Discussing problems with D&D/d20 rules...

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Psion said:


Try selling Mac software to a PC owner. Then you will know.

This is like selling software that works on Macs, PCs and Linux to a PC owner.



Post that over on the Kalamr board and watch David Kenzer's head spin (before he launches into his diatribe about how his world isn't like FR.)

Kalamar can be easily run as high magic, low magic, or inbetween. That's one of the best things it has going for it, IMO. :)



Kalamar and Harn have very similar underlying philosophies. They both strive to make self consistent and beleivable cultures, have details like settlement and migration patterns, etc. I'll leave it to the fans of the respective setting to hash out who does it better, but I think you have to be blind to not see that they are coming from similar angles.

They are similar in their effort to be self-consistent, I agree. But Kalamar is more generic, where as Harn is specifically low-magic and it tries to be very historically accurate, which isn't the same as being self-consistent. I see what you mean, though.
 

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Psion said:
Debt? What, is Harn on a payment plan or something? :)

Smartass. :p I meant dept not debt.

At any rate, you being one of the Harniacs, I would only expect that you prefer Harn. I suspect that a KoK fan that has harn would tell you why Kalamar is better. And so it goes... [/B]

But I didn't say it was better than Kalamar since that is for each individual to decide. I wrote that Harn is more consistent, has more realistic aspects and such. I just echoed what Keith wrote and what you asked. Although I do think Hârn is a better setting and game, and HârnMaster is the ultimate rule system, but that is hardy the issue with my post. You may think that Forgotten Realms is the best thing out there while I think Hârn is. Such a conversation will get us nowhere. And you can not really compare Kalamar with Hârn... :rolleyes:
 

Patrick-S&S said:
Smartass. :p I meant dept not debt.

Might depth be the word you are looking for?

But I didn't say it was better than Kalamar since that is for each individual to decide. I wrote that Harn is more consistent, has more realistic aspects and such.

Which is precisely the value judgement I was refering to when I said "better".

And you can not really compare Kalamar with Hârn... :rolleyes:

Sure I can. And did. :)
 
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LokiDR said:
If it is fantasy, why is there such an effort to "make sense" of a game world?

Well, mainly because consistency aids in the suspension of disbelief, I think. A world that "makes sense" is easier to treat as real from your character's perspective, IME. By "makes sense", I don't mean it's just like Real Life (TM)...after all, dragons, magic, and other fantastic elements exist on fantasy worlds. But within the logic of the world, consistency goes a long way to making a setting memorable.

The easiest way to susspend disbelief is to walk out your front door.

Says you. I prefer to believe this is all a very, very boring dream... :D

You said D&D could be realistic if you tweak it enough. I agree, but you can play high fantasy in ShadowRun if you tweak it enough.

You sure can, and I've done so! (Using modified SRII rules...it actually wasn't that big a stretch.)

Why would you go through that work?

If you have a system you like that doesn't mesh well with a game world you like, it can be worth it...not always, though. Sometimes it's just an entertaining intellectual exercise. :)

Would it take the same kind of effort to make Harn into high fantasy, complete with floating castles? I just want to know where the setting sits as it was written.

Floating castles etc. are fine in small doses - there may well be a floating castle somewhere on Kethira (the planet upon which Harn is located). However, going the "high fantasy" route with Harn can be a bit difficult, and here's why:

Harn is set up in such a way that the setting and its kingdom modules are set up as "history". They give history up to 720 T.R. and that history is based upon a relatively low-magic world; much like Middle-Earth, Harn has powerful wizards and magical areas, but most folk (and most nations) spend their time without magical influence or meddling - priesthoods notwithstanding, of course, but that's DIVINE magic, not that awful untrustworthy WIZARDLY magic, of course, :P

At any rate, Columbia Games doesn't publish anything involving post-720 T.R. - so no metaplots, etc.

To turn Harn into a "high magic" world would likely involve re-writing much of that history, if you wanted the world to retain its internal logic. So it could be a fair bit of work. Then again, maybe you just like the maps and the basic set-up of the world, and the history isn't important to you or your players. More power to you - so long as you're having fun, who cares?

Then again, you could have a magical surge take place in T.R. 720 and treat Harn as becoming a high-magic place, and deal with the ramifications of that. That could be fun, actually...

Really, it just depends on how traditionally or canon "Harnic" you want to keep your campaign. As I think I've said before, D&D works fine on Harn, it's just a question of style. Some DMs will want to reduce the magic level or power level; others won't. YMMV.

Tiefling quoth:
But Kalamar is more generic, where as Harn is specifically low-magic and it tries to be very historically accurate, which isn't the same as being self-consistent.

You're quite right that historical accuracy does not necessarily mean self-consistency. However, Harn does attempt both, it seems to me; it has a low-magic world that technologically and socially resembles medieval Terra, but at the same time incorporates magical/fantastic elements in a self-consistent manner...if that makes any sense.

- tired of ramblin' E.
 

I agree, what I meant was that Kalamar also is self-consistent, but that doesn't mean it's historically accurate.
 

Bragg Battleaxe said:
I think its cool how HARN looks like HARM! I LOVE THAT! Only someone with my perceptive skills would have noticed that.

Dear Fellow Percepticon:

I think HARN was originally called HARM, but there was a typo at the printers and it became HARN instead. :p

Gadzooks, I would be scared of getting into a battle playing a game called HARM-MASTER! :D No wonder they kept the name HARN--they didn't want to scare too many people off, LOL.
 

The goal was not to produce something elegant from a design perspective (though there is a lot of elegance in d20), but to produce something that could give us a better platform to sell products to players.

Let me get this straight...

Making an insightful and high quality system was not their goal, but making a system that would maximize the number of gamers they could fleece for cash was?

Geez, I wondered why buying 3e left such a bad taste in my mouth. Now I know why. Anyone want the 3 core books cheap?

No, I'm not kidding.
 

Mobius said:


Let me get this straight...

Making an insightful and high quality system was not their goal, but making a system that would maximize the number of gamers they could fleece for cash was?

Geez, I wondered why buying 3e left such a bad taste in my mouth. Now I know why. Anyone want the 3 core books cheap?

No, I'm not kidding.

What? A business out to increase their customer base and make money?!?!! Holy @#@!#!!!! That's unheard of!!!

.....

*cough*

;)
 

Mobius said:

Making an insightful and high quality system was not their goal, but making a system that would maximize the number of gamers they could fleece for cash was?

Geez, I wondered why buying 3e left such a bad taste in my mouth.

This is what happens when corporate suits instead of creative types (talent) run the show. Of course, without naming names or products, corporate types tend to make crappy things that sell in large numbers, whereas creative types tend to make beautiful things that sell in small numbers. Creative types are generally poor businessmen and suits are generally terrible at designing anything creative. The problem is that the suits are almost always on top, diluting the creative goodness of the talent below into generic mush better suited to the dimbulb masses of consumers out there. Every once in awhile, something good slips through the cracks and everybody is amazed and delighted, but then it's right back to more of the same old crap again... :mad:

I've seen it with WoTC's 3e just like I saw it with TSR's 2e. First out comes all this cool new stuff, followed by less cool stuff, followed by complete and utter crap no one needs but people buy anyway out of a misguided sense of loyalty, nostalgia or desire for completeness of their collection. Then it's time to release a new edition of the game and start all over again... The only thing saving 3e is the third party support (though much of that sucks, too).

Harn, on the other hand, has been going since 1983 without faltering in their quality. It is handcrafted by devoted artists and writers who believe in it. Nothing is made just to cash in at the expense of quality or integrity.

As the publisher says about Harn (taken straight from their advertising):

HARN WORLD
A medieval gaming environment designed specifically for fantasy gaming and suitable for ANY rules system.

Run your epic quests within a believable, stable and rational world that really could exist.

Quality, detail and consistency are our hallmarks. Nothing is better.


:) Hype? I don't think so.
 
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Harn enthusiasm

Since I'm new to the board - a short credential may be in order.

I've been RPGing for over 20 years; not the best player around, certainly not the worst. Becoming one of the older ones, though. Mostly played a homebrew variation on the D&D Collector's Edition rules (the original 3-booklet set, with expansions). Never interested in 3e. Tried 2e as a player, dumped the campaign (lousy DM). Used 1e as a reference source, rarely actively played it.

Designed at least one homegrown world, refereed it for several years off and on.


Given the above, please understand that I'm not denigrating ANYone when I say that I'm having more fun running a campaign in the Harn setting than I ever did in ANY other setting.


Much of this thread has been about the HarnMaster rules, and how they compare to D&D, or d20, etc. I'm not going to enter much into that cavern of ogres, just tiptoe around the opening and note that in my experience the rulesystem is far less important than the people involved.

Personally, I use our homebrew D&D rules. However, since the SETTING is deliberately not gamesystem-specific, it doesn't matter. I did spend a lot of time before starting the campign wmodifying the rules for the setting and generating background material for the players, but that was my conscious choice - I adapted the rulesystem to better match the feel of the setting, rather than adapting material for the setting to reflect the rules.


But the setting is superbly put together.

The maps are excellent -- and often look like professionally-done exploratory maps of our own world. I've used several of those maps in other settings, with excellent results. Indeed, if you just buy Harn modules for the maps and discard the historical data, you're still getting quite the product. Prices do run on the high side, but that's one of the problems with being published by a small company; no economy of scale.

The places are detailed nicely, generally concentrating on why a place is there and what it adds to the land rather than how you can come in a kick the snot out of the inhabitants. there is a lot of political and economic data there, allowing you to run a rich knight with his manor, and know that you're getting richer -- or why you're not. You can work your way up in court, knowing who else is an important noble and having a fair idea what their motivations are like. Or you can run a peasants' campaign, spending your time planting crops and trying to save enough money to give your kids a better life. Different options out of the same setting.

I have consistently gotten the feeling that this places has a life of its' own, that if the PCs weren't present, the place would still continue to exist, and that things would still get done. The place just has the kind of 'solid' feel that suggests the underpinnings are done right. When I have to stop and ask 'why the heck did they do THAT', it's disruptive. With HarnWorld, I find that the reasonably-logical choices I'd make designing a world are a fair match to the choices that Harn's designer already made. It's easier for me to accept the logic of this setting than any other I've run across. To me, that's a huge help towards being able to immerse myself in the setting.

I've never been interested in gaming in one of the published d20-style settings, although I certainly have a few dozen modules. Nice background material, but they didn't grab my attention and interest the way Harn did. I saw a copy of an early module in a gameshop, flipped through it, and bought it on the spot.

Just about every page has a dozen different adventure ideas if you think about it; I've never had trouble providing details I didn't think I'd expect.

When a player decides to take a left turn down a street, the map is already waiting and I can give him an idea what he sees and what businesses are there. If he throws a dart at a map, I can pull out data on the place he just marked and start looking up obstacles he'll have to face getting there. And they're real, understandable obstacles; mountains and rivers, roving hostile natives and bad weather and mechanical breakdowns. The characters have traveled hundreds of miles, and the route has always made sense. I can't say that about some of the maps I've seen from D&D-published settings.

If D&D/3E works for you, great. If it doesn't and you're looking for something with a more realistic feel but a lot of fantasy tucked away in the less-visible corners of the tapestry, I highly recommend checking out the system.

Someone earlier posted a link to a site with a guide to adapting d20 rules for Harn. It's a nifty document, and I recommend checking out that as well.

Oh, and while you're at the site:
www.nine.addr.com

you might also have a look at the logs of the campaign I'm running. Go to the "campaigns" section and look under "Nolomar Rising". Maybe it will interest you; maybe it won't.

I've tried to stay pretty strictly within the setting as published, but I admit the plotline I'm building goes in a direction I haven't seen in other people's postings. We've been playing the campaign for nearly a year, most weekends, and the tale is far from finished...


I'm also a member of the Harn forum, and while I applaud Kaptain Kantrip's sincere attempts to publicize this set of products for a wider market, I thought that people here at ENWorld might appreciate a different perspective on the subject.

And now back to your regularly-scheduled thread --
 

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