview of what a GM does and then we move on to more specifics, how to make adventures, rolling or not and being inclusive at the table.

There is a lengthy section on threats for environmental and adversaries, including a section on social adversaries. This section includes a small listing of sample opponents such as gangs and security forces as well as the creations of the proto-molecule. This section also goes over the basics of creating your NPCs as well, and gives us some guidelines on using them.

We then have a section on how we might reward PCs, both monetarily and beyond. These might include relationships, memberships in organizations or reputation.

The second section of the book rounds out with a chapter on writing a series or a campaign for your Expanse characters. It talks about how you might want to structure it and gives you some ideas to explore.

Adventure and Information Sheets

Finally we have an adventure to run to get you up and playing as quickly as possible. I haven't done anything more than quickly glance through it, as I don't generally run pre-written adventures. I will of course take a deeper look at this one and the quick start adventure to get a feel, and some ideas, before getting ready to run my first Expanse game.

The book rounds out with the typical things we would find: An index, character sheets and other tracking sheets, such as the Churn. Not much more to say here, everything we expect to see is available.

Final Thoughts

At first pass it looks like a good book that is well laid out. It is hard to tell for sure without having played it, or done much more than give it a quick read over. Right now I can tell you that this RPG will give you ~260 pages of Expanse goodness courtesy of Green Ronin and James SA Corey. If you are a fan of RPGs and the Expanse, I highly recommend you grab a copy of this in the near future when it becomes available!

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