At‑a‑glance: Sword‑and‑Sorcery • 2d6 tests + Hero Points • 2–5 + GM • Low prep • Rules‑lite • 2–3h sessions
Barbarians of Lemuria is classic sword‑and‑sorcery: steaming jungles, lost cities, scheming sorcerers, and brutal, opportunistic heroes. Lemuria is a mythic world of prehistoric ruins and decadent city‑states where treasure, glory, and grim fate wait behind every black stone door.
Resolution is a streamlined 2d6 + modifiers against a target number. Characters are classless and built from careers (soldier, sailor, slave, etc.), attributes, and a handful of boons/flaws. Hero Points let players seize momentum—turning failures into desperate gambles, pushing stunts, or mitigating harm. Combat is quick and decisive; equipment is abstracted to keep play moving. Magic is risky, rare, and flavorful rather than list‑driven.
The system leans on rulings‑over‑rules. Most rolls are framed by careers, fiction, and stakes rather than by exception‑based subsystems. Advancement is light; the focus stays on bold choices and the next scheme.
Careers replace classes and skills, letting players justify expertise directly from backstory. The Hero Point economy bakes in high‑action pulp pacing without elaborate meta‑currencies. The bestiary and mass/sea battle rules support big set‑pieces with minimal overhead. It’s easy to teach in minutes and translate published sword‑and‑sorcery adventures with almost no conversion.
Perfect for groups who want Conan‑style adventures with modern streamlining: rulings, not rules; speed over crunch; lethal enough to matter but generous with spotlight‑stealing heroics. New players grasp it quickly, and veterans appreciate how little prep it takes to run a night of hardboiled fantasy.
Reviews consistently praise its fast, career-based character creation and pulp sword-and-sorcery tone. Tables highlight how the 2d6 core with Hero Points keeps play quick and cinematic, while noting that tactical crunch and deep build options are intentionally minimal.
Compare Barbarians of Lemuria: Mythic+ Edition with other great ttrpg games.
Shares OSR roots and a classless approach; Cairn skews grimmer and grittier with inventory‑as‑life mechanics, while BoL stays pulpier with Hero Points and careers as flexible expertise.
Both are fast, classless fantasy; Knave is ultra‑minimal with equipment‑driven build choices, whereas BoL uses careers and Hero Points for more swashbuckling, cinematic play.
All three spring from old‑school sensibilities; Whitehack offers freeform groups and negotiation levers, while BoL’s careers and pulp pacing lean harder into sword‑and‑sorcery heroics.
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