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pachristian last won the day on October 15 2017

pachristian had the most liked content!

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About pachristian

  • Rank
    Junior Member


  • 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. My most important variation: "Argrath" is a title not a name. I'm still waiting for a player to try to become king of Sartar. My rules are explicit: the game follows canon except where a player character steps into a canon role, in which case the NPC vanishes, and the PC takes over. (Mind you, it's not easy....)
  2. I played in a game where the GM took the rules literally and absolutely. When our party Storm Bull follower wanted to get initiated, at the Block, the GM told the player that if they were initiated at the Block, they could never leave the vicinity of the Block; because they biggest chaos anyone knew of was pinned beneath the Block, and they had to stay at the Block to defeat the manifestations that came out. In other words: "If you become an initiate of the Storm Bull, you're out of the game." My Glorantha varies: Young Orlanthi men, and women, who are difficult and get into a lot of fights are steered towards the Storm Bull. Everyone knows it's an eventual death sentence, so being "encouraged" to join the Cult of the Bull is a clan's way of saying "You're a troublemaker. We're sending you to join them in hopes you accomplish some good before you die." The cult of the Storm Bull is a collection of the rejects and misfits of Orlanthi society. They're the bad boy biker gang of the tribe, the tolerated outlaws who are tolerated as long as they do more damage to the clan's enemies than friends. Naturally, they are idolized by teen-age boys. Once in the cult, there is no obligation to be stupid or suicidal; if they chaos is overwhelming you get allies - and if the odds are reasonable, you put yourselves in the front line. Between fights, pretty much all of the Storm Bull followers suffer from ptsd. They know they will die in battle, they just hope it's not in vain.
  3. You're getting some good ideas here, but I think you may need to step back and consider the gaming aspect of the game. I've had a lot of players want to create "something different" and they have all kinds of motives. My rule (which I learned to enforce, the hard way) is that they can create something different but it cannot be something that will disrupt the theme of the game, or the existing group of characters. I recommend that you have the player who wants to create a lunar sit down with the other players, and pitch his idea to them. Have the players (lunar and others) come up with an idea why they would accept him into their band, and trust him with their lives. The trust doesn't have to be instant, but he has to be able to be accepted into the group, and given a chance to earn their trust. Let the players work it out. Explaining what I mean by theme: The theme of my game is "You are all treasure hunters in Pavis" and the game is set before the Cradle (classic era gaming). The theme of a game I recently played in was "you are the leading individuals for a new settlement on the edge of Prax", and of course, the theme of Borderlands is "you are the A-Team for a frontier settlement". So, identify your theme, and ask him to work within it.
  4. I apologize for my post, and have deleted it. I have no right to get preachy on anyone.
  5. Has anyone out there done a write up on the increase in population of both Pavis and Pavis county? Particularly during the time period of 1602 to 1625? (I'm lookin' at you, David Scott), My game is set in Pavis in that timeframe. Population growth affects almost everything; job availability, prices, cost of housing, social attitudes towards immigrants and so on. I like being able to provide that kind of detail as background to my players. I think it makes the city seem more 'alive'. But it's not just the city that's affected; many of the immigrants will not come to the city, but will want to farm in the river valley. Duke Dorasor founded Pavis outside the walls in 1550. The walls around this small city (as distinct from the walls of Pavis) encompass ~28 hectares (Pavis, Chaosium, 1982). Medieval cities had an average population density of ~150 people per hectare. Did the Duke plan for a population of about 4,000 people?
  6. Not used to handling bullion? What, you mean game designers are incredibly rich and wallowing in gold? Darn. There goes my retirement plan. BTW, I just took my comments above, and posted them in drive thru rpg as a a review (with some minor edits).
  7. We had an absolute great combat in a game a friend of mine was running. Temple defense scenario. Very prolonged fight against waves of mooks. We had to use the fatigue rules through much of it. We found them easy to use, and very evocative of what our characters were going through. Having played the prolonged fight, I don't think the fatigue rules are burdensome at all. (and my character bought the Vigour spell during his next training period, because man! that would have made the latter part of the fight easier).
  8. No complaints here. I really do think it is a trivial point, and I apologize for raising a fuss. But I hate inconsistencies. I couldn't find the reference in the Guide about the weight of coins, other than the inset on page 10, which does not give grams. Likewise, I couldn't find a mass reference in RQG. I'd be inclined to go with RQG as the definitive source. I'm still working my way through your (outstanding) book, and really hope to buy one or two hard copies once they become available. I like being able to show my players what their world looks like. Some other great components: 1) Discussion of size and composition of clan war bands is valuable to my game, where players often are part of a war band, or are evading them. I've got a player who put together his own cavalry unit in a previous game, and now I have extra resources to help him detail how that unit fits in with other units. 2) The discussion of making weapons, and the mystery around smiths helps my trading-minded players by giving us a whole new set of ingredients to go after, and my detective-minded players a new set of material clues to follow up on. 3) The pictures and details if weapons and armor have helped my players get a better image of their character, and they can now identify different units and regiments based on consistent descriptions. 4) The Breakdown of traditions by region is not only useful in and of itself, it means that I as a GM have a good idea of how to arm the farmers (mostly retired veterans of the Empire) who move into the Grantlands. And the "Heroic Light" notes were just fun, as now I have a consistent way for the PC's to identify powerful leaders in combat. ********* Basically I'm only half-way through the book and it's a complete treasure trove! I rate this as an essential book for any GM running a game in Glorantha/Dragon pass region. Once the hardcopy is available, I will give copies to a couple of my friends who also run in Glorantha.
  9. Well, either publish in the JC, or post it in downloads. Please.
  10. Got the .pdf. Reading away. This is a really trivial point, but on page 5, second column, line 4/5, the weight of the common coin is given as "weighing approximately ⅛ ounce (4 grams, 0.2 troy oz.)". This matches the Guide. A troy ounce is ~31.1 grams - the lunar should be ~6 grams, not 4. Why does this matter to me? It makes a significant difference in pricing armor and weapons. Copper clacks in the guide are the same size (0.2 troy oz.). So a kg of copper is ~16.7 guilders. If the coins are smaller (4 g vs six), then a kg of copper is ~25 guilders. That's a huge difference in RQ Glorantha. In ancient earth bronze varied in value, but an average of 1.5* the value of copper was common - this sets a kilogram of bronze at 25 lunars (6 g coins) or 37.5 lunars (4 g coins).
  11. I am literally checking Drivethrurpg every hour. I can't remember the last time I was this excited waiting for a book. Of course, I look at my shelf of Osprey books, and understand something about what I like: Pictures!
  12. So how do the rest of us get copies of this priceless tome?
  13. Good point. I like to scare my players by pointing out that there is absolutely nothing to "prove" that the "Gods War" was not the earthly atomic war, and that Genertela isn't post-holocaust North America. They just say that is's flat in the rules because they want you to see it from the character's perspective.
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