Re: GURPS Conan Solo Adventures Impression
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Re: GURPS Conan Solo Adventures Impression
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Re: GURPS Conan Solo Adventures Impression
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Re: GURPS Conan Solo Adventures Impression
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This affects Wyrmslayer too. The girl is supposed to die tragically. That's why it's so hard to save her. It's why Conan even has a horse too. Horses aren't terribly useful going down a glacier trail (or in te Frozen North generally). Again influenced by the original stories I did not care for the two "Pictish" stories and felt the same about the solos based on them. Wyrmslayer interests me the most. It's the one I think I could adapt into an introductory group adventure to start a Gurps Conan campaign. |
Re: GURPS Conan Solo Adventures Impression
I thought I'd mention that solo adventures might be making something of a comeback. David Pulver has done several for TFT and Gaming Ballistic. I also Kickstarted a couple for 5e mostly on a whim because the price looked good and I was having trouble finding stuff to read.
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Re: GURPS Conan Solo Adventures Impression
The GURPS Conan solos work reasonably well for TFT with only a little tweaking.
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Re: GURPS Conan Solo Adventures Impression
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Re: GURPS Conan Solo Adventures Impression
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One comment about how the adventures spun out when using Conan himself: none of us had the writeup for Conan. That was added later by the Lambards in editing. All we knew is that he'd be north of 300 points, and for low-tech fantasy in BSII, 300 points was one whole hell of a lot. My original writeup for Belit didn't have her as high as 235; that was tweaked in editing. (By contrast, the stats for the crew are as I wrote them.) Then as now, I picture 500 pts as pretty much entering superhero country. |
Re: GURPS Conan Solo Adventures Impression
Hi,
I bought Wyrmslayer, Thunder River, and Moon of Blood to create a campaign for two players. Any tips on using it as an adventure for a group? Thanks! |
Re: GURPS Conan Solo Adventures Impression
You're probably going to want to work through each of them a couple of times to get the paths.
Wyrmslayer has two major parts: the above-ground action and then the delve through the caves. The above-ground action has the fight against the great apes and then the rescue and death of the girl. I'd consolidate that into one action sequence and then figure out a way to motivate your players to descend into the caves. The caves start around paragraph #269 and it should be possible with some notes to decipher all the loops and twists, find the individual rooms, and recreate a single cave complex that hits all the interesting bits without forcing your players to traverse the same room sequence a half-dozen times. Thunder River is more complicated. There's a lot of wandering about during the day to get information and allies and then the night raid across the river. I'd try to pull find the various day encounters and pick a couple that you like for your players, then work through the night raid. From my notes, I think paragraph #2 is a starting point for the night raid but I'm not sure. Moon of Blood is a lot more complicated and I'm not sure how to break it down. One thing I'd consider adjusting is the difficulty of the opponents. The Picts in Thunder River and Blood Moon have middling skills and no armor. A pair of reasonably built, 250+ point 4e adventurers will go through very quickly: Extra Attack into a Feint followed by a deceptive attack cutting attack will incapacitate a Pict per turn per character, and a Pict hitting with an axe for 1d+3 cu or whatever will bounce against heavy DR, should the Pict get lucky enough to get through the PC's defenses. If you want escapist fights, this is great, but if you want something more challenging, give the Pict some champions and leaders with better skills, weapons, and some armor. |
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