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I recently picked up Andrew Kolb's Oz after being sold on it from a review by Questing Beast.

Like Kolb's Neverland, it is a nice setting book based on the stories (with some creative liberties, for better or worse, generally for the better). Of note are some key adjustments to the settings to be more in line with modern socio-political standards (eg. in Neverland, the "Indians" are tree people, in Oz the "Munchkins" are just humans, not Little People or Halflings). Which is fine, and easy to adjust if you want to stick to the source material more closely.

Of note: the Witches of Oz are Liches. Nice rhyming concept. Although in my book, Liches are always unambiguously evil (despite the current trend to delete alignment in any format and to sell the concept of "good" liches, which is completely and utterly ridiculous to me). Regardless, the idea that the witches of Oz, Good or Wicked, are in fact immortal Liches, playing with the world like the Dark Lords of Ravenloft, is hella compelling to me.

While the stats are for D&D 5e, I will likely use a different system if I can. Easily.

Now I have setting books for Oz, Neverland and Wonderland (well, sort of, with A Red and Pleasant Land).

Anyway, check out the review!



Edit: with these three book settings, I’ve got a nice Ravenloft campaign.
  • Wonderland: the Suit Royalty (eg Hearts, Spades etc) are Vampire Lords
  • Oz: the Witches of the 4 Cardinal points are Liches
  • Neverland: rules by the Unseelie courts (fairies)
 
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In my book, Liches are always unambiguously evil (despite the current trend to delete alignment in any format and to sell the concept of "good" liches, which is completely and utterly ridiculous to me).
Initially -- in white-box OD&D Greyhawk and AD&D 1e -- liches could be of any alignment. Only starting in D&D 3.x were they restricted to evil alignments. See Wikipedia.
 
Initially -- in white-box OD&D Greyhawk and AD&D 1e -- liches could be of any alignment. Only starting in D&D 3.x were they restricted to evil alignments. See Wikipedia.
Really? Fascinating. I wonder what changed? Are there many examples of Lawful / Good / Neutral Liches? How did they become so? Are there D&D interpretations of Necromancy that aren't based on dark magic? Edit: I read the Wiki entry. Interesting. I think I'd rather have a seperate entity who reached unlife for altruistic reasons; something else. Like the Angel vs. Devil dichotomy. Or Genie vs. Efreet.

While I see the merits of post-modernist revisions of myth, especially of traditionally "evil" beings, I rather prefer the concept of Liches as incredibly selfish and psychopathic wizards who did terrible things so that they could live forever. Same with Vampires; I prefer them as cruel, if not tragic figures who have to live off of the life of others. There are always exceptions, but I guess I prefer classic horror over post-modernistic relativism.
 
Initially -- in white-box OD&D Greyhawk and AD&D 1e -- liches could be of any alignment. Only starting in D&D 3.x were they restricted to evil alignments. See Wikipedia.

My copy of the 2nd edition Monstrous Manual has both liches and demiliches listed as any evil.
 
There were also Baelnorns in the Monstrous Manual. A separate entry, but they were elves that became liches but maintained a good alignment.

I don’t recall if the entry gave a specific alignment or if they could be of any alignment, but they definitely could be good. The lore was that they did this to serve as protectors of elven communities or sacred locations and the like.
 
My copy of the 2nd edition Monstrous Manual has both liches and demiliches listed as any evil.
Just confirmed that the AD&D monster manual lists them as Neutral Evil.

Even if they weren’t always evil, their descriptions and powers are so unambiguously evil that I truly cannot comprehend how anyone could interpret them otherwise (harmful cold touch, cause supernatural fear, etc).
 
Jeepers, Ruins of the Lost Realm for TOR2e is even better in the paper than in PDF. I also got Into The Odd hardback, which is nice.

I'm jealous. My copy hasn't arrived yet. I'm honestly not sure why I bought TOR. It's a game I can only ever be a player in. I'm far too profane an individual to ever run it. Pretty sure I'd have Tolkien rolling in his grave with the number of f-bombs I'd have Elrond or Galadriel dropping.
 
Just confirmed that the AD&D monster manual lists them as Neutral Evil.

Even if they weren’t always evil, their descriptions and powers are so unambiguously evil that I truly cannot comprehend how anyone could interpret them otherwise (harmful cold touch, cause supernatural fear, etc).
I think the thing about it is- the manner to create them wasn't inherently evil in those older editions.

In the older editions, Archlich were created and existed. These Archliches were the exact same as Liches, but weren’t of evil origin, and choose to find knowledge of the whole Lichdom through intense research, rather than demonic pacts.

 
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Blurb on the back of the dungeon book

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What is it?

Talisman Star Wars - the board game
. Go round and round a square board collecting items, followers, stuff and end up in the middle as the winner, eliminating the other players as you go (though they respawn at their starting point with nothing as you pick through their steaming remains to steal their stuff in the time honoured tradition of killing people and taking their stuff). Based on the - now up to 4th edition - classic Talisman game with fantasy characters. I have a soft spot for Talisman. I remember as a teen playing it with a friend and the game taking forever. We didn't mind, though in hindsight his insistence on using every expansion out for it (he had them all) might have made the game somewhat longer than hoped for. In that you aimed for the 'crown of command' in the middle of the board after overcoming various obstacles/foes to get there and then zapped your enemies with a spell to kill them off every turn. In this it's probably Palpatine or some Sith thing in the middle. If you're a good guy, you kill off the bad guys and save the galaxy. If bad, you kill everyone off and rule the galaxy, I'm guessing.

Probably the most fun with 4-5 players. Any less and you either screw each other over all the time or spend more time avoiding each other. More than 4 and the board gets somewhat crowded with cards.

I play the PC version these days (no setting up) but the dice are like WTF as you roll a stream of 1s to screw you over, and over, and over. The Bloodbowl PC game does the same. Fookers.

Talisman Adventures - the roleplaying game. Already had the core book, the new one is 'Tales of the dungeon'. I would have been happy to buy this in PDF but that costs almost as much (within a fiver) of the hardback. There's already been a discussion elsewhere about the merits and values of PDFs. My own take is:

I like PDFs, the 'not full colour every page' ones I am happy to print and bind into a book and refer to the PDF on the computer.

HOWEVER. There is a distinct gene inside my body/impulse in my brain that says even though the costs to produce the PDF are the same (or pretty much) as the Printed book, the value of a PDF will never be the same as a book I can look through, physically hold, read and sell on if I don't like it, need to raise some cash or have a game purge. When I buy a PDF I either use it or I don't. There's no monetary value to it, I can't sell it on if I don't want it. On the plus side it just takes up XXmb hard drive space and is more 'portable' than a book. I get all that. I get the production costs are the same, that producers need to pay artists, writers, turn the lights on, eat, have a life and so on, but as a purchaser of RPG stuff you will never persuade me to pay the same or very similar for a PDF as a printed book.

In this case the PDF sells for £17.76, the printed book was £24.57 delivered. Pegasus Press (the German producer) doesn't do a Print+PDF bundle that Modiphius, The Design Mechanism and others do (that I love to support where funds allow before I go for Print or Pdf only companies).

Have you quite finished?

Yeah, rant over. The book adds two new classes (necromancer and tomb robber) and two new races (minotaur and vampire). I don't remember the tomb robber from the board game, but assume its the same as Grave Robber which is in there. Also included are various rules for dungeon crawling, traps and treasure, and a 3 level dungeon in there with the big bad Lord of Darkness in. The boardgame has him at 14 Strength and Craft and when you defeat him you teleport to a random place. Defeat him by enough of a margin and that place could be the crown of command, which pretty much (eventually, after rolling a D6 and needing 4-6 to cause all other players to lose a life. You'd be surprised how often 1-3 come up with the computer game...) wins you the game. In this you'll probably get some magic doodad as a reward.

So, any good?

More of the same as you see in the core book I expect. I think Talisman Adventures (from what I've read so far/seen) is a light ish fantasy game that might play well by post. Despite the popularity of the board game the RPG barely gets a chirp of crickets on RPG forums and not even a tumble of weeds when mentioned.
The Fantasy RPG market is fit to burst, and the 800lb Gorilla in the room keeps everyone else in their place. Sure, OSE makes a noise and sells mountains of box sets on kickstarters and gives hope to everyone else with a game to sell, but any new Fantasy rpg these days is a tough sell when going up against the market leaders.
I'll buy the PDF if it ever goes on sale, but not sure how well supported the Talisman adventures RPG will be. Pegasus lost the licence for the Boardgame but will soldier on with the RPG as far as I can tell. For how long? Dunno. Maybe it's well supported in its home (German) market?

In terms of is it 'any good' some of the art is recycled from the board game, so it's nice to look at. Production values are high, it's a nice book but not particularly thick/deep with content. Could have gotten away with a paperback.

Would you recommend it?

It's tricky to recommend any new game with such a tiny player base. It might be the best thing since sliced bread but if so few are playing it you'll struggle to make use of the game. At this point I'm buying hard copies of the stuff to complete the line as soon as they come out, preferably on sale. In terms of ease of play, D6s are the order of the day. There is a dice and token set for it but you don't need those for play. Gameplay is your standard wander around, uncover a story, make a few rolls, hit stuff with a sharp pointy thing and take their stuff. It doesn't do anything better or worse than other games out there, just has the Talisman name attached to it.

As a side note I paid about £25 for the core book (which was on sale for a while at the time not long after it came out). At the current time of writing the cheapest I could find is £42 but I'm sure it'll be on sale at some point so I wouldn't pay that. The core book PDF is £22.25 on Drive Thru... I don't know about you but any PDF over £15 makes me think very hard about a purchase, whereas £10 and below is a no brainer. I think it might have something to do with being an inherently tight Yorkshireman...
 
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Twilight 2000 - the latest edition from Free League. Zatu Games in the UK had it on half price while they were waiting for a restock.

Beautiful game, tight focus and integrated well with the Free League sandbox rules for travel, exposure and recuperation. Decent travel maps of Sweden and Poland for the two campaigns included in the set

It also plays as a wargame and comes with card chits for soldiers and vehicles, as well as tactical maps to game with them on.

Plan is that a couple of local wargamers are asking about RPGs, and I'm putting together a low-tech scifi campaign on a similar theme - after a devastating war on a colony world, both sides find themselves stranded and shattered, reduced to scavenging for ammo, food and parts. Can you get home?

Hardly the most original take, but it offers them tabletop gaming and post-apoc roleplaying, plus hooks around the alien attackers and the unfamiliar environment.

I have the 2300AD CD, Hostile and the Alien RPG PDF, so plenty of resources to make it memorable.
 
no peex, but via combination of Green Ronin's warehouse sale and another splash of store credit from Noble Knight, I've got the core rules and the Companion for both Fantasy AGE and Modern AGE. What I really wanted was Blue Rose, but the gods of commerce and supply-side logistics were not with me that day.

Tome of Magic, 7th printing. Which means softcover, with that sexy black border that fits in with the Player's Option stuff. Still looking for copies of all eight of the Spell Compendiums... might have to buy them one at a time. I want the black border 2e cores... but I'm not going to pay eBay prices for them when they're all in POD.

Magic of Rokugan. Think I'm going to start collecting all of the non-clan d20 L5R sourcebooks.

My 4e core-core is complete, but I still want a DMG2 and an MM3.

I'm thinking my next targets are Chaosium RuneQuest (gimme reccies) and... I just sold all my vintage (non-TMNT) Palladium, but I'm thinking about going ahead and replacing them with brand-new author-supporting copies of After the Bomb, Heroes Unlimited, and Ninjas & Superspies. Considering Palladium Fantasy, if anyone would like to convince me either way.
 
no peex, but via combination of Green Ronin's warehouse sale and another splash of store credit from Noble Knight, I've got the core rules and the Companion for both Fantasy AGE and Modern AGE. What I really wanted was Blue Rose, but the gods of commerce and supply-side logistics were not with me that day.

Tome of Magic, 7th printing. Which means softcover, with that sexy black border that fits in with the Player's Option stuff. Still looking for copies of all eight of the Spell Compendiums... might have to buy them one at a time. I want the black border 2e cores... but I'm not going to pay eBay prices for them when they're all in POD.

Magic of Rokugan. Think I'm going to start collecting all of the non-clan d20 L5R sourcebooks.

My 4e core-core is complete, but I still want a DMG2 and an MM3.

I'm thinking my next targets are Chaosium RuneQuest (gimme reccies) and... I just sold all my vintage (non-TMNT) Palladium, but I'm thinking about going ahead and replacing them with brand-new author-supporting copies of After the Bomb, Heroes Unlimited, and Ninjas & Superspies. Considering Palladium Fantasy, if anyone would like to convince me either way.
Palladium Fantasy, especially 1E which you can get in hardcover at the moment, is a great stand alone system that has a very interesting world. One of the prominent playable races are the Wolfen 7-8 foot bipedal intelligent wolfs that are loosely based on the Roman Empire and expanding into human lands. It also has some great magic using classes like the witch, summoner and Warlock (who is an Elementalist). Highly recommended.
 
no peex, but via combination of Green Ronin's warehouse sale and another splash of store credit from Noble Knight, I've got the core rules and the Companion for both Fantasy AGE and Modern AGE. What I really wanted was Blue Rose, but the gods of commerce and supply-side logistics were not with me that day.

Tome of Magic, 7th printing. Which means softcover, with that sexy black border that fits in with the Player's Option stuff. Still looking for copies of all eight of the Spell Compendiums... might have to buy them one at a time. I want the black border 2e cores... but I'm not going to pay eBay prices for them when they're all in POD.

Magic of Rokugan. Think I'm going to start collecting all of the non-clan d20 L5R sourcebooks.

My 4e core-core is complete, but I still want a DMG2 and an MM3.

I'm thinking my next targets are Chaosium RuneQuest (gimme reccies) and... I just sold all my vintage (non-TMNT) Palladium, but I'm thinking about going ahead and replacing them with brand-new author-supporting copies of After the Bomb, Heroes Unlimited, and Ninjas & Superspies. Considering Palladium Fantasy, if anyone would like to convince me either way.
Palladium Fantasy 1st edition is my favorite Palladium RPG. It's partly nostalgic as it was one of the first games I ever ran, but it's also one of the cleanest rule sets, before things like MDC came along. It's also got evocative atmosphere and a good setting.

I've never owned later editions, so I can't comment on them.
 
So....

Troubleshooters: this is was a pleasant read, especially if you consider that I don't care much for Franco-belgian bandes dessinées (I've always been more into british comics, especially after I've read the Watchmen more than 30 years ago). It's everything I now expect in a %-based system (no attributes, opposed rolls using the blackjack rule,, crits on doubles...). It's funny, it's colorful, I will never use it as written but I see myself running Masks of Nyarlathotep with it, giving it a Blake & Mortimer vs Cthulhu vibe. I hope they'll make a sci-fi supplement for it though.

Homeworld, I'm reading the PDF waiting for my copy (which already gives you a hint, I almost never read rpg pdfs as reading on screen bores me). So far it's pretty good, the setting is relatively obscure which makes it easier to adapt/modify as I need. I've never been a fan of the 2d20 system but my recent reading of Dishonored changed that a bit (the damage dice mechanic is still trash imho): it's leaner and clearer. It's good to see the writers at Modiphius tried to refine their engine with each release.

The Homeworld setting is described at great lengths online as it's based on a series of videogames (I've never played one). There's enough materail in the book to run an epic scii-fi campaign here. Even the starship rules don't give me headaches (I've never managed to finish Traveller's starship rules without falling asleep). There's no ETs anywhere, it's centered on humans, which I like. I was thinking of running a Trinity Aeon campaign fo my group but Homewrold has taken its place. We'll see how it goes.

Next on the list: a metric ton of Conan 2d20 books...
 
Troubleshooters: this is was a pleasant read, especially if you consider that I don't care much for Franco-belgian bandes dessinées (I've always been more into british comics, especially after I've read the Watchmen more than 30 years ago). It's everything I now expect in a %-based system (no attributes, opposed rolls using the blackjack rule,, crits on doubles...). It's funny, it's colorful, I will never use it as written but I see myself running Masks of Nyarlathotep with it, giving it a Blake & Mortimer vs Cthulhu vibe. I hope they'll make a sci-fi supplement for it though.
You're definitely making this sound better than I thought when I decided not to back the Kickstarter. Does it have "hero points"?
 
You're definitely making this sound better than I thought when I decided not to back the Kickstarter. Does it have "hero points"?

To be fair I wasn't expecting much and after reading Deviant the Renegades & Kult Divinity Lost, reading Troubleshooters felt like a breath of fresh air.
There's nothing groundbreaking or exceptional here. It's just that the love of the author for the source material can be felt at every page and the presentation is really nice.

As for Hero points you indeed have Story points which do the usual: flip the dice after a roll (73 becoming 37), getting specific gadgets, get a clue from the GM, add an element to the story. Most talents/feats depend on the use of those strory points.

You gain them the usual way (using your disadvantages, good roleplay, etc.) but there's also a nice touch: if you let yourself be captured by the enemy you get a lot of Story points. You can also lose them if you don't respect the game's tone (like killing your enemies).

Can the PCs die? PCs have a vitality score (base on agility, usually around 5), when you get to 0 vitality you're out of action. You can choose to be Wounded to avoid the vitalilty loss. Once wounded you can choose to be close to death to avoid losing vitality again. If you lose all yoour vitality while the Close to death condition is active, you die. So I'd say you must be really stubborn if you want to die in that game.
 
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There's nothing groundbreaking or exceptional here. It's just that the love of the author for the source material can be felt at every page and the presentation is really nice.

A few words from the author, Krister Sundelin, with which I totally agree:

At times I feel that because of the guidelines, rules are haphazardly slapped on to a game setting with no regard to whether they are the right rules. There are also times when I feel that game designers make rules to be different, not to be the right rules.

In the early 2000s, indie game designers came up with the concept of “system matters”. Like every good idea, it sometimes went too far: at times it was innovation for innovation’s sake, not because games needed it, and the games were often one-shots, like a scenario with attached rules. But the general principle is sound.

The rules of The Troubleshooters: https://www.modiphius.net/blogs/news/the-rules-of-the-troubleshooters
 
Picked up some nice little game aids this week...

View attachment 49443
...
Bucket of Bolts and Artefact are both systems to create a history for spaceships and their former captains and, a system for creating artefacts, respectively. These are pretty cool. I've not used either yet but they both would provide some great value to SF and fantasy games; especially the spaceship one - I really think old ships with a history, plot hooks, etc is something often overlooked in games with regard to providing a system to easily create such things...

Where did you find Bucket of Bolts?
 
Do they charge extra for that or was that a free bonus add on?
I'm just glad my nephew was paying attention. I was getting ready to put it on the kitchen counter and he said... "Uh... you might not want to do that". They were all in the mailbox too when I checked, so I thought it was the mailbox... but then I opened the package and they were there - dead and alive moving around!
 
My copies of Bloodheist and Liminal Horror are waiting for me to grab out of the mailbox when I get home from work tonight!
Tried to skim them last night. Fucking Bloodheist uses smaller text, which is hard for me to read. This is the same issue I had with Mothership, and why I only backed the last Kickstarter in pdf. I fucking hate that about some half sized rpgs. At least Liminal Horror used decent sized text, which many other rpgs this size do (and I gladly appreciate). Now I'm going to probably have to print the pdf to use. Had I known the text was so small, I'd have saved the money on the damn book.
 
Tried to skim them last night. Fucking Bloodheist uses smaller text, which is hard for me to read. This is the same issue I had with Mothership, and why I only backed the last Kickstarter in pdf. I fucking hate that about some half sized rpgs. At least Liminal Horror used decent sized text, which many other rpgs this size do (and I gladly appreciate). Now I'm going to probably have to print the pdf to use. Had I known the text was so small, I'd have saved the money on the damn book.

Bad font type and size, I feel ya... oh Mythras how I suffer.
 
You know, there's was this thread about limiting your rpg purchases....I think I posted there. Little did I know...

DSC_0018[1].jpg

(Prince Valiant & Everlasting were there before that big Conan haul)

So what?
Obviously, I've only read the core book so far (french translation isn't good, please Modiphius don't work with these guys again). Those books do look good though. The Waves stained crimson campaign looks cool (and brutal!) but I've merely glanced over it.

Me, myself and the 2d20 system
I first met it in Mutant Chronicles (the fun version of Kult). I hated it. Tried Conan, when it was released, didn't like it. Fast forward a few years, I've read Dishonored, liked it. Went to look into Homeworld, liked it very much, Fallout is quite good as well.

So I got back to Conan and now I know how to tweak it to make it work for me and my group. This may still crash and burn but let it be known that yeah, that 2d20 thing, it's not as bad as I thought.
 
You know, there's was this thread about limiting your rpg purchases....I think I posted there. Little did I know...

View attachment 50215

(Prince Valiant & Everlasting were there before that big Conan haul)

So what?
Obviously, I've only read the core book so far (french translation isn't good, please Modiphius don't work with these guys again). Those books do look good though. The Waves stained crimson campaign looks cool (and brutal!) but I've merely glanced over it.

Me, myself and the 2d20 system
I first met it in Mutant Chronicles (the fun version of Kult). I hated it. Tried Conan, when it was released, didn't like it. Fast forward a few years, I've read Dishonored, liked it. Went to look into Homeworld, liked it very much, Fallout is quite good as well.

So I got back to Conan and now I know how to tweak it to make it work for me and my group. This may still crash and burn but let it be known that yeah, that 2d20 thing, it's not as bad as I thought.
I bounced off 2D20 hard. I have stuck with Barbarians of Lemuria for my Conan and Sword & Sorcery gaming and am pretty happy with that choice. That said I bet with the right group and playing face to face 2D20 could be quite a fun system.
 
I bounced off 2D20 hard. I have stuck with Barbarians of Lemuria for my Conan and Sword & Sorcery gaming and am pretty happy with that choice.

As I translated and published the first edition of BoL in french I can only say you have excellent taste :grin: If I had to run a sword & sorcery game on the spot, I'd go with BoL.

To be frank I ran (and wrote) a lot of light/OSR-adjacent games and I was yearning for something different and a bit more... meaty? So far I found 2d20 to be somewhat on the same level of complexity as Savage Worlds for me (YMMV of course). Will my players go for it as well? That remains to be seen.

"A person needs new experiences. It jars something deep inside, allowing them to grow. ..."

That usually ends up with "Yeah that was fun but the system is crap, can we play D&D instead?" :brokenheart:
 
As I translated and published the first edition of BoL in french I can only say you have excellent taste :grin: If I had to run a sword & sorcery game on the spot, I'd go with BoL.

To be frank I ran (and wrote) a lot of light/OSR-adjacent games and I was yearning for something different and a bit more... meaty? So far I found 2d20 to be somewhat on the same level of complexity as Savage Worlds for me (YMMV of course). Will my players go for it as well? That remains to be seen.

"A person needs new experiences. It jars something deep inside, allowing them to grow. ..."

That usually ends up with "Yeah that was fun but the system is crap, can we play D&D instead?" :brokenheart:
I love the French cover where they are peering into the opening and the creature is looking back out at them
 
My group wants to start a new game of occult investigation in the 1920s. I suggested Call of Cthulhu, or Trail of Cthulhu for Gumshoe.

They want to use D&D.

Sometimes I hate this hobby.

I don't expect that phenomenon to get any better any time soon, at least not in the English speaking world. At least there's playing online as an option now.
 
So I got back to Conan and now I know how to tweak it to make it work for me and my group. This may still crash and burn but let it be known that yeah, that 2d20 thing, it's not as bad as I thought.
I have tried 2d20 on several iterations now, in a hope that I could get into Conan, but it still doesn’t work for me :sad: I am left hoping that Monolith might somehow look to release a new version using the same system as its Batman RPG, given it has a licence for the Conan board game. That system isn’t perfect either (it’s a light, flexible version of 3e) but it’s more straightforward an implementation and the presentation is more concise - rulebook, setting book, adventure book.
 
I have tried 2d20 on several iterations now, in a hope that I could get into Conan, but it still doesn’t work for me :sad: I am left hoping that Monolith might somehow look to release a new version using the same system as its Batman RPG, given it has a licence for the Conan board game. That system isn’t perfect either (it’s a light, flexible version of 3e) but it’s more straightforward an implementation and the presentation is more concise - rulebook, setting book, adventure book.
I’m curious, have you tried Barbarians of Lemuria? The other game, depending on your tastes, that may scratch the itch is Hyperborea. Or does it need to be called Conan to get new players to try it?
 
My group wants to start a new game of occult investigation in the 1920s. I suggested Call of Cthulhu, or Trail of Cthulhu for Gumshoe.

They want to use D&D.

Sometimes I hate this hobby.

I’m curious, have you tried Barbarians of Lemuria? The other game, depending on your tastes, that may scratch the itch is Hyperborea. Or does it need to be called Conan to get new players to try it?
I really like BoL and Hyperborea looks great as well, but Crypts & Things is another viable option for Sword & Sorcery.
 
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