Still, it's hard to deny that the Hyborian Age tends to wear its undiluted influences or antecedents proudly. Perhaps not as totally as say D&D's Known World or some other rpg settings, but to a greater degree than Middle Earth or most other literary fantasy settings. I can't be too critical of these game settings as it allows people to get a handle on different lands or cultures quickly, but it does strain suspension of disbelief for some folks.
The Hyborian Age does those similar gaming settings one better, however. In what I think was possibly Howard's best world-building idea (at least so far as things to steal for gaming), the overall action and theme of regions come through, even when his cultural inspirations are less clear. Visiting different Hyborian lands may not just mean travel through history with Fantasy Vikings here and a Fantasy American Frontier there but travel through different subgenres or modes of pulp/adventure fiction.
In his Conan yarns he gives us Golden Age of Piracy adventure stories, tales of the Crusaders and the Outremer, Frontier stories in the vein of the Leatherstocking Tales, and a few stories recognizable as just fantasy in today's genre standards. He does this often by dispensing with a lot of the historical things that led to these settings and situations and just gets down to the action readers (and presumably players) are looking for.
Vague or passing homologies are all he seems to need to get going. He doesn't worry about establishing a Christendom or an Islamic World--or even really a Holy Land to get his Outremerish setting. He handwaves some former colonies (now independent) of Koth (which is vaguely Italic maybe, but hardly Imperial Roman and with a capital whose name is borrowed from the Hittites) on a borderland coveted by Turan, and he just describes the players, setting, and action in a way that the vibe of crusades and Crusader Kingdoms comes through, regardless of the background differences.
Likewise, "The Black Stranger" deals with pirates and a treasure, sure, but to drive home we are now in Treasure Island territory, he dresses Conan for the part:
The stranger was as tall as either of the freebooters, and more powerfully built than either, yet for all his size he moved with pantherish suppleness in his high, flaring-topped boots. His thighs were cased in close-fitting breeches of white silk, his wide-skirted sky-blue coat open to reveal an open-necked white silken shirt beneath, and the scarlet sash that girdled his waist. There were silver acorn-shaped buttons on the coat, and it was adorned with gilt-worked cuffs and pocket-flaps, and a satin collar. A lacquered hat completed a costume obsolete by nearly a hundred years. A heavy cutlass hung at the wearer's hip.
Does this undermine the essential Medieval character of the Hyborian Age? Probably! Does it weaken one's ability to think of it as a sustained and complete world? Could be! Does it make it clear "we're now on the Pirates of Caribbean ride, behave accordingly?" Yep!
I feel like this tool can be put to good use by GMs. Even ones that are more interested in setting consistency perhaps than Howard. Even small details can do a lot.
Happy New Year! Hope that you and yours have a wonderful 2025.
This morning, I was looking at bills that have to get paid in the next few weeks, and I decided that ‘water bill’ would be sort a ridiculous name for a character. And then I got silly. Blame my meds.
It’s a team of guys all named William with elemental powers, so they name themselves…
They had a fifth member, Income Tax Bill (his immense wealth makes him Luthor-like), but he went rogue and is now their arch enemy. Other enemies include School Tax Bill (a super genius – or maybe just a really strong brutish bully who always wants to meet you at the flagpole at 3 o’clock), Phone Bill (telepath – but he has to hold his hand up in the ‘phone gesture’ for his powers to work), and Insurance Bill (sort of like the State Farm chaos guy who goes around bringing destruction in his wake).
You know this is entirely idiotic, but you also know you would at least play a one-shot of this game. I was thinking that there could be a female somewhere named "Rent-To-Own Rhonda", but then realized immediately that the implications of this name are very... yeah. So maybe don't include her.
Again, it's the meds. This is why I can't teach right now. I'd just start saying whatever crossed my mind, and weird stuff crosses my mind, and then I'd be sitting in a superintendent conference trying to figure out what exactly I said and why.
And that got me to thinking about the research I did for my doctorate. I did a really deep study of the concept of grit - how we leverage passion and persistence in the pursuit of long-term goals. I found a number of things that were (to me) interesting, but the one salient to this conversation is the idea that we default to passion, but then we have persistence in place as the backup generator for when we run out of passion. We sometimes really want to work on that project, and sometimes we just do it because we know we should, and stuff has gotta get done. A gritty person is able to use both, and tends to finish what they start. People with less grit tend to run out of enthusiasm, and then cannot really find the motivation to follow through.
But it hit me that for this project, I only ever worked on it when I was passionate to do so. I knew that the persistence was there, and I could always draw on it if I needed to, because I was determined to get this project done, but I knew (at least on a subconscious level) that I didn't want that mindset filtering into the work. Because I think I've realized something new about grit - you do your best work, your most creative and sincere, when you are leaning on the passion side of the equation. As soon as it's about a gut check to make your way through it, you're not as genuinely and deeply invested anymore. If you approach your work with any level of professionalism, it will still be of a certain quality, and you'll still be able to be proud of what you've accomplished, but it won't be quite as inspired.
This is not the same as 'phoning it in'. That process leaves you feeling like you need to justify why it is markedly below your usual standard - I have had classes that I taught that were strong (most days, in my estimation), mediocre or worse (those phone it in days - not a lot, but enough that they count), and a handful of inspired days, where I wanted to keep teaching after the bell rang, and where some of the students maybe even wanted to keep going with the lesson. I'm ineffective or modestly effective on those phone it in days, highly effective most of the time, and highly effective +1 on those inspired days.
With teaching, I don't have the luxury of just not working on it for a few weeks if I don't feel all that enthused, but with Stalwart '85 I did - and I took it. There were days (and even weeks this summer), where I was brimming with inspiration; I woke up excited to work on it, and kept tinkering with it long after I was tired and should probably get to bed. This fall, several things got in the way of that - getting back to teaching, then the fall play, and then my diagnosis - that meant I went for weeks at a time without feeling genuinely inspired. So, I waited. I had Christmas break on my mind... if I got to Christmas break without the game finished, then I would start leaning on persistence and wrap it up. Luckily, it never came to that. I had a day of inspiration last week, and a few hours on a few days last week, and then a burst of inspiration this week that got me across the finish line.
I am working on the commissions with the same philosophy. I have started every commission - if you haven't received yours yet, it is because I started to work on it, wasn't feeling it for whatever reason, and I set it aside. If I got yours done, it's because there was some synergy of time and space and a visual in my head and the need to get this done right now that all came together.