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Found 5 results

  1. Welcome I want to share my current play through of Pendragon I've started a few weeks ago with two of my friends! This forum has been a trove of useful information for prepping my game and I wish to get a generous check (or is it pride that drives me here?) sharing the fruits of that labor. Currently we've done: Session 0/Chargen, 485 #1 and 485 #2. You may remember my face as one of those from Steven Lumpkin's actual play a few years back. Well I've come back and running my own. We're definitely making some rules mistakes here and there, but overall we're getting better and faster with the ruleset as both myself and colin have played some Pendragon before. Here's our two knights as of the end of 485! If you want to catch it live, we play 4-6pm PT on my twitch channel!
  2. We started this session with a few minutes spent on completing the adventurers. Dangsarle had his iron ingot made into plate vambraces and Gaar decided his bronze products also were vambraces. One Orlanthi had to choose subcult (Adventurous) and two adventurers had to make a few adjustments to their characteristics. I also asked the players to think about whether or not their adventurers have wifes and/or children, and decide at the start of next session. Then we were ready to go. I've hidden the campaign journal below as it contains spoilers from the Borderlands campaign. The combat lasted approximately four rounds. I use a running Strike Rank system instead of the RAW turn based, and I think it worked well. What I need to do better is to prepare better stat blocks for the enemies, to mark off hit points and stuff from. But in general, I’ve discovered I’m not as concerned about the details as I was thirty years ago. I feel I am confident in my ability to create a fun and exciting game experience, and to do that I don’t need to know if the Tusk Rider is brought to -4 or -5 hit points in its left foreleg. It’s enough if I pretend to know. We did experience rolls, and one player even succeeded with a POW gain roll, after having cast Disruption. I’m now contemplating how to time the coming scenarios in the campaign. I need to make it possible for the adventurers to attend the holy days in Horn Gate. The room where we play has a big screen behind me. Should I use it? How? I don’t have any immediate ideas - a slideshow of mood images maybe? I’m afraid it would be distracting.
  3. We now have the protagonists defined: five members of the Saliorson household of the Osmanning bloodline of the Red Cow Clan of the Cinsina Tribe. They all participated in Starbrow’s Revolt and have now fled to Pavis to avoid the repression. The year is 1615. We have the two hunter brothers Gaios and Salion, one an Odayla initiate and the other a Yinkin. Their cousins, the Orlanthi farmer Dangsarle, and his brother the Orlanthi redsmith Gaar. And finally their cousin, the Orlanthi farmer Antip. But let me describe the session from start to finish. After personal presentations (most of us had never met before) the session began with a few general words from me on Glorantha. I then explained the undefined player characters’ general situation and decision to seek employment with a settler duke in Prax. Mercenary Captain Daine then presented his map of Weis Domain and held his briefing. At this point we began the character creation process. Everyone was informed that this would take the entire session. I had prepared a family tree with named grandparents and parents, and ten or so empty spaces where the players could write their names (as the characters were still unnamed). On this family tree they selected their significant ancestors. We then rolled for their histories. I had prepared a few random tables for early years, as my campaign takes place ten years earlier than assumed in the rules. I really enjoy the family history part of the character creation process, but I think it would be even more fun if it had even more impact on the characters. There is a chance of getting a passion or some reputation, but in our case, that only happened to one character. I’d prefer if every character always brought at least one thing from the family history to the character sheet. As I’ve already adjusted the family history process to handle earlier years I might do something about this too. One idea is to make “A normal year.” give +10% to one of the ancestor’s occupational skills. The rest of the character creation process went smoother than expected. We skipped skill category modifiers and other attributes. I’ve added those to the character sheets after the session. The players were a little afraid of making bad choices regarding occupations and cults. I tried to reassure them that as long as they didn’t pick something they really didn’t think sounded fun, it would be alright. Spell choices were also a cause for some worry about picking something they’d come to regret, but I tried to advice them, and offered them the option of changing something after the first sessions when they’ve learnt more about the game. Everyone in the group expressed satisfaction with this session. Some were a bit overwhelmed with all the information they had to take in. I had prepared a leaflet with cultural background information for them to take home, which they did. I stated several times that they did not have to read anything at all in order to be able to play. Everything in between sessions is totally optional. I offered an invite to the Kanka site, and two players have joined so far. Next session we will probably start with questions, finishing up anything left on the character creation, and then continue with Scouting the Lands, the first mission from Duke Raus.
  4. I played RQ3 back in the 1980-ies. I remember running Apple Lane and Trollpak. I also remember the PCs all died when they attacked a Dream Dragon on their way to Pavis. I returned to Glorantha with the new edition and ran a play-by-forum game for awhile. We ran through the Apple Lane scenario of the Gamemaster Screen Pack, and I was hooked. Having found five interested players I've now decided to start a new tabletop campaign. We will play by the new rules, but I've decided to run the old Borderlands campaign set in 1615. As some of the players are new to rpg:s and almost all are new to Glorantha I decided to reduce the number of variables and make them all Sartarite exiles from the Red Cow clan. They will be siblings or cousins, and we will generate their family history together when we meet for our first session tomorrow. I decided on the Red Cow to leave open the remote possibility of having the PCs eventually return to their homeland to run through the Eleven Lights campaign. The probability of the campaign lasting that long is low, but one can dream. The campaign starts ten years earlier than the standard RQ:G-campaign, so I had to rewrite parts of the family history section. With help from the BRP forums and some Glorantha blogs I added events for earlier years. I also decided to replace the personal skill bonuses with added language skills, in order to make the characters be able to communicate in Prax. My plan for the first session is a short intro talk about Glorantha (bronze age, runes, gods etc) and Runequest (skills, deadly, etc) followed by Daine's Briefing. After any questions, we'll do the actual character creation. That might take the entire evening, we'll see. I use Kanka.io to store my information. I've also prepared a Discord server. At the first session we will talk about our attitude to online activities between game sessions.
  5. 2/24 Character Creation & The God of Mitnal My players met to learn the game (some have never played an RPG before) - we made characters using a mix of the Pulp Rules and the 7E Regular Rules and played through The God of Mitnal from the Masks Companion. Character Creation Jade Bond - 25 year old woman with a mysterious past, who knows her way around a gun. Pela Rusalski - 29 year old photographer, activist and alcoholic with a streak of adventure. Ailis Shelley - 36 year old author of Egyptian Lore. Donovan Wells - 32 year old British stage actor known well in both NYC and the UK. Joseph Oda - 33 year old hard boiled police detective from Chicago. Nosaj - 28 year old Navajo shaman with a knack of the esoteric arts. June 7 - 15, 1924 Jackson Elias, noted author & adventurer contacted the investigators, asking them to assist him in the Yucatan with something associated with both Walter Kimble, known & wanted gun runner, and the Ah Puch cult. Ailis and Joseph researched the cult while the others gathered supplies and then they all traveled to Campeche, Mexico. After everyone became acquainted, the group followed Elias’ instructions to meet Guillermo, the local RR stationmaster. Elias had left further instructions with Guillermo and directions to his camp in the Rainforest. Guillermo promised to secure some supplies for the journey the next day. After a long train ride and a warning from a superstitious local woman about the god Ah Puch being active in the area, the group began another long trek through the jungle with Jade and Pela leading the way. Several hours later, the group found Elias’ camp - ransacked. Moments later a figure appearing to be Ah Puch appeared, but when Joseph almost shot it, it was revealed to be the work of 3 of Walter Kimble’s flunkeys who confirmed that Elias was being held at their pyramid camp further in the jungle. Arriving at the camp, Pela and Nosaj found Kimble and his lieutenant asleep, a stockpile of guns and Elias and some others in a cell. After breaking into the cell, Kimble got the jump on them - until Jade and Donovan went to see what was taking so long and go the jump on Kimble. The group negotiated the captive’s release and made off with some guns as well. Elias thanked them but hurried off to his next adventure.
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