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pachristian

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pachristian last won the day on October 15 2017

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About pachristian

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    Junior Member

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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. pachristian

    Classic Fantasy Damage Spells

    Classic Fantasy is very old school: Wizards are immensely powerful, but with a limited number of shots. So you. Have to wait for the opportune moment to cast your spells. Over the last 40 years, wizards have gotten to cast more and more spells, up to near video-game levels. If you want wizards to cast dozens of spells a day, allow them to trade in a luck point for recharging their magic points instantly. If that’s too extreme, allow them to recharge some magic points by trading in a luck point (say, 2d4 magic points for 1 luck point).
  2. pachristian

    CF - D&D "megacampaigns"?

    How to do characters for the meat grinder dungeon: 1) Give them the following numbers: 16, 15, 14, 13, 12, 11, 10 (Alternatively: 18, 17, 16, 13, 10, 9, 8). Tell them to divide those numbers up among their stats as they see fit. 2) Have them pick a character class(s) and make note of the five critical skills for advancement. 3) Have them pick 7 professional skills. 4) Have them add +35% to each of 10 skills of their choice. (Alternatively: +40% to 5, +20% to 5, and +10% to 5). 5) Write down class abilities and pick spells 6) Give them weapons and armor appropriate to their class, and an idiot pack (i.e. a backpack of basic dungeoneering equipment). 7) Tell them to fill in some background and name their character. 8) Kill the characters that do not have names, and tell the player to start again. 9) Play Game!
  3. pachristian

    Mythic Greece

    I very much looking forward to Mythic Greece, but I agree that Mythic Persia would be great to have! Ideally it would cover multiple eras, and so could be a companion piece to both Mythic Greece and Rome.
  4. pachristian

    RQG Pavis Campaign

    Since you ask: From D&D The Moathouse from the Temple of Elemental Evil. Players have route bandits out of an old keep. In D&D it's meant for 1st and 2nd level characters, who will be totally outpowered if they attempt to just fight their way through. In RQ, numbers matter, and again the players will had to out-think and out-strategize the bandits. I've thought about using the rest of the temple as a dungeon complex on Ogre Island, but it's too "dungeons" to work well (odd as that may sound from me). However, I am using the "Elemental Evil" concept as an old god-learner school that specialized in elemental magic. Temple of the Frog. Not run yet. The first dungeon ever published, and still outstanding. I used the D20 version published by Zeitgeist Games in 2006. I replaced the high-tech with god learner stuff based out of the Clanking City. The temple itself became a chaos-corrupted frog cult. I haven't place the temple yet - most likely it will be near Casino Town, in the swamps. A small town dominated by a powerful temple is very Gloranthan. It would also make a good town in the Krjalki bogs of the Wastelands. And the frog-spawn nicely fit the mutation theme of chaos. Ziggurat of the Ghoul-Queen from Mesopotamia by Necromancer Games (now Frog God Games). I'm currently running this. One of the players lost an arm on Blind King Hill, and the ghoul-queen's minions brought it to her. She's using it to scry on the player, and is working to manipulate events so that he is lured to her. I'm not running the whole sequence at once - bit by bit is my motto. Dungeon Crawl Classics (Goodman Games). These modules are largely hack and slash, but are well-written adventures, and the swords-and-sorcery feel adapts very well to Glorantha. #66.5 Doom of the Savage Kings A deadly beast keeps coming back, the clue to defeating it is is found in an old burial mound. Players learned a lesson in this adventure: Just because the clan chief is an Orlanth Rune Lord, doesn't mean he can't be a dispirited, two-faced, problem. Players ended as friends of the clan, but enemies of the clan leadership - a nice political conundrum. #67 Sailors on a Starless Sea Players enter a cavern to fight chaos-warped humans the tomb of an ancient chaos lord. Warped humans replaced by Broo, players found the challenges of fighting broo on their home turf deadly. I placed the cave upriver to Pavis, and the hook was broo attacks on nearby villages. #70 Jewels of the Carnifex A sealed temple to a forgotten god. I placed the temple in the Big Rubble, made the Carnifex a 2nd age minor death and darkness goddess, Azazel became a fallen Light Sun. The players have to finish Azazel to allow him to re-enter the cycle of life and death. I avoided making Carnifex a chaos goddess, despite the write-up, because I wanted her to be available as a sort of a death and darkness version of Firshela. #75 The Sea Queen Escapes I haven't run this one yet, it's another forgotten and imprisoned god(less) story. I've got the Sea-Queen's tower on defender's shore, not far from Sog's ruins, and I've liked her to the Waertagi. #82 Bride of the Black Manse an absolutely great horror/mystery story. I haven't run it in Glorantha yet, but I've got the mansion itself in the rubble. I replaced the Mammon with Humakt. Players stumble into a tiny pocket of god-time centered around a woman who (thought she) could cheat death. I have a Humakti in the party, so I think that resolving the Black Manse will be a suitable hero quest for him. There are others which would work, but these are my favorites.
  5. pachristian

    RQG Pavis Campaign

    I run in Pavis (set in 1613 now). I call my game Rubble Crawl Classics. I actually use the Mythras (Design Mechanism) rules. You see, I realized a year or so ago how many players I talked to who loved adventuring in Pavis and the Rubble, and how few GM's set their campaigns there. My game is, at it's core, a series of dungeon crawls. Each mission is played in 1 to 3 sessions. I have half a dozen ongoing plots. Each one designed to play out over 5 to 10 (non-contiguous) session: If the players aren't interested in a plot, I drop it, and so don't railroad the players. Plots have included politics, clan issues, religion, lost magic artifacts, deadly rivals, and recurring foes. Rubble adventures have come from a variety of sources, many of them classic D&D dungeons, and Dungeon Crawl Classics (Goodman Games) adventures. It just takes a little imagination to convert them to Glorantha and the Rubble (I don't convert specific spells or class abilities; I convert concepts: Enemy wizards become priests (or shamans) with a strong emphasis on attack magic (such as having elementals), Enemy clerics become priests with buffing spells. It's just a matter of applying appropriate cults. The most important difference is that in RQ, numbers are more important than in D&D, so never put the BBEG alone - always give him minions. So far - lots of praise and few complaints. I'm happy with that.
  6. pachristian

    How may XP for NPC's?

    I give 'significant' NPC's (i.e. recurring villains) 1/2 as many IPT (Improvement Points + Training) as PC's. Minor NPC's get 10% PC rate per year. Significant NPC's start with a set number IPT based on how many sessions I expect to pass before the PC's are equals. So if I want an NPC to be the equal to the PC's when then PC's have 150 IPT (a fairly major character), then I start him/her out with 75, and improve the NPC as the game goes on.
  7. pachristian

    Just some lovely figures for my game.

    And of course, Games Workshop Gor make great Broo!
  8. pachristian

    Rod of Sekhmet

    The Rod of Sekhmet, a Mythras adventure module run at Dundracon 42, on February 17, 2018, has been posted in the "downloads" section.
  9. http://www.drivethrurpg.com/product/112581/Book-of-Quests?src=DotD&from_home=1 If you don’t already have it, now’s A good time.
  10. pachristian

    Just some lovely figures for my game.

    From Left to Right: Penelope the Busarian. Figure converted from "Almah Merchant Princess" by Reaper Miniatures Livia D'Lantis from Jansholm. Figure "Female Archer" by Dark Sword Miniatures. Garrick the Trickster. Figure custom-created using Heroforge.com. And that's a tail hanging behind him, he shape shifts into a monkey. So get your mind out of the gutter. Jedrick the Glorifier. Figure converted from "Duel-Wield Human Knight" by Dark Sword Miniatures.
  11. pachristian

    Weapon Penetration Ratings

    RQ6 fixed this by scaling back the damage modifiers.
  12. pachristian

    What was your favourite version of RuneQuest to date

    I can't say the quick start because I've only played it once and don't know how it will play in campaign. But I really like Nash-Whitaker RQ!
  13. pachristian

    What was your favourite version of RQ to date and why?

    I'm not trying to offend anyone. I sometimes do, without trying... I will stand by my belief that you do not really know how a game works until you've played it. The RQ3 sorcery system is an excellent example of that; until you've played it, with all the challenges of building up a sorcerer in that system, you don't really appreciate out intricate it is, or how well it complements the spirit magic and divine magic systems. I have Fire and Sword, and Openquest, but as I've never played either, I can't really offer a solid opinion on them.
  14. pachristian

    What was your favourite version of RQ to date and why?

    I counted opinions: Classic RQ (RQ2): 4 - one of which admits he has not played anything else, so I consider that vote suspect. RQ3: 8 RQ6/Mythras: 6 Openquest: 1 D100 Revolution: 2 Home-brew mix: 2 Several people stated they were waiting for RQ Glorantha, but we won't know whether it's any good until we've played it!
  15. pachristian

    A Magical Economy

    The military miniatures campaigns I've played in generally assume 25% killed or deserted (i.e. never available again), 25% too badly wounded to fight again that season, 25% to badly wounded to fight that week, and 25% scattered and demoralized, but available for the next battle. Historically speaking, 25% casualties is considered pretty horrendous.
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