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We’ve said before that Hyborian Tales will not be for everyone. So, is it for you? This document will try to help you decide.
Adventure Style
You know what? We love player-led plot, and intrigue, and politics. In some games.
Hyborian Tales
isn’t really about those things though. These adventures are
unashamedly old-school in many respects: plenty of combat and action,
villains who are evil through and through, and a high chance of
character death (particularly if you screw up). This is not
next-generation, freeform, LRP-as-art, much as that might be fun in
some games. If you really don’t like combat at all, this is not the
game for you. Your character doesn’t have to be totally focused on
combat, but pure non-combatants will not survive.
All that said, these are not your grandfather’s
linears. Among our regular event staff we have a professional
theatrical costumier, Bridie, and a superb prosthetic/props/makeup
artist, Andy Rimmer. We are fully committed to spending hundreds
of pounds each event on new costume, props, makeup, and prosthetics.
Each adventure will feature new kit, designed specifically
for the relevant encounters. Of course, we will have a good
stock of generic kit, and you will see old kit re-used, but
we won’t fall into the trap of just using the same old
tatty axes and sackcloth tabards every event.
Soft Skills and Hard Skills
As you will see from the Character Generation rules, Hyborian Tales
uses a number of in-game skills and advantages. These are not intended
to be a complete replacement for your “hard skills”, i.e. the skills
and characteristics that YOU personally have in the real world. Rather,
the game’s “soft skills” need to supplement your “hard skills”. What
does that mean, in practical terms?
If
you want to play a combat-oriented character, you will find it
advantageous to practice with the weapons that you intend to use, and
to ensure you have a certain minimal level of fitness before the game
starts. There’s nothing less convincing than a supposedly mighty
barbarian who’s out of breath after the first fight. You don’t need
to be an athlete, martial arts expert, and bodybuilder, but it would
help if you could convincingly roleplay one. In fact, even
non-combat-oriented characters would probably benefit from a reasonable
level of aerobic fitness in their players. We are seriously considering
adding some kind of out-of-character physical requirements for some of
the physical skills, so for example you might be expected to run uphill
in a certain amount of time if you want to take an endurance-oriented
skill!
If you want to play a
sorcerer of some kind, you will need to discuss the precise nature of
the tradition your character follows, and the powers he or she has,
with the game’s referee team. Depending on the style of magic your
character practises, you will need to either learn a number of precise,
ritualised spells (for an academic sorcerer), or else be capable of
ad-libbing your magic (for a more shamanic type). So, you need to
either be capable of and willing to learn your rituals off by heart, or
be confident enough in your roleplaying and fast-talking skills that
you can convincingly make it up as you go along.
A
character who concentrates on social skills will need to be played by
someone who is either naturally gregarious and commanding, or capable
of roleplaying those qualities effectively.
A
stealth-oriented character is going to need a suitably sneaky player.
Most thieving skills such as hiding, moving silently, and picking
pockets, are represented solely by the player’s “hard skills.”
The Look
Costume
for the Hyborian Age varies enormously by culture, but almost all the
relevant costumes are roughly based on real-world kit. We encourage a
high standard of costuming. This does not necessarily need to be
expensive -- Conan started a fair portion of his adventures wearing
little more than a loincloth, sandals, and sometimes a tunic, so as
long as you’re prepared to brave the British weather, you will be
welcome to do the same!
The following guidelines should help you decide what costume to wear:
Footwear
-- either gladiator-style sandals, turnshoes, or plain black/brown
boots (desert boots are great, para boots/rigger boots/motorbike boots
are OK).
Lower body -- either a
simple loincloth or kilt, or medieval-style hose for Hyborian and
Nordheimer characters (hose can be simulated by leggings, if need be,
so long as your upper body clothing extends to at least thigh length to
cover the top of the leggings), or baggy trews. Avoid obviously modern
materials or styles (combat trousers don’t look right, nor do spandex
leggings or PVC trousers). Side-laced leather trousers can be OK for
pioneer-type characters, e.g. Aquilonian colonists in the Westermarck,
but don’t look right for most other characters. Knee-length, baggy,
silken breeks are good for pirates.
Upper
body -- layers are best here. Simple medieval or renaissance style
shirts are good for the base layer (piratey flouncy shirts are
appropriate for Argossean and Zingaran pirates or nobles). Doublets are
good for most Hyborian characters, or frock-coats for pirates, or
several layers of simple tunics for most barbarians (Cimmerians,
Nordheimer, maybe Hyperboreans too). Picts, Kushites, Stygians, etc.
wear almost nothing (in cold weather you may wish to add culturally
appropriate Native American style coats, fake tigerskin cloaks, or
Egyptian style robes respectively). Layers of flowing robes are good
for Shemites and Zuagir. Mongol-style furs and leathers for Hyrkanians
and Turanians. Cloaks can work for almost anyone.
Head -- hats or hoods as appropriate to culture.
Armour
-- The only cultures with ready access to full plate are the Hyborian
nations, though scale, padded armour, leather, and mail are common
almost anywhere, as are a variety of helmets.
Weaponry
-- if possible, make it culturally appropriate. Simple bows, stone
axes/spears/clubs, and rough short metal daggers (often copper or
bronze) for Picts, Kushites, and many other savages. Medieval style kit
for the Hyborians. Viking swords and Daneaxes for the Nordheimer or
Cimmerians. Curved eastern swords for the Shemites, Zuagir, Turanians,
and Hyrkanians. Vaguely Egyptian gear for Stygians. Often, adventures
will start with all the PCs in jail, or tied up, or unconscious, and
thus deprived of their gear anyway -- in that case, we will provide
suitable improvised weaponry as part of the set dressing.
Accessories
-- Everyone should bring an in-character bowl, spoon, knife, and
tankard (or other drinking vessel). These are not needed while
adventuring, but will be essential for the tavern evening.
Food
and Drink -- A cooked breakfast will be provided on Saturday and Sunday
mornings, and a full evening meal on Saturday night. You should bring
in-character food to eat when you get a chance during the three
adventures -- we recommend high-energy food, such as nuts, dried fruit,
and beef jerky. Apples, cheese, biscuits, sausage, and bread are also
good (if more bulky). Some form of in-character water container is also
highly recommended (waterskin, bottle, etc.), again for use on
adventures. This water container can also function as a phys rep
“wineskin” for refreshing your characters between encounters. |