Although it relies on postal mail or email and has turnaround times which are relatively long for the digital age of video games, Hyborian War has remained active into the 21st century.
The central figure is Conan of Cimmeria, appearing in the game as a wandering hero whom players can employ until fortune takes him elsewhere.
A number of fan-based websites support the game with reference material and provide forums for player communication.
Its nadir for ratings and customer service was in the late 1980s and the 1990s, while its high points were in its early years and in the 21st century—periods during which it won multiple awards.
Turnaround time is how long a player has to prepare and submit "orders" (moves and changes to make in the game) and the company has to process them and send back turn results.
[11] The initial choice of a PBM game requires consideration as there is a wide array of possible roles to play, from pirates to space characters to "previously unknown creatures".
[24] In 1994, David Webber, Paper Mayhem's editor in chief expressed concern about disappointing growth in the PBM community and a reduction in play by established gamers.
Conan has been published globally and featured in media including cartoons, comic books, role-playing games, toys, and motion pictures.
[33] Aspects of this setting that influenced Hyborian War game designer, Edward Schoonover, included its vast, diverse landscapes and its "splendid cultures".
[34] Another notable feature of Howard's stories that finds echoes in the game are the large-scale battles, with grand armies clashing in massive engagements and the fate of empires hanging in the balance.
[37] His adventures involved romances with women such as the pirate queen Bêlit and the mercenary Valeria; as well as fights with evil magicians such as Thoth-Amon.
[39] As in Howard's tales, Conan adventures through the lands of the Hyborian Age, but the events that surround him depend on the decisions of the players.
[42] Turn results run to dozens of pages, providing detailed descriptions of kingdom facts and events in a narrative fashion.
[1] Players must account for multiple interrelated factors, including balancing the ambition to expand with the management of their royal courts, diplomacy, economics, and the loyalty of subjects while conscripting troops.
[51] Conquest and expansion to gain provinces and sea zones through military operations and diplomatic activities play a central role in Hyborian War.
[62] At the start of an ice age, the four northern, "barbarian" countries of Asgard, Pictland, Vanaheim, and Conan's homeland of Cimmeria, are forced south and are each given a large kingdom to migrate to as well as the ability to freely move within the borders of any kingdom—friendly or enemy.
[64] Pursuing this intermediate goal typically places players in competition for the same resources, whereas winning the game does not require achieving the status of empire.
[67] For medium kingdoms, Uttara Kuru was the easiest to win with, while the countries of Asgard, Cimmeria, and Zembabwei provided decent showings.
[67] Rick Cote suggests that this type of analysis allows players to play the odds on easier countries or to "champion a dark horse" for a more challenging game.
[68] Game designer Edward Schoonover created Hyborian War for gameplay within the world of Conan, as an homage to both the character and his creator, Robert E.
[69] Schoonover designed the game with "sweeping history, great battles", and other aspects such as kingdoms, grand armies, and diverse leaders reflecting elements of Howard's Hyborian Age.
[34] In the Conan stories magic plays an important, but not decisive, role—a factor which Schoonover replicated in the game design.
[64] Charles Mosteller, in the September 2017 issue of Suspense and Decision, an online play-by-mail magazine, noted that in his communications with RSI leadership that the company appeared to be receptive to future game adjustments.
[74] Multiple online fan sites also emerged, providing collections of reference material and commentaries about the game as well as forums for players to collaborate.
It was reviewed in 1987 in Space Gamer/Fantasy Gamer, with the comment that minor improvements were still needed but RSI deserved credit for delivering the game at the promised level of quality.
[76] Reviewer Bud Link said in the August/September 1987 issue of Gaming Universal it was "perhaps one of the finest demonstrations of creative writing in the rulebook and turn reports, upon a continuing basis".
[81] In 1988, Vickie Lloyd's review in Paper Mayhem noted that the game had several positive aspects with some challenges in gameplay remaining.
[18][m] In 1991, reviewer Rick Cote noted this trend, while also identifying that RSI had made improvements to the game over the previous years.
[85] In March 2014, reviewer Robert Paquin identified the diversity of the 36 playable kingdoms as a "major drawing point", noting that he had "yet to encounter such a gaming experience quite like this one anywhere else".
[86] Though most play-by-mail companies have fallen by the wayside,[72] RSI's Hyborian War continues to remain active into the 21st century.