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pachristian

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Everything posted by pachristian

  1. And when someone does succeed, "Time" will begin again.
  2. Ah - the scale's all wrong. I could use Woody as Gonn Orta...
  3. The Gold Wheel Dancers were the female expressions of Sun, Fire, and the associated runes - feminine Yelm for example. They were ruthlessly suppressed in the first age, and even the myths (such as: "Orlanth proposes to [female] Yelm") were crushed. The whole of Gloranthan history is Orlanth preventing anyone from doing to him what he did to Yelm before history began.
  4. My plan for now is to use Sarmatians. I like those Fireforge miniatures, they have good, dynamic, poses.
  5. Don't forget that dates, and some characters, might have to be adjusted to allow for game play. Particularly the wizard characters (Marcelus the Monitor and Arlaten the Magus from Strangers in Prax); there's some rather dramatic changes in the sorcery system since RQ3. For many of the scenarios, the date, I think, gets locked down to "when the PC's do this". But how does this look for a range: Sun County, River of Cradles, Shadows on the Borderlands: 1616 - 1620 (as played by PC's) Strangers in Prax requires more precision, as it mostly deals with NPC's who will affect events around them. Baran the Monster slayer could be any time from 1616 - 1620. Arlaten the Magus could arrive in 1619, and the Coders in 1620. I'm doing a "Living Glorantha" game, where I incorporate events from both my and my friend's previous campaigns. This makes a good timeline important for my game. My current game is set in Pavis. We started the game Sea Season 1612. We're up to Dark Season 1614. In my game, Duke Raus has just moved to his townhouse in Pavis. One of my PC's is a Doctor, and was asked to consult on Varna's health (she was feeling poorly after the trip across the plains).
  6. I don't know about pictures, but I'd use Idoneth Deepkin miniatures from Games Workshop to represent Waertagi on the table.
  7. I like your list, but I think you have too much crammed into 1621; 8 out of 17 books. I'd spread out the Avalon Hill work through the years of 1617-1620. I'd probably put the lunar coders in 1622 - having them arrive in Pavis after the Cradle scenario (otherwise you have to explain why they didn't get involved). Biturian Varosh's travels, detailed in Cults of Prax are in 1614-1615 (dates were provided). There's no Raus Fort in his travels, so building Raus Fort starts after Sea Season 1615.
  8. Just for the record, I have and use the Mongoose editions for reference materials. As the game was set in the second age, under the Arrowsmith Dynasty, their write-up of Pavis provides some excellent material for the rubble. It also provided plenty of flavor that you can adapt when describing the Big Rubble, or for EWF or God Learner treasures. Pavis Rises is a solid adventure pack. There are also some very usable ideas in several of the other books. I do not like the first edition of Mongoose RQ - I've even talked to one of the designers, and he admitted many issues with playtest. However, Mongoose 2nd edition RQ is solidly written by Nash & Whittaker, and is the game that grew into RQ6, and then Mythras when the RQ license was taken away. It's a good set of rules and very playable: I use Mythras for my Gloranthan game.
  9. I came back after a 20+ year hiatus. For my source material I used the Guide to Glorantha, and then the really old stuff: White Bear Red Moon and Nomad Gods. I've been slowly adding to the collection based on what I feel like. I like the older stuff, because they didn't take themselves as seriously then.
  10. Why does the red emperor look like Elvis? Elvis is the red emperor. Duh.
  11. When I came back to Glorantha, after a long hiatus, I reviewed the original source material; starting with White Bear, Red Moon. And I quote from the introduction to that game: "The reign of Argrath Dragontooth was a time of constant war between the land of Sartar and the Lunar Empire. Commercial jealousy, religious rivalry, political distrust, and ancient hatreds all erupted into a forty that involved even the gods. ... Dragon Pass and the Red Moon have moved far from us now. The ancient chroniclers have left us their biased accounts of those times. Generations of historical philosophers and allegorical poets have clouded the issue with new truths. The outcome is different in each telling. What really happened? The only way to discover that is to Experience it Yourself." - Greg Stafford, 1976, the highlight is mine. Armed with this, and the recognition that Glorantha was a swords-and-sorcery world, where nobody was all 'good', and nobody was all 'bad', and even the self-proclaimed fanatics compromised for political expediency (for example, a tribe of Broo are viable allies for a tribe of Praxians in Nomad Gods, and you may have Waha himself fighting alongside them - see the 1st battle of Moonbroth), I reentered the setting with a fresh attitude.
  12. My solution to this was to stop playing in Glorantha for 25 years. Extreme, I'll admit. But it worked. I came back with (mostly) new players and a fresh approach.
  13. I use Mythras for my Pavis-based Glorantha campaign. It is probably the most complex of the D100 systems, but I find the advantages of the system outweigh the disadvantages.
  14. The sheer volume of Glorantha material is a hinderance to a new GM or player, not an asset. It's like getting a new computer game, only to be confronted with a 3-hour tutorial where thousands of knowledge nuggets are thrown at you, only to dump you at the starting point with no rapidly accessible reference material muttering "how do I open this door?". Start simple, start small. Save the deep mythology and history of the world for later. For starting a Pavis-based game, get your hands on a copy of Cults of Prax and stop there! It's a good introduction to the region, the cultures therein, and contains a fair number of adventure seeds. Many of us played with just that as a reference for years. Expand later: the Pavis and the Big Rubble Pack, Borderlands, other classic materials. They were a lot shorter and more to the point than most recent Glorantha material. Simplistic? yes. But they get you playing, not reviewing your old anthropology texts. Oliver Dickensen's Griselda stories will help you add flavor to Glorantha. His take on Pavis is irreverent, and fun. If your campaign takes off, the Guide to Glorantha and Glorantha Sourcebook are priceless (and expensive). But don't buy them until you're certain you want to invest the money, and the time to read them. Likewise, King of Sartar, and 13th Age Glorantha are great sourcebook - when you have time and money. Someone else will have to advise you on how to start a Sartar or other region based game.
  15. I set my game as starting in 1612, in Pavis. Half of my players are old Runequestors, and half find it very new. I told the players right off the bat that "Argrath" is a title, not a name, and that I was following canon Glorantha unless a player-character steps in and changes things. So yes, your character can be the Argrath. The big advantage I have is that as the major events of the world are defined up through 1625 or so, I have a political and social backdrop that my players are made aware of.
  16. If your players are generic RPG'er's, then Pavis is one of the best settings ever created. The classic game setting is during the lunar occupation (1610-1625). Players live in the city of Pavis, and adventure in the massive dungeon of the Big Rubble. It's an almost pathetically simple setting, and very generic-game friendly. As the players advance in power, you can get them more involved in the politics and life of the region. But it literally offers something for every type of player - from the one who's proud to be a murderhobo, to the one who wants to get involved in the great events of the world. I've used a lot of game settings over the years (I also prefer historic settings), but I keep returning to Pavis and Prax. Incidentally, I'm also a Dungeon Crawl Classics fan (Goodman Games), and I've been able to adapt a lot of their published adventures into the rubble. Incidentally, I recommend Pavis from the original books - republished as "Pavis and the Big Rubble" by Moon Design. The game did not take itself as seriously back then, and that makes it simple to ease players into Glorantha. If you want a solid campaign framework, then Borderlands is one of the best created. Although designed for Glorantha, I've used the same set of scenarios (with minor changes) in Samurai Japan, and English-occupied Wales under Henry 7th.
  17. I hadn't thought about this before, but the Patron system would probably work very well for Ancient Greece. The heroes of Greek Myth all seem to have a patron god or goddess, and often have another who is opposed to them. General worship is rarely mentioned, but patrons are common. I need to take another look at my copy of Elric before I run in Bronze Age Greece again.
  18. Waha does appear in the game. He is one of the six spirits that your tribe can receive at the Paps.
  19. Well one, I think Prax is a special place, where gods can walk without breaking the compromise (too much). There is a whole game about it Nomad Gods. Two, Waha, like many of the Praxian gods seems to straddle the line between "powerful spirit" and "god". The butcher may have more free will than the top tier gods because of that status. Three, as far as I can, tell the whole history of Glorantha is literally Orlanth preventing anyone from doing to him what he did to Yelm before time began. Waha and Pavis aren't a threat to Orlanth, or even related to a threat to Orlanth, so they're allowed some leeways on the rules.
  20. Violence is always an option!
  21. I told my wife about raising this topic. She presented me with this as a local crafting cult. She had submitted it to her twitter group as part of a group discussion for a different game setting. Still, it works in Glorantha: Try this link: https://twitter.com/catdenier/status/1255146930226651138 for proper attribution. Niedella - Demigodess of Crafters, focusing on fine detail and subtleties. Most commonly invoked by heralds (heraldry), woodcarvers & metalsmiths (fine detail likenesses & etchings), and needleworkers (embroidery, quilting). Successful invocation can result in: - blessed/cursed items - items used as foci for scrying - fund/reputation raising - applying "masterwork" qualities to anything Followers are encouraged to worship more powerful patrons, and augment those benefits with these subtle touches. Then there's the cost: the more who come together for the purpose, the more expensive it is, so only the most powerfully wealthy can afford such combined energies. For some IRL history: Fine detail was historically required in all of the professions indicated above. Heraldric elements not only represented the family, but also "blessed" the family with a stronger connection to the elements; Woodcarvers and metalsmiths who applied the fine details to their work could be said to make the end product stronger and more resilient; Needleworkers routinely came together to work on large projects (tapestries, wedding or funeral quilts) and would embed subtle blessings or curses in the designs. The more who come together for a purpose (heralds designing coats of arms + wood/metal smiths incorporating them into construction + needleworkers crafting the design) the stronger the power.
  22. Is there a list somewhere of minor gods and goddesses of crafts and trades? Flintnail (Masons) and Gustbran (Bronzesmiths) are well attested to, Minister (Brewing) is less well documented. Many gods are listed in the old HeroQuest book Storm Tribe. But what about something like woodcarving? In Thunder Rebels (another old Heroquest book), we are told of Durev who invented the wooden house. Any suggestions?
  23. Back on track? It sounds like you have a great group of proactive players. They've created plot lines for themselves - instead of trying to bring them back to your originally conceived plot line, spin new plots off what they've done already. GM's tend to go from one pole to the other: From "This is my campaign and you are just here to provide dialog and dice rolls. I already know what is going to happen." To "Here's the world, your characters are here. What do you want to do?". I stopped trying to lay out a monolithic plot for my players years ago: I hate being railroaded, so I don't railroad. Instead, I create a dozen or so plots at the outset, drop hints and clues, and see which ones the players are interested in. As the players follow plots (or imagine plots that I've never thought of and follow those), I build the game based on what they're doing, not what I think they ought to have done. My current campaign is up to 35 sessions, and is going very well using those principles. But I'm lucky, as are you, I have a group of good players. As for your lockdown issue: Roll20.net. That's how my group is gaming, and we're very happy with it.
  24. I did. I thought it was much truer to the books than the Chaosium editions. It made excellent use of passions, which are integral to . Frankly, I never understood where Ken St. Andre got his elemental and demon summoning magic ideas from. I will add, however, that Stormbringer 1 is still a go-to for me for beer & pretzels games. You just need a group of players who doesn't mind that character power level will be all over the map - and that somebody else at the table will have a character much more powerful than yours. Of course, my opinion is suspect, as Nash-Whitaker D100 has now been my preferred game system for 10 years.
  25. 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....)
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