Sharon, his sister Sue and their friends operated a small community theatre company called Threshold Theatre out of the James Cowan Theatre in Burnaby. Family life Not long after arriving in Canada he met his future spouse, Sharon MacLeod, a close friend of his sister Susan. Robin and Sharon had their first child in 1983 (a daughter named Arien) and their second in 1987 (Faya). They were not married until 1987 just barely before the birth of their third daughter, Kiley, in 1988. Business and Publishing Crossby started detailing his original fantasy world Kethira in 1977. Near the end of the 1970s Robin started calling his gaming system Hârn and began shopping it with publishers. In 1980, Robin made first contact with the gaming company that would later become Columbia Games Inc. Robin signed his first contract with the Vancouver-based gaming company in 1983. Throughout that year CGI published a series of booklets called Encyclopedia Hârnica, consisting of the history and background of several regions of the island of Hârn. These were followed in the next three years by the Kingdom Modules, a re-release of much of the same material in a more condensed format. Also in the early 80s, Columbia Games released the Hârn Regional Module, which included a massive, full-colour map that attracted many reluctant players to the system. The Hârn Regional Module was later re-released as HârnWorld. About Harn Like many popular role-playing environments of the time, Hârn took place in a quasi-medieval setting, on the world of Kèthîra in what could be described in another reality, but described in detail many factors that other systems often neglected. One section of HârnWorld, for instance, laid out a complex model for generating weather patterns that affected the entire planet. Hârn was unusual at its outset for having no defined system to support the story – many early players used Dungeons & Dragons rules systems or RuneQuest models to actually play Hârn campaigns. It wasn't until 1986 that Columbia Games released Hârn's companion rule system, HârnMaster I, which was a leap forward in RPG design in that it calculated the probabilities of various battle, exploration and magic scenarios in a far greater degree of detail than any existing system of the time. The level of detail involved in both modules and statistics made it intimidating for more faint-hearted players. Hârn meta-material was available in the form of CGI's HârnQuest