Showing posts with label Conan. Show all posts
Showing posts with label Conan. Show all posts

Wednesday, August 30, 2017

Further thoughts on the possible King Conan film

...and Conan in the media generally.

While I'm sure the movie (if it happens) will draw at least somewhat on the events of the previous two Arnold films (hopefully more the first than the second), I do hope the writers look to the original REH materials for more inspiration.

One of the things that disappointed me about the Jason Momoa remake was that it was basically the 1982 film again, instead of a new plot, using Howard's stories as a basis. The Milius version drew heavily on Howard for themes and imagery, but the story was original. That's a good thing. But for the 2011 film to rehash a story that was only "inspired by" the classic tales is like a copy of a copy: It's just not as crisp.

Just of the top of my head, here are a few stories that -IMO- would make great fodder for the screen:


  • Red Nails*
  • The Jewels of Gwahlur
  • Queen of the Black Coast*
  • Hour of the Dragon
  • The Scarlet Citadel
  • The Devil in Iron
*Unfortunately, the 1982 film already used Valeria (Red Nails), and Belit's line about coming back from death to save Conan. They were awesome callbacks to the stories, but it makes it harder to use the rest of those tales.

Hollywood is going to do what they're going to do. And if the film is ever released, they have my money. But I can dream, can't I?


Tuesday, August 29, 2017

Wednesday, October 26, 2016

Conan on YouTube


No, not him.

A while back, Dark Horse Comics did a series of "motion comic" videos starring our favorite Cimmerian in the REH story "Queen of the Black Coast." It's pretty true to the original text. The animation is quite stylized, but if you're looking for some Hyborean fun, you might want to check it out.

You can see part 1 here (a bit PG-13):


Friday, October 21, 2016

C&T Review: Part 4/4

Home stretch, here!

Ill Gotten Gains of Dark Desire:

This is the treasure section of the book. In addition to some straightforward advice about placement and appropriate reward levels, C&T also includes “trade-out” guidelines (similar to Swords & Wizardry). The idea here is that there is a chance for a given amount of the treasure’s “cash” actually being a special item like gems, jewels, or even magic.

C&T also shies from random magic item placement. Magic should be chosen by the CK deliberately. Also, enchanted objects are almost never unilaterally beneficial (or harmful). Magic is a double-edged sword. Even useful items carry a cost.

The listed items are an excellent sampling of weird magics in a swords & sorcery world. Unlike other games, instead of being classified by type (scrolls, potions, rings, swords, etc.), the items are just listed as individual objects. This further underscores the idea that they should be considered individually instead of “just another magic __.”

A Compendium of Fiends:

Monsters, monsters. Where would we be without a bestiary? C&T delivers with a nice assortment of the weird, bestial, sinister, and deadly. Using a very “stat-lite” S&W style of listing, the monsters listed include only the numbers you need, and rely more on colorful flavor text to help the CK evoke the feel  of a creature. Many of the critters are “Zarthian” as opposed to your standard fantasy fare, and normal creatures (lions, tigers, and bears oh my) are a bit thin on the ground, but these are imported pretty easily from other rule books like Swords & Wizardry.

The end of the section includes tables and advice for creating or modifying monsters to create unique creatures in your game, along with a listing of monsters by challenge level. While I personally don’t use challenge levels in general, it’s a handy reference when looking for an easier or harder foe to include in your adventures.

The next section contains three adventures: The Halls of Nizar-Thun, The Haunted Lands, and Port Black Mire. While they all look eminently playable, they also serve as blueprints for C&T style adventures.  Found it very useful to look at how they differ from typical fantasy adventures as well as how they’re similar. “Halls” is a dungeon crawl, “Lands” provides some outdoor/wilderness adventuring, and “Port” is a city adventure complete with a random city events table. The adventures also provide some more detail to the setting (especially Port Black Mire).

Notes from the Abyss:
The final chapter self-described as “a miscellany of topics.” It includes CK (GM) advice do’s & don’ts, etc.), some fun tables for semi-random crypt (dungeon) creation, and a nice writeup on horror in gaming. It finishes up with a bibliography and suggested soundtracks (inspirational/thematic music).

What I liked: The treasure and monster sections were engagingly different than typical fantasy games. I particularly appreciated the nature of the magic items (magic with a cost).

What I didn’t like: As I’ve mentioned before, a lot of the material is tied pretty tightly to the default setting. That’s not a flaw, but it does feel limiting sometimes.

OVERALL: This is not a vanilla fantasy game. Crypts & Things is not a generic D&D substitute. It is designed to deliver a very particular theme and tone; one of weird magic, eldritch horror, gritty pulp action, and characters that you might find in the pages of Howard, Burroughs, or Smith.

The world of Zarth is a nearly ideal backdrop for such a game. With its ancient races, lurking terrors, and encroaching doom. For those who wish to play elsewhere, it shouldn’t be too difficult to use the game in your own setting, but it would be tough to leave all things zarthian behind.

I am immensely pleased with the return on my Kickstarter investment and am looking forward to actually playing some Crypts & Things very soon!


Monday, October 17, 2016

Crypts & Things Review: Part 2

Spell Lists:

OK, picking things up where we left off, the text turns to the spells available to the magic-using PCs. In keeping with the S&S feel (as opposed to "high fantasy/magic") spell levels cap at 6th (unlike 9th in many flavors of D&D). There are four lists –White, Black, Grey, and Elementalist– followed by the alphabetical descriptions and stats for each spell.

Many of the spells are your standard fare (Detect Evil, Charm Person, Web, etc.). But there are several new spells that really help evoke the system and setting's tone. Spells such as Call the Kindly Ones or Cauldron of Blood.

How to Play:

Leaving the character section behind, we move into the nuts & bolts of the game. Most of this is pretty typical for your OSR class-and-level fantasy games. A few interesting things to note include that XP is not gained from treasure in this game. The is to reflect adventurers being hungrier for plunder even at higher levels. Also, it shifts the emphasis to defeating foes and completing quests.

As mentioned previously, characters have three new traits in C&T: Luck, Skill, and Sanity. Rules for their use and effects are presented here. I particularly liked the use of Luck as sort of a limited saving throw mechanic where you deplete the pool as you use it.

Skill is task resolution mechanic that's reflects general competence rather than specific training. A character's chance for success increases with level and different classes may get bonuses for certain tasks (thieves with stealth, barbarians with tracking, etc.). CKs (Crypt Keepers) are encouraged to apply circumstantial modifiers as they see fit and not to supplant roleplaying or problem solving with simple die rolls (a very old-school concept and well worth the brief mention it gets).

Sanity is included with simple Wisdom-base rules and some advice for when –and when not– to use it. While the game is not "Fantasy Cthulhu," the weird, eldritch horror aspect certainly needs addressing.

There are some fun little rules for companions and henchman. Companions are more loyal and fleshed out than henchman, but there are tables to add some flavor to those hirelings, too.

Combat is fairly straightforward, but it's worth noting that the sequence emphasizes that spells are declared before initiative is rolled. Other games are written this way too, but –given the nature of magic in the game– its an important balancing point to be able to interrupt a spell.

Damage and Death is a little different than most classic fantasy games. In C&T, hit points are the superficial damage and fatigue that occurs before real injury or wounds occur. The "draught of ‘strong drink’" rule that lets booze restore 1d4 hit points is fun.

"Wine!" gasped the king from the couch where they had laid him. They
put a goblet to his bloody lips and he drank like a man half dead of
thirst.

"Good!" he grunted, falling back. "Slaying is cursed dry work."

They had stanched the flow of blood, and the innate vitality of the
barbarian was asserting itself.

-Conan, "The Phoenix on the Sword"



Once HP are gone, wounds apply to CON. Further, the game stresses the idea that PCs are special people. Most foes don't get to test luck or dip into CON. Once a regular shmoe's hit points are gone, he's dead. There are also optional rules for things like permanent injuries and the like.

The other two subjects of note in this section are Corruption and The Summons of Evil. 

Corruption is the mechanic to address what happens when a sorcerer uses black magic too much. The summons of evil is the white magic parallel. In effect, the energy from white magic attracts notice from nasties. This reinforces that magic is dangerous and carries a price. 

The Continent of Terror:

Here we get tot he meat of the setting, Zarth. This is a pretty straightforward section, including a chronology, map, and quick descriptions of the main nations/regions. "What the Elder Told Me" is a handy player reference for roleplaying a character from a given background. The write-ups deliberately reflect the bias of the given area, and are "spoiler-free." The secrets and such are reserved for the CK sections.

What I liked: The rules strike a nice balance between "old-school" freeform combats and little rules that add flavor. Having "player-safe" setting write-ups is a definite plus as well. 

What I didn't like: While I like many of the setting ideas, I am still on the fence about whether to embrace the Zarth or strike out on my own. This isn't a reflection on the game itself, just my personal preferences.   

Next up, we'll strike out into Crypt Keeper territory, so players beware!

Crypts & Things Review: Part 2

Spell Lists:

OK, picking things up where we left off, the text turns to the spells available to the magic-using PCs. In keeping with the S&S feel (as opposed to "high fantasy/magic") spell levels cap at 6th (unlike 9th in many flavors of D&D). There are four lists –White, Black, Grey, and Elementalist– followed by the alphabetical descriptions and stats for each spell.

Many of the spells are your standard fare (Detect Evil, Charm Person, Web, etc.). But there are several new spells that really help evoke the system and setting's tone. Spells such as Call the Kindly Ones or Cauldron of Blood.

How to Play:

Leaving the character section behind, we move into the nuts & bolts of the game. Most of this is pretty typical for your OSR class-and-level fantasy games. A few interesting things to note include that XP is not gained from treasure in this game. The is to reflect adventurers being hungrier for plunder even at higher levels. Also, it shifts the emphasis to defeating foes and completing quests.

As mentioned previously, characters have three new traits in C&T: Luck, Skill, and Sanity. Rules for their use and effects are presented here. I particularly liked the use of Luck as sort of a limited saving throw mechanic where you deplete the pool as you use it.

Skill is task resolution mechanic that's reflects general competence rather than specific training. A character's chance for success increases with level and different classes may get bonuses for certain tasks (thieves with stealth, barbarians with tracking, etc.). CKs (Crypt Keepers) are encouraged to apply circumstantial modifiers as they see fit and not to supplant roleplaying or problem solving with simple die rolls (a very old-school concept and well worth the brief mention it gets).

Sanity is included with simple Wisdom-base rules and some advice for when –and when not– to use it. While the game is not "Fantasy Cthulhu," the weird, eldritch horror aspect certainly needs addressing.

There are some fun little rules for companions and henchman. Companions are more loyal and fleshed out than henchman, but there are tables to add some flavor to those hirelings, too.

Combat is fairly straightforward, but it's worth noting that the sequence emphasizes that spells are declared before initiative is rolled. Other games are written this way too, but –given the nature of magic in the game– its an important balancing point to be able to interrupt a spell.

Damage and Death is a little different than most classic fantasy games. In C&T, hit points are the superficial damage and fatigue that occurs before real injury or wounds occur. The "draught of ‘strong drink’" rule that lets booze restore 1d4 hit points is fun.

"Wine!" gasped the king from the couch where they had laid him. They
put a goblet to his bloody lips and he drank like a man half dead of
thirst.

"Good!" he grunted, falling back. "Slaying is cursed dry work."

They had stanched the flow of blood, and the innate vitality of the
barbarian was asserting itself.

-Conan, "The Phoenix on the Sword"



Once HP are gone, wounds apply to CON. Further, the game stresses the idea that PCs are special people. Most foes don't get to test luck or dip into CON. Once a regular shmoe's hit points are gone, he's dead. There are also optional rules for things like permanent injuries and the like.

The other two subjects of note in this section are Corruption and The Summons of Evil. 

Corruption is the mechanic to address what happens when a sorcerer uses black magic too much. The summons of evil is the white magic parallel. In effect, the energy from white magic attracts notice from nasties. This reinforces that magic is dangerous and carries a price. 

The Continent of Terror:

Here we get to the meat of the setting, Zarth. This is a pretty straightforward section, including a chronology, map, and quick descriptions of the main nations/regions. "What the Elder Told Me" is a handy player reference for roleplaying a character from a given background. The write-ups deliberately reflect the bias of the given area, and are "spoiler-free." The secrets and such are reserved for the CK sections.

What I liked: The rules strike a nice balance between "old-school" freeform combats and little rules that add flavor. Having "player-safe" setting write-ups is a definite plus as well. 

What I didn't like: While I like many of the setting ideas, I am still on the fence about whether to embrace the Zarth or strike out on my own. This isn't a reflection on the game itself, just my personal preferences.   

Next up, we'll strike out into Crypt Keeper territory, so players beware!

Friday, October 14, 2016

Swords & Sorcery

Hither came Conan the Cimmerian, black-haired, sullen-eyed, sword in hand, a thief, a reaver, a slayer, with gigantic melancholies and gigantic mirth, to tread the jeweled thrones of the Earth under his sandalled feet.

Crypts & Things is -by its own description- "A Swords and Sorcery Roleplaying Game," not "A Fantasy Roleplaying Game." It's a worthwhile distinction to make, in my oh-so-humble opinion and one that many tend to gloss over when looking at different settings or systems. Even experienced gamers often tend to treat the two as roughly synonymous. Granted, they have more in common than not; but the differences are well worth noting when choosing what you're going to play.

So what is the distinction? It's probably futile to try and arrive at a universally accepted definition, but for simplicity, let's turn to Wikipedia for a working one:
Sword and sorcery (S&S) is a subgenre of fantasy generally characterized by sword-wielding heroes engaged in exciting and violent conflicts. An element of romance is often present, as is an element of magic and the supernatural. Unlike works of high fantasy, the tales, though dramatic, focus mainly on personal battles rather than world-endangering matters. Sword and sorcery commonly overlaps with heroic fantasy.
So here are my noteworthy takeaways from the above :

  1. exciting and violent conflicts - S&S is a genre of action. In gaming terms, this means that fortune favors the bold. Further, fights get bloody. Descriptions should be vivid and graphic: gore-spattered blades, dripping ichor, blazing eyes, and mighty thews. You get the idea. Characters in S&S get into the thick of things and get their hands dirty.
  2. elements of romance - While love interests are not always present in S&S stories or games, characters within the genre tend to passionate. This includes things like loyalty, vengeance, greed, lust, and yes, love. Whereas some types of fantasy tend to ignore or denigrate the baser motives, S&S is more likely to embrace it as at least honest.
  3. an element of magic and the supernatural - At first, this sounds redundant. "magic and the supernatural"? What's the difference? Well, in gaming terms, magic tends to refer to powers (spells and the like) whereas the supernatural is more about that which cannot be explained by the normal rules of the world the characters live in. Further, the supernatural implies something alien and bizarre. There are things in a S&S world (sometimes magic is one of them) that are weird and unsettling, as opposed to a magical fantasy world where elves and dwarfs are seen regularly and people ride flying carpets. It's not that magic can't be powerful in a S&S world -sometimes its moreso- but its unfamiliar and alien to most people.
  4. personal battles rather than world-endangering matters - In JRRT's "Lord of the Rings," Frodo and his pals save the world from the BBEG (Big Bad Evil Guy) in an epic quest and multiple battles between the armies of good and evil. In Robert E. Howard's tales of Conan, the focus tends to be more intimate. Sure the things S&S characters face are terrifying, and maybe there are earthshaking events, but motives and scope tend to more about the people in the story than "saving the world." There also can be an element of moral ambiguity in such stories. While characters like Conan may have a personal code of honor, they are quite often thieves and killers, not noble knights or kindly wizards.
Let's take a look at a classic S&S adventure story as an example. Howard's classic Conan adventure "The Pool of the Black One,"

In the story, Conan slays a treacherous pirate captain in a duel (personal battles); fights off strange strange ebony humanoids (exciting and violent conflicts) that use weird rituals to shrink their victims into doll-like trophies (magic and the supernatural); rescues the captured crew- becoming their new captain; and gets the girl (romance). He then sails off to plunder like a pirate captain should.

Even though the character Conan becomes a king in the stories, the focus on the plots is personal. He is the focus, not Aquilonia or the other nations of Hyborea.

There is nothing wrong with more heroic/epic fantasy. Stopping evil and saving the world are great story fodder, but when looking at running or playing a game like Crypts & Things, it can be helpful to see how its focus is different from more traditional fantasy games in order to get the most out of it.