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Conan: The Hyborian Age vs Serenity RPG

Compare Conan: The Hyborian Age and Serenity RPG side by side. See differences in complexity, dice, genre, and more.

Conan: The Hyborian AgeSerenity RPG
GenreFantasySci-Fi
TagsClassless, Combat-Heavy, Cinematic, Licensed IP, Low-Prep, Resource Management, Skill-Based, Strong GM Support, Sword & Sorcery, TacticalLicensed IP, Ship-Based, Cinematic, Narrative, Character-Driven, Classless, Skill-Based, Character Building, Tactical, Strong GM Support
Core MechanicRoll the relevant Stat die (d6 initially for heroes) and add its Stat value and modifiers. A total that meets or exceeds the difficulty succeeds. A Stat die result of 1 fails unless Stamina or a Flex result rescues it. Player characters also roll a separate Flex die on most rolls. Its maximum result grants a choice of boons such as rescuing a failed roll.Roll an Attribute die and a relevant Skill die and add their results to meet a difficulty or beat an opposing roll. Ratings use d2–d12 and add extra dice above d12. The Game Master chooses the Attribute paired with each Skill. Personal modifiers change die sizes; outside conditions change the difficulty. Plot Points buy bonus dice before a roll or add +1 per point afterward.
Diced4–d12d2–d12
ComplexityMediumMedium
AvailabilityFree quickstartOut of print
Runnability5 of 5 book tools3 of 5 book tools
LicenseAll Rights ReservedAll Rights Reserved
Third-Party PublishingNo verified route foundNo verified route found
Summary only, not legal advice. Check current terms before publishing.
PublisherMonolith Board Games SARLMargaret Weis Productions, Ltd.
Year20252005
LanguagesEnglish, FrenchEnglish
Best ForGroups who want heroic Conan adventures built around tactical battles and treasure hunting in ancient ruins.Groups who want to play a working-class spaceship crew taking risky jobs on a Western-flavored frontier. It suits tables that like a light core roll, dangerous gunfights, and characters defined as much by their flaws as by their skills.
HighlightsA maximum Flex result gives players a choice of immediate benefits. Stamina lets heroes boost a roll after seeing its result. Minions die after a decisive blow or two damaging hits, reducing enemy bookkeeping.Playing up a mandatory Complication earns Plot Points, so a character's flaws fund the bonus dice and damage reduction they need in a crisis. Plot Points buy GM-approved story facts on a priced scale from inconsequential to major, giving players a measured say in the plot. The crew's ship has its own Attributes, Traits, and Skills, giving its condition and quirks a mechanical role in play.
ConsiderationsSorcery disciplines are restricted by character Origin. Casting spells can consume the same Life Points that keep a character alive. Wealth is abstract rather than governed by equipment prices.Severe Wounds penalize every Attribute die and can require surgery followed by days of recovery. Owning a ship adds monthly bookkeeping: a maintenance roll sets the bill, and each month of skipped upkeep lowers the ship's Vitality toward a breakdown. Social conflict uses ordinary Influence rolls with no dedicated procedure for arguments, negotiation, or deception.