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soltakss

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Posts posted by soltakss

  1. On 4/30/2018 at 6:55 PM, simonh said:

    One of the main problems with RQ3 in the very early days though was the fragmentation of rules across multiple rule books and boxed sets. The all-in-one-book edition was a revolution.

    And was somethig I missed for, what, 10 years after it came out. Someone in our current gaming group asked me if I preferred the all-in one book to the originals, to which I replied "what all-in-one book?" I bought one a couple of week later.

  2. How do you get on a camel in the real world? The camel kneels down for you to mount. High Llamas would do the same. I am sure it is easy enough for Bisons and Rhinos to be trained to do something similar.

    If we are not careful, we could get into the asburd "If Praxians don't have stirrups, how can they ride their beasts?" territory. Praxians ride their beasts, except for Morokanth. They must have ways and means of doing so. Personally, in my game, I don't care if they have stirrups or not, as they just do things. I don't really care about the mechanics of how they do them.

    • Like 1
  3. On 23/04/2018 at 5:40 PM, Belgath said:

     These two pictures were used in the recent adventure that My groups my characters had deal with Trying to hold alliance together where the piece agreement. Will be sealed With marriage to end a 30 year war. The  slightly Better looking  woman is what the young Prince was led to believe his soon-to-be wife would  looked like. And the other is the one is What she actually looks like the most prized woman of renown amongst the orcs. He must marry her true intent. To the satisfaction of the orcish shaman. To prevent Destruction of the kingdom by Orcish hords. The players job is to make sure the marriage happens And that the prince doesn’t back out.

    Sounds like Henry VIII and Anne of Cleves, or the old joke with the punchline "Right, where is the chief's daughter that I have to wrestle?"

  4. On 22/04/2018 at 11:58 PM, Joerg said:

    Just quoting the cultural dress for impala riders. Riding Godiva-style hasn't been reported as especially chafing in the few videos I have seen on the topic (on German TV - due to US sensibilities, I doubt you can find those online except on porn sites), whether with saddle or without.

    Hmmm, remind me to look for German videos. Makes the Unicorn Riders look even more interesting.

    • Haha 1
  5. On 23/04/2018 at 7:48 PM, David Scott said:

    Born in the saddle, you get your own mount when you are big enough. Skill and practice of a lifetime on an impala. It's not second nature it is your only way of existing. I believe it's impossible for us imagine such integration between mount and rider. Most people are very disconnected nowadays with this kind of relationship. The only people who come close in our society are those who ride professionally every day as job - like park rangers or police or if you work full time in stables (and ride).

    Real world steppe nomads were like this, born in the saddle, raised in the saddle, could ride before they could walk, had an instinctive relationship with horses and so on. All would be good for the Beast riders of Prax and the Pentian Horse Riders.

    • Like 1
  6. The Sartar tribes came from Heortland, or Tarsh, as exiles, runing either from the Pharoah or from the Red Goddess. They are ultra-conservative and have really big chips on their shoulders about the clans they left.

    Some of the Sartarits clans left on good terms with their original clans, but I think most did not. So, some of the marriage links between Sartar and Heortland are broken and marriages between the clans might be limited.

    When the Pharoah died, one of the reaons for the Sartarites to be hostile to the Heortlanders went away and they could re-establish old links.

    Nochet is, of course, different, as it is part of Esrolia, but it is a very big metropolis all by itself and has its own culture, laws and ways of doing things. Some new clans could have come in after the Opening, as traders from Pavis County, or from Sartar looking to travel the seas and rivers. Some older clans might have settled there when the Lunars came, having run back from Sartar. Some might be founded by exiles, or wanderers, or just opportunists breaking away from other clans.

    • Like 1
  7. The unit strengths in the Nomad Gods and Dragon pass games are comparable.

    If you can get hold of them, get the units from Nomad Gods. They have all the Major and Minor Nations. The Bison and Sable Riders are described with a number of different units.

    My view is that the units in both Dragon pass and Nomad Gods are clans, so one unit represents the fighting force of one clan. Having 1d3 units isn't that much, it makes them a very small force in the game. Each of the Nations in Nomad Gods has around 20 units, if memory serves, so they are very roughly the equivalent of the Dragonewts ir Grazers in strength. I have used the Praxian Nations in Dragon Pass using Dipplomacy Points, I think I used something in between the Grazers and Dragonewts and allowed one Nation to be allied. It worked reasonably well and did not overpower the game.

    Each of the Nomad nations have their own specialities:

    • Bison Riders are big and tough
    • Impala Riders are weak in combat but have missiles, lots of missiles
    • Sable Riders are fairly tough and have some missiles
    • High Llama Riders are quite tough
    • Morokanth are tough but slow

    You could have the Minor Nations as units, so hire out one of the units, this is roughly the equivalent of one unit of Sun Dome Templars. If you wanted a bit of magic, then use the Magical units as well, Golden Bow would be useful, especially if you also allied the Grazers.

     

  8. I always assumed that these were the Shaker Twins. The fact that the unit originates in Esrolia not Tarsh doesn't mean that it isn't them.

    It would be interesting to find out who they are, if not the Shaker Twins.

  9. I am sure that Red Moon Rising will deliver.

    Alephtar Games is a small enterprise and is working with the artist, so that can cause delays.

    I agree with Zit that RosenMcStern, Paolo, concentrates far more on game design and production than customer lubrication, but he is working very hard on this.

    • Like 1
  10. On 20/04/2018 at 10:41 AM, Joerg said:

    I am more curious about what keeps the impala riders on the backs of their steeds. "Glue" doesn't work on bare buttocks, and doesn't last long enough anyway...

    And I always thought that bareback riding meant not having a saddle, rather than not having any pants. Sounds really uncomfortable to me.

    • Haha 1
  11. 12 hours ago, g33k said:

    Ooops?

    I just noticed something -- an art error, I believe.

    I thought the "High Llama" was so named in part because the riders were "higher" than any of the other beast-rider tribes.  But the "Beasts of the Praxian Tribes" piece shows Bison and Rhino as NOTABLY higher...

    screen-shot-2018-03-22-at-9.21.52-pm.png

     

    @Jason Durall@David Scott ?

    Have I mis-remembered & I'm just wrong?  Or has this element been Gregged?  Or is it just the beast's head being higher?

    Or is the art "inaccurate"?

    TYVM ...

     

    It must be just a young one. In any case, it's head is higher than any of the others.

    • Like 1
  12. 10 minutes ago, David Scott said:

    Surely there’s only one eternal champion in each of his stories and a multitude of settings.

    Except for the ones where there are more than one. The Eternal Champion meets another version several times, I believe.

    Moorcock's multiverse doesn't work that way - there is only one version of each world in his stories.

    Oswald Bastable nuked Hiroshima three times, I believe. Hitler was a pissed off postman in some of the Jerry Cornelius stories, but I think the Nazis were as we see them in the Colonel Pyat storeies, but I am not sure of that. 

     

     

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