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Time For A New Conan Rpg?


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#81 EricKRod

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Posted 13 February 2013 - 05:41 AM

It definitely reminds me of the days of the Star Wars rpg. Thanks for all the detailed information and locations of the free downloads. I don't have a group to play with but you have given me tons to read!

Best,

Eric in WA

#82 VonKalmbach

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Posted 15 February 2013 - 06:56 AM

AMARIL, VONKALMBACH, and CROMSBLOOD :
Wow ! What a great set of fast replies and wonderful helpfull suggestions.

it may take me a while to browse all those, but i look forward to reading them.

Good to see there are so many recommended.


You're welcome Sorceress!

Still groggy from that kiss ... can't quite think straight ... if I can only just ...feelin' a little woozy ...
“I think the real reason so many youngsters are clamoring for freedom of some vague sort, is because of unrest and dissatisfaction with present conditions; I don't believe this machine age gives full satisfaction in a spiritual way, if the term may be allowed. ”

Robert E Howard

“Do you try to write like the guys who write for the magazines you write for?” Clyde asked.

“Hell, no,” Bob was emphatic about that. “I let them try to write like me.”

From One Who Walked Alone by Novalyne Price Ellis

#83 Boot

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Posted 27 February 2013 - 12:32 AM

Hey Erick, 

 

I just found this on the net:  It looks like a fan-made New Player Handout.  I think there might be some house rules in there--I didn't scan through it that hard.

 

 

It definitely reminds me of the days of the Star Wars rpg. Thanks for all the detailed information and locations of the free downloads. I don't have a group to play with but you have given me tons to read!

Best,

Eric in WA



#84 svent13

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Posted 27 February 2013 - 01:45 AM

A question.  If members of this forum designed rules and guidelines for an rpg based on Howard's worlds and characters and then posted it here in the forum, would that be a violation of copyright, or would that be counted no different than fan fiction posted on this website?


Every day brings something new!

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#85 EricKRod

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Posted 27 February 2013 - 03:40 AM

Thanks Boot. Man I wish I could find a group to do some Star Wars games again. Some of the best times.



#86 Boot

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Posted 27 February 2013 - 04:58 AM

Thanks Boot. Man I wish I could find a group to do some Star Wars games again. Some of the best times.

 

 

We're not done with our Conan campaign, of course (still on hiatus, though).  I've been thinking to see if the boys would like to play some Star Wars and then alternate.

 

 

 

EDIT:  Hey, Erick, check this out.  It's fan made, but it's AWESOME.  It's like the old WEG D6 Galaxy Guides.


Edited by Boot, 27 February 2013 - 05:01 AM.


#87 EricKRod

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Posted 27 February 2013 - 06:08 PM

Wow! Star Wars fans never cease to amaze me. It totally looks like one of the supplements I use to buy back in the late 80's by West End Games! Do you know that at one point I had every single rpg supplement for Star Wars. From the Imperial and Rebel Sourcebooks, to the adventure modules, to the boxed lead miniatures, to the Fan Club journals. I think I sold most of them off when I moved from Vegas to up here in Washington? Man I hope I saved a few items. I even remember a magazine called 'Challenge' magazine by GDW that occassionaly put out some great articles, including the 'H-Wing' starfighter for the Star Wars rpg game. Man those were some good times.

Thanks Boot. Man I wish I could find a group to do some Star Wars games again. Some of the best times.

 

 

We're not done with our Conan campaign, of course (still on hiatus, though).  I've been thinking to see if the boys would like to play some Star Wars and then alternate.

 

 

 

EDIT:  Hey, Erick, check this out.  It's fan made, but it's AWESOME.  It's like the old WEG D6 Galaxy Guides.



#88 EricKRod

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Posted 28 February 2013 - 10:31 PM

I'm not happy with you now Boot!  I am tearing apart my garage, doing actual labor, looking for any of my Star Wars game material left!  I don't like doing physical labor!  LOL



#89 Boot

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Posted 01 March 2013 - 03:19 PM

I'm not happy with you now Boot!  I am tearing apart my garage, doing actual labor, looking for any of my Star Wars game material left!  I don't like doing physical labor!  LOL

 

LOL!  I'm doing the SAME THING.

 

I've found most of it....but I know I've got another box somewhere that I can't find.  At one time, I owned the entire game line, and I know I'm missing some stuff.

 

I'm thinking of going real old school with this and running a first edition game--very seat of the pants, blaster bolts flying, ships dodging asteroids, rescuing princesses and struggling with the Dark Side.

 

If the game gets going, and it clicks, I may move back into second edition and the more detailed rules.  Right now, though, there's something extremely appealing about the simplicity of the first edition rule set.



#90 Boot

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Posted 01 March 2013 - 03:24 PM

 Eric,

 

The good news is that there's still a lot of D6 stuff on the net, if you google around a bit.  You can find deck plans for ships, D6 conversions for d20 Star Wars supplements, fan made net books, and adventures.  Plus, let's not forget the impossible amount of generic Star Wars material that is available.

 

So, if you've sold off some stuff...don't frett.  There's still much out there to supplement your game.

 

 

Man I hope I saved a few items. I even remember a magazine called 'Challenge' magazine by GDW that occassionaly put out some great articles, including the 'H-Wing' starfighter for the Star Wars rpg game. Man those were some good times.



#91 Boot

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Posted 01 March 2013 - 08:36 PM

OK, I've been looking over that old Star Wars rule set. Man, I love that game. I've been thinking of running a by-the-seat-of-the-pants, blasters firing, princess saving, asteroid dodging game using just the first edition rules.

I haven't found all of my old stuff yet, but I did uncover an adventure I've never played: Battle For The Golden Sun.

This looks perfect.

I'm not 100% going to do this yet--just thinking. But, if I do run it, I want to change the beginning a bit. I want to set the players up as normal citizens (as normal as you can get in the Star Wars universe), and then let them make decisions during play as to if they want to be Rebels...or maybe they'll go more towards the Fringe.

Here's what I'm thinking....





We'll start the game on Alderaan. This is shortly before A New Hope. I've got three players right now, so I'm thinking I'll start them as the crew of a tramp light freighter. They can pick from an assortment of aliens, if they don't want their characters to be human. I've got all the Alien books. There's a ton of species to pick from.

The Trade Federation has been heavily taxing the local space routes, and our PCs start the game fallen on hard times. Credits are tight. Payment for their ship is due.

First scene of the game session: I figure we'll start in a spacer bar near the starport. Their looking for work. There's actually lots of work--lots of small cargos that need to be taken to different worlds, but the problem is, once you figure in local export tax, then import tax at the destination, the Empire's transport tax, and now, the Trade Federation's lane tax, there's nothing left for profit.

The bigger shipping lines are soaking up all the smaller cargos. They can make it work, financially, by the shear quantity of freight that they can move at one time. Plus, the big companies are politically connected, getting the quantity discount from the Empire and the Trade Federation (and with many of the worlds that they service).

This situation is leaving scraps for the independent--the tramp freighter captains.

All of that is a bunch of BS I just made up, but I think it's good enough for a Star Wars game. Maybe I'll refine it. Besides the "push" this creates to get the PCs off planet, it also puts a bad taste in their mouths for the Empire.




So, for the one and three man stock light freighters, finding a profitable job has become an exercise in managing expenses. Some jobs filter through the cracks, sure, but operating a vessel of this size is no longer a matter of just going to a posting office and grabbing the next ticket.

At this point, a droid approaches the PC's table and introduces itself. It's designation is G0-B-TWN, but the droid tells the players that they can address it as "Gobiteen" or "Gobi" (Go Between....get it?).

The PCs have heard of this droid. Since times got tough, and the law on Alderaan is fairly strict on the fringe element, spacers have set up a method of business contact without having to identify themselves. The droid is used as the go between, and each side doesn't know the other.

Now, this is a fairly risky way to do business. The freighter captains don't like not knowing their employers, but as times have become lean, even the most honest captains have resorted to this method of business.

Many times the jobs that Gobi will have are those that are just trying to skirt the high taxes. And, sometimes, the jobs are of a more nefarious quality--gun running, things like that.

A freighter captain that deals with Gobi takes his chances. But, there are those in the spaceport that have made runs for the droid and have been quite happy with their compensation.

So Gobi has a deal for the PCs. Would they run a cargo of local wiker tradeables (baskets, figurines, ornate chairs, wall hanings and the like) to Coruscant? The run pays quite well. The stipulation is that the PC's ship must leave within 4 hours.

Let's see...good compensation...leave within 4 hours...deal through Gobi...and it's a cargo of wiker do-dads. Riiiight.

But, that's the deal.




If the PCs don't take the deal, then I think it will be time for an action scene with some toughs by the local crime boss. Where's the money?

Or, if the PCs bought their ship legitimately, this crime boss becomes a legitimate Repo agent. Either way, where's the money?

The PCs don't have it.

Now, maybe, the ship will be taken, and the game will go off on a tangent. I need to think about this and be prepared. But, hopefully, the PCs will take Gobi's job. Because they've got no real other choice. It's a bit of a railroad, but this is Star Wars. And, I won't stop them from not taking the job. If they don't, I'll probably change the direction of the adventure, making it the PC's vs. the Repo Agent, or the PCs vs. the Crime Boss.




So...the PCs take the job. The cargo arrives. And, they need to lift off. I'll put a sense of urgency with the delivery of the cargo by moving the timetable up, explaining that a certain Alderaan traffic controller was going off duty earlier than expected...,"So, you got to leave port NOW!"

The PCs will most likely want to dig into the cargo once its aboard. There won't be a lot of time to do that while its being loaded. I bet they'll wait until their in hyperspace. But, if the players figure a way, every container that they open does, indeed, have wiker do-dads in it.

And, that won't make sense. What they're being paid is way too much for what they're carrying, even if the shipper is just trying to skip under the taxes. It can't be even worth the bribe to get off of Alderaan.

When the deal is struck with Gobi, he'll offer to pay them half in electronic Imperial credits, or X amount (whatever I think the PCs should have as starting money) in hard currency--the rest once they reach Coruscant.

If they take the electronic Imperial credits, these will completely blank out and become worthless (nonexistent) after a few hours. Of course, the PCs don't know this at the time of lift off. I'll tell them, though, if the players ask the right questions at deal time, that electronic credits can be risky once offworld.





Once the PCs lift and break Alderaan's orbit, I want an action scene with an Imperial customs boat bearing down on them. "Come to and prepare to be boarded!" I might throw in a couple of fighters and an SDB just to make it clear to the players that they are outgunned.

We can trade some pops here in a Star Wars-esque escape from the planet scene. Maybe the PCs will get lucky and knock off a TIE fighter or two...

...and that, right there, is changing their lives on Alderaan....

...while they rush to get the navicomp ready to make the jump to hyperspace.

The stars make lines, and, boom, the PC's ship escapes.



But, something is immediately wrong. Alarms are going off. The ship should be safely in hyperspace now, but the instruments are showing that the ship is coming out of jump.

That's impossible. The players might think that they're just outside the Alderaan system.

But, in fact, they've suffered a hyperdrive mishap that has taken them far off-course, through a treacherous, gravitic-thick region of space, to the waterworld of Sedri. The PCs, though, will have no idea where they are until they can somehow figure it out.

The ship is damaged, and it plunges through the atmosphere. I'll have the pilot do some throws for a heroic splash landing in Sedri's great ocean.

There will be a few moments as the PCs recover from the crash. The interior lighting is flashing on and off. The PCs may check the ship. The hyperdrive is damaged, and she is taking on a bit of water. They'll plug the hole, I'm sure, but they'll find out that there's no fixing the hyperdrive without new parts and a starport repair facility. Comm's damage. Power finally goes completely out, and the ship is adrift on Sedri's world ocean.




Then, the PCs hear a crash on the hull. Out the dorsal hatch, they exit the ship to see....that their ship has floated into the remains of a sea battle. There are pieces of vehicles (a big piece just slammed into the ship with the roll of the ocean) and bodies....yes, bodies, floating out in the water.

There was some kind of skirmish here--some battle. Wait, what's that? Is that a stormtrooper floating over there?

Then, in the distance, they see the colored beams of blaster bolts being fired across the water. How to investigate? Among the debris about the ship, the player see an intact sea-speeder.

It's up to them. Do they take the sea speeder and investigate the battle in the distance...or, do they just stay with their ship?

And, that's pretty much where the adventre Battle For The Golden Sun.




So....what was going on with Gobi on Alderaan? I'm thinking that the PCs were set up to drag attention away from a different ship lifting with the real smuggled cargo. The PCs were played as fools.

And, I've got room for recurring villians and other NPCs. It might be interesting to see Gobi show up somewhere after the PCs finish the adventure on Sedri. And, sometime, maybe on Sedri, or after they leave, they'll hear about their homeworld being destroyed by the Death Star.

If I can find it, I also have the adventure called Graveyard of Alderaan. It's a neat little adventure that features scrap hunters around the asteroid field that used to be Alderaan.

You never know how games will go. I like to set up a story, then when gaming, not hesitate to deviate from it when players go in a different direction than what I had planned.



#92 turko

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Posted 01 March 2013 - 10:54 PM

Lots of good posts and ideas in here. Thankyou all. :)

I am a bit out of touch with RPGames now.

Please can anybody tell me which is/are the simplest/quickest/easiest RPG systems which might be used for Conan adventuring ?
And please post links ?

I've been a big proponent of the ZeFRS system, which basically the intellectual-property-free clone of the TSR Conan game from the early 80's.  You can buy a physical copy, but it's totally free to download digitally.  It's really simple and rules lite.



#93 EricKRod

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Posted 02 March 2013 - 02:12 AM

Boot,

 

I just found an old flash drive where I transferred tons of SW rpg material that I had been working on in the 90's. If you interested I can share it with you. Don't think posting it on the Conan forums is appropriate. If your interested let me know. This is really good stuff if I do say so myself?  There is enough I think I could make one of those fan-based supplements? Let me know.

 

Eric in WA



#94 Boot

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Posted 02 March 2013 - 05:16 AM

Okay, Star Wars first edition "Eight Useful Things to Remember About Gamemastering."

1. You can't learn everything at once.

2. Understand the rules and talk them over with players. If they ask you to describe something, do. Let them worry about whether or not what you describe is important.

3. Expect to extend the rules. No set of rules can be as ingenious as players. Use your common sense to handle problems that arise, and keep playing. Don't waste too much time looking up minor rules. Reserve the right to change your mind about rule judgments. "This is my ruling tonight, but after I've thought about it, I may want to change my mind."

4. Expect to be wrong sometimes. Admit it. Say, "Oops," do an instant replay on teh action if necessary, and get on with the game. Don't be a pushover, though. Sometimes somebody has to make an arbitrary judgement, and that person is you.

5. Be fair. Earn your players' trust. Players cheerfully ignore rules mistakes and hesitations, as long as they believe the gamemaster is not picking on them or playing favorites.

6. Be impartial. When you are pretending to be the villians and bad guys in your adventures, be as clever and resourceful (or bumbling and incompetent) as they would be. But when it comes to judging conflicts between characters, as gamemaster you m ust be partial to neither side.

7. Be prepared. At first, use published adventures like "Rebel Breakout" (included in the core rulebook). Study them carefully. Think about how to present the characters and events they contain and how to anticipate the reactions of your players. Later, when you design your own adventures, organize your throughs and adventure materials before your players arrive.

8. Be entertaining. Ham up your characters, try to get across the huge scope and sense of wonder that's a part of Star Wars, and make every moment as action-packed and suspense-filled as it can be.

And, this section ends with this advice....

Relax! Wing it. Rely on common sense and imagination. Don't get too hung up on making sure everything is just as it should be. Having a good time is more important than paying attention to picayune details.

Old school, baby! This is what made roleplaying GREAT in the early days.



#95 EricKRod

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Posted 02 March 2013 - 10:44 PM

AMEN BROTHER!~

Okay, Star Wars first edition "Eight Useful Things to Remember About Gamemastering."

1. You can't learn everything at once.

2. Understand the rules and talk them over with players. If they ask you to describe something, do. Let them worry about whether or not what you describe is important.

3. Expect to extend the rules. No set of rules can be as ingenious as players. Use your common sense to handle problems that arise, and keep playing. Don't waste too much time looking up minor rules. Reserve the right to change your mind about rule judgments. "This is my ruling tonight, but after I've thought about it, I may want to change my mind."

4. Expect to be wrong sometimes. Admit it. Say, "Oops," do an instant replay on teh action if necessary, and get on with the game. Don't be a pushover, though. Sometimes somebody has to make an arbitrary judgement, and that person is you.

5. Be fair. Earn your players' trust. Players cheerfully ignore rules mistakes and hesitations, as long as they believe the gamemaster is not picking on them or playing favorites.

6. Be impartial. When you are pretending to be the villians and bad guys in your adventures, be as clever and resourceful (or bumbling and incompetent) as they would be. But when it comes to judging conflicts between characters, as gamemaster you m ust be partial to neither side.

7. Be prepared. At first, use published adventures like "Rebel Breakout" (included in the core rulebook). Study them carefully. Think about how to present the characters and events they contain and how to anticipate the reactions of your players. Later, when you design your own adventures, organize your throughs and adventure materials before your players arrive.

8. Be entertaining. Ham up your characters, try to get across the huge scope and sense of wonder that's a part of Star Wars, and make every moment as action-packed and suspense-filled as it can be.

And, this section ends with this advice....

Relax! Wing it. Rely on common sense and imagination. Don't get too hung up on making sure everything is just as it should be. Having a good time is more important than paying attention to picayune details.

Old school, baby! This is what made roleplaying GREAT in the early days.


#96 Boot

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Posted 03 March 2013 - 02:45 AM

TECHNICAL

I'm still reading over the first edition core rulebook. Whether I actually get a game going or not is up in the air. I'm just enjoying the read!

There's lots of things to fix in the Star Wars universe: starships and speeders, droids, weapons and armor and other gear. It's a technologically advanced society.

So, it makes sense that one of a character's six main attributes measures his technical aptitude: Technical.

In Star Wars, if the character doesn't have an improved skill, he simply throws the die code of the governing attribute, and TECH governs all the repair skills. So, everybody in the Star Wars universe can fix some things--it's just the stuff that's real hard to fix that requires additional training.

Reading through the skills section, I saw that the game's got this neat little repair mechanic.

Our character, Roark Garnet.  A smuggler type.  He's got Technical 2D+2 with no improved skills, which means, anytime he attempts to repair anything, he rolls a base 2D +2.

So, let me show you how this repair mechanic works. I do it with an example.





Roark's ship takes damage when navigating the rings of a gas giant. The GM rules that the difficulty number to fix the ship is 20.

So, Roark rolls 2d+2 and gets a total of 8. So, 8 points of the total of 20 is fixed. Now, the target number is 12.

The first try at repairing something takes 15 min (unless the GM specifies otherwise).

The second try takes a day.

The third try takes two more days.

Try four takes four more days.

Try five takes eight more days.

And so on.


So, going back to our example, Roark has to repair 12 more points of damage. He works an entire day on it and rolls his TECH attribute 2D+2, gets a total of 8 a second time. The ship still isn't fixed, but there's light at the end of the tunnel.

Two more days (for a total of 3days and 15 minutes) Roark has been working on this ship. Once these extra two days are up, he rolls his 2D+2 for 4+ and gets a 10. The ship is fixed!



That's a nice little piece of mechanics writing. I appreciate a good, simple game mechanic.



#97 Boot

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Posted 03 March 2013 - 08:31 PM

As this thread is about the Conan RPG, I think I'm starting to hijack it with Star Wars RPG comments.  So, it seems right to move this discussion to a thread I've alread started in the The Arts section of the forum (more appropriate for "other" rpgs).



#98 EricKRod

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Posted 04 March 2013 - 02:02 AM

I agree, your such a troublemaker.  :)