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Alternate systems suggestions to play in the world of Harn
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<blockquote data-quote="uzirath" data-source="post: 8994910" data-attributes="member: 8495"><p>In the '80s and '90s, I played in three different Harn campaigns, one with D&D (1e and 2e), one with Hârnmaster, and one with GURPS. D&D wasn't a great fit. It just became another D&D campaign. We had fun, but classes and levels felt like they put artificial constraints on the setting. Hârnmaster was complex, but ok. GURPS felt like a more streamlined version, and the skill-based system was a good fit. We played lighter combat back then, but enjoyed the ability to have called shots and for armor to absorb damage.</p><p></p><p>Michael Cule wrote an article for <em>Roleplayer</em> in 1991 called, "<a href="http://www.sjgames.com/gurps/Roleplayer/Roleplayer26/GURPS-Harn.html" target="_blank">A Whole New World: GURPS on Hârn</a>," which might be worth looking at. There are other resources out there if you google for GURPS Harn. </p><p></p><p>As far as the system goes, I love GURPS, and I've never had any trouble attracting players—my adult group has a waitlist and I run two summer camps for middle- and high-school students. My 14-year-old son is running a GURPS Dungeon Fantasy campaign for a whopping seven players. But, I recognize that it's not to all tastes and there's a good amount of up-front work for a game master to decide which elements to include.</p></blockquote><p></p>
[QUOTE="uzirath, post: 8994910, member: 8495"] In the '80s and '90s, I played in three different Harn campaigns, one with D&D (1e and 2e), one with Hârnmaster, and one with GURPS. D&D wasn't a great fit. It just became another D&D campaign. We had fun, but classes and levels felt like they put artificial constraints on the setting. Hârnmaster was complex, but ok. GURPS felt like a more streamlined version, and the skill-based system was a good fit. We played lighter combat back then, but enjoyed the ability to have called shots and for armor to absorb damage. Michael Cule wrote an article for [I]Roleplayer[/I] in 1991 called, "[URL='http://www.sjgames.com/gurps/Roleplayer/Roleplayer26/GURPS-Harn.html']A Whole New World: GURPS on Hârn[/URL]," which might be worth looking at. There are other resources out there if you google for GURPS Harn. As far as the system goes, I love GURPS, and I've never had any trouble attracting players—my adult group has a waitlist and I run two summer camps for middle- and high-school students. My 14-year-old son is running a GURPS Dungeon Fantasy campaign for a whopping seven players. But, I recognize that it's not to all tastes and there's a good amount of up-front work for a game master to decide which elements to include. [/QUOTE]
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