Thongor say smash!

Thongor say smash!

Late last year I ran a one-off session of Barbarians of Lemuria, a simple and stripped down sword and sorcery RPG. The session report for that adventure is here.

Barbarians of Lemuria is intended to provide rules for sword and sorcery adventuring in the style of Conan, the Lankhmar series, and Thongor, in a light and easy to play style. The game comes with its own setting, the mythical land of Lemuria, which has a long tradition in fantasy writing and film and is also the name of a great southern continent that the Victorians imagined existed somewhere in the southern hemisphere. This land is mentioned in the Strange Tales fantasy magazine and is the setting for the books about the barbarian Thongor by Lin Carter. Barbarians of Lemuria expands on these vague historical and literary references with a map and setting information, so that in addition to rules for a quick and simple sword and sorcery RPG it comes with background information on a classic setting sufficient for running a whole sword and sorcery campaign.

The game is definitely light on rules and written for brevity and ease of use. In just 211 pages it manages to encompass all the usual RPG rules plus wargaming rules, setting, monsters, a brace of sample adventures, a random adventure generator, summary tables and character sheets. All the rules for task resolution and combat are squashed into 8 pages and are perfectly sufficient to cover most scenarios you need them for. Sample adventures are typically 2-3 pages including maps and background, and are really only rough sketches for a wide array of free form approaches to the general ideas laid out in them. Wherever possible the game attempts to capture the seat-of-the-pants risk taking approach to adventure from the sword and sorcery setting through loose rules and quick and dirty approaches to problems. For example, in the section on equipment they write:

… there are no rules for encumbrance. Heroes can go around with what they can carry. They live for the day. You never know what you will need on an adventure and you can’t take everything, so why bother? Use your hero points instead. That’s what they are for. If you want backpacks full of adventuring gear, a weapon for every occasion, three spare suits of armour and a pack animal to carry it around on, then play another game. If all you want is a breechclout and a sturdy blade, play on!

I think that might be the best encumbrance rules I have ever read, and it gives a good summary of how normally picky technical details like armour, healing and so on are handled in this game. It’s a game to unleash your barbarian on the world, not to fiddle with spreadsheets.

The rules are very straightforward. Your PC has four attributes and four combat attributes plus four careers, all of which are ranked from 0 – 3 at the start. Skills are resolved with 2d6+attribute+career vs. a target number of 9 with simple difficulty modifiers; combat is the same with combat attributes in place of careers. Careers are things like slave, noble, barbarian, hunter, priest etc. and offer a bonus equal to the rank of the career in attempts to perform activities that can plausibly be related to the careers. PCs also start with a boon and if they want flaws and more boons; these give a bonus or penalty die on the 2d6 roll (like advantages/disadvantages in D&D5e), and Hero Points that have a versatile range of possible uses to make your character more effective. Some of the boons are classic sword and sorcery – for example Battle Harness turns your loin cloth or chainmail bikini into medium armour without the combat penalties of medium armour, while Missing Limb is exactly that, and comes with the rule “the game master will penalize you where appropriate.” In combat weapons do d6 damage, sometimes with a penalty or bonus die, and armour absorbs a bit of that.

Those are the whole rules – now you don’t really need to buy the book. Unless you want to enjoy the full richness of the boons and flaws and the deeply entertaining magic system, which really makes this game stand out. Magic is divided into four levels: cantrips and level 1-3 spells. Wizards have about 10-14 arcane power to spend, and spells come at increasing cost, ranging from 1-2 points for cantrips up to about 15 for level 3 spells. Wizards can reduce the cost of spells by meeting requirements, such as visible technique or taking a wound. These requirements grow in seriousness as the level of the spell increases, until at level 2 they encompass things like human sacrifice and serious injury. Level 3 spells (which can include making mental slaves and causing earthquakes) require a permanent point of arcane power to be lost. The spells themselves aren’t described – they’re up to the players and GM to negotiate – but examples are given to help with deciding the appropriate level of the spell. Also different levels of spell recuperate lost power at different rates – cantrips twice a day, level 1 spells at midnight, and level 2-3 spells just once a lunar cycle. This means that a wizard can start the game with a stupendous amount of power, but can’t use it often across a campaign. In my adventure our wizard used a couple of cantrips, one level 1 spell, recovered some of those points at midnight, then burnt all remaining points on a single level 2 spell. This means that having started the adventure with 14 points of arcane power he finished it with 0 points, and would only regain 8 of them within a day – another four would take up to a month to come back, and the remaining two up to two months. He also finished the adventure with the name of a demon tatooed on his chest and arm, seriously wounded and guilty of human sacrifice – all to power a great spell that failed.

There are also similarly simple but flexible rules for alchemists (who build things) and priests (who get divine favour). It’s perfectly possible to play these classes together too, so you can be a priest of some dark god, conjure evil magics, and build fire oil all at the same time. Monster rules are simple enough that four or six monsters can be fit into a two-page spread, including pictures and descriptions, and they are super easy to grasp. This makes the game really easy to pick up and run with in a short period of time – we started at 1pm, created characters from scratch and got through the entire adventure by 5:30 pm or so, going at a leisurely pace with lots of description and fluff.

This light-hearted and concise approach to rules really forces GM improvisation and encourages players and GM alike to plunge into the heroic, fast-and-loose style of sword and sorcery adventures. With very little time devoted to calculation, dice rolling and rules-faffing (even when new to the game) there is a lot of time and space for players to describe and improvise their PCs actions, and lots of time also for them to make heroic failures, make mistakes and retry things or go on different routes through the adventure. It really is a very good rule set for sword and sorcery, and a really good example of a game in which the rules, the writing style, the graphics and the setting all work together very well. This makes it a completely useless game if you want to pick it up and use the rules for anything else – you’d need to do some significant work to make a different setting feel right – and definitely not a game for people who like lots of crunch and detail in their gaming. But if you simply want to get rolling on an adventure with a barbarian, a druid and a beastmaster, then this is the game for you. It’s a refreshing, exciting contribution to the RPG world and a great sword and sorcery game, and I definitely recommend testing out if you want to play a swashbuckling barbarian campaign in a classic setting.