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pachristian

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pachristian last won the day on October 15 2017

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  • RPG Biography
    Gamer since 1975. Bought RQ at Origins 1978, and have been using RQ and BRP variants since. Have created many house rules, but never satisfied with them. Most of my long-running campaigns have been RQ - either in Glorantha or historical earth settings.
  • Current games
    Running a swashbuckling "age of piracy" game, with Call of Cthulhu overtones and a liberal mix of Tim Powers and Voudoun. Prepping a Conan-esq bronze age game, set in the middle east.
  • Location
    San Leandro, California
  • Blurb
    History buff, interested in sailing, work in IT - like everyone else - married to a gamer - to the envy of most of my gaming friends. Regularly GM at local cons.

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  1. I think this is what I was looking for. Let me dig into it again. I am specifically looking at Zebra Fort, not Zebra Tribe.
  2. Help, please. I remember seeing the name and information about the priestess of Eiritha at Zebra Fort in Pavis in some supplement or another. But for the life of me, I can't find it again. Does anyone know where that information is found?
  3. Thanks - but it's Ted who really made it come back. I give him full credit for the re-up!
  4. We have a secret strategy to deal with the bat. Run like hell!
  5. Hence "inspired by" not "based on". However you slice it, your design for Whitewall is setting appropriate, and technology appropriate, and looks really cool! Our party defeated a strong band of lunar soldiers on our way into the city, and got permission from King Broyon to hang our party's banner from the walls while we were inside. (Game is set in early 1618 - we headed out of the city on our next mission as Lunar forces approached to lay siege to the place).
  6. Thank you! That's exactly what I needed to know. Interesting question about Maiden Castle. I assumed it was inspired by Bronze Age Jerusalem:
  7. I know I'm late to this party - but what is the separation of the elevation lines? How high above the river are the walls?
  8. What goes around comes around. Forty years ago, I and a college friend wrote a science fiction game together. We were both big fans of Runequest, and our game reflected that. We got Tadashi Ehara to produce a test print run, which he pitched to several game companies - in 1985-1986. In particular, I remember Steve Jackson saying that while he liked some of our ideas, his company was about to release GURPS:Space, so they didn't need our manuscript. Well, Ted never gave up. Over the last forty years he reworked and rewrote Blackwatch a dozen times. Then, a couple of years ago, he decided that we'd had a lot of fun with the original manuscript, and so he expanded it, hired some artists, and the game is now finally out via DriveThruRPG: https://preview.drivethrurpg.com/en/product/458659/blackwatch-2385 I can't claim any credit for the update - but it's fun to see the game I helped write get in print. Check it out if you want to see a 'first try' from some gamers with no experience but a lot of enthusiasm.
  9. So the one thing I didn't see anywhere here is: Hold a session zero. Sit down and talk to your players, as a group, and find out what kind of adventures they want to have. What do they consider "success" in a game? Do they want to deal with politics or just hit things and take their money? Never, ever, force Glorantha lore on them. I've met too many GM's who say things like "you need to read Cults of Pray before we play, and let me give you (the first of many) hour-long lectures about how the world works and your place in it." That's the quickest way to turn them off. Let them just play and learn the world as they go along.
  10. ... and because I am an incorrigible show-off (even though many people are much better painters than me), I present a baboon troop: These are Armorcast baboons (Lance & Laser line, page 10). A couple of notes for painters: The baboons look really good, but they are rather large; human sized or a little bigger. This makes them larger than standard for Gloranthan baboons. On a more technical note, the miniatures had quite a bit of flash; be prepared to work with an X-acto knife or small rotary tool to clean flash. Also, as is my habit, I mounted them on plastic bases (which have magnets in them). 20mm bases for most, 25mm for crouching baboons with spears.
  11. And, Sir Godspeed, awesome work! You are a far better painter than I and I find your work very inspiring. I'm really glad to see other folks putting up pictures. May I know the source of your various miniatures?
  12. This is great to know: Mad Knight (via Rapier) finally came out with Sable Riders, but extra sources are always great. And I like the miniatures you choose.
  13. I imagine the size of Sog's Ruins depends on how large the city was (duh). So the first question would be: Was Sog a permanent port that supported a dry dock? Or was it a temporary port, which people immigrated to when a dragon ship was coming in? How often did the dragon ships come in? We know dragon ships are "mile-long". If they had a length to beam ratio like a modern supertanker, they would be about 250 meters wide. Treated as a city, there could be 3,000 to 10,000 people on a dragon ship (bear with me). So I can imagine two Sog Cities: One is a permanent port, where dragonships come in often enough that a full-time facility can be manned. This port would be large enough to support the work crews, recreation for sailors come ashore, warehouses for supplies. A dragon ship would be largely self-sustaining, but there would always be a demand for goods and services the ship could not sustain. I would give such a city a population ten times that of the ship (to allow for children and secondary support). The second vision of Sog City assumes that dragon ship rarely arrive, and when one does, it's cause for people from the surrounding countryside (and possibly even neighboring countries) to gather at the docks for work and pay. This version of Sog City would only have a few hundred, or even a thousand, permanent residents; a sleepy town of warehouses, empty residential shells, and idleness, waiting for the next ship to come in. When the ship did come in, the town explodes in size; runners are sent to all nearby towns and cities ("Jobs in Sog!, Jobs in Sog!"). Temporary works flood the area, and a vast tent city springs up, apparently overnight. Many of the people who arrive are workers - but many are parasites; professional gamblers, confidence men... people who will relieve the sailors and shipworkers of their hard-earned money. Sog is a boomtown for weeks, even seasons. Then the ship leaves, as do the workers. Sog sinks back into being a backwater, empty buildings, trash blowing in the wind. Waiting for the next ship. What other information do we have about Sog?
  14. Armorcast Dragonewts. These are the old Ral Partha miniatures. You can find them at: https://armorcast.com/miniatures/lance-laser/dragons-dragonkin/. Note that as Armorcast does not have the RQ license, they call them "Dragonkin". The figures are good quality, with very little flash. I mounted the crested dragonewts on 20mm round bases and the beaked on 25mm round bases.
  15. I like the idea of the Troll Ruins being the Uz equivalent of Pavis - a large underground, ruined complex that troll adventurers raid for treasure and to kill chaos.
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