HârnMaster 3 pdf available free from CGI!

BryonD said:
Trystorp,

I did not find your prior message to be snobbish or pretentious in any way. Saying that one finds a particular system to be "the best" for their desires is only reasonable.

I think this phrase is the key... Most people only say "The best" when they really mean to add ...for their needs...

BryonD said:
Trystorp,
I do consider myself detail oriented. I get bogged down in details of economy and naming every villager, etc... (my players would say to much so :) ). But I doubt I would prefer HarnMaster at this point because I still prefer that those detailed villages be attacked by loin clothed barbarians, drow and mind-flayers and saved by fireball flinging archmagi. Just preference, no big deal.

I too like a bit more Fantasy than true "Harniacs" would like... the game system and world suits my needs and is a good medieval world envrionment. I add monsters, vampires, were-beasts, heck even a dragon (PC's backed up on that one!). I believe that the "death comes too easily" aspect of Harn is its strength. No PC's with magic weapons going "yeh, I can take this dragon on..."... It suits my roleplaying needs perfectly.

Last game my players had the bloodiest fight I have ever encountered. They literally hated to kill the bad guys because they were under so much pain... The BEST roleplaying moment I have even been in!
I dont see how DnD could have worked in this type of arena - hits dont seem to work as well as the Bloodied face and thorax wouds that the NPC's were taking (blessed by War god (AGRIK) to NOT fall over in the face of Laranian scum..:)

Just my 2cp (or 2d in Harn) ;)

Regards,

Jason Brisbane
-----
Happy Harn GM, HARP GM and DnD player for a long time....
 

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Shouldn't this thread be about the merits of HarnMaster, or such? For some reason, whenever the name "Harn" pops up here, it always causes a controversy and ends up degenerating into a "my game can beat up your game!" argument. I'm not going to waste time going into that mess again.

I don't think this thread is (or should be) about which game is the "best", but about which game does what it sets out to do the best. These are two different things, IMO, and allows EVERYBODY to be happy. Finally getting the chance to read the "much-vaunted" HarnMaster rules for FREE was really an eye-opener for me as a steadfast d20 gamer (normally I don't like skill-based systems like GURPS or BRP), but HM, despite being a bit dry in spots, seemed to just "click" in the right places for my idea of a low fantasy game, so I gave it a more thorough read through than I thought I would.

Here are my observations, based on a comparison between d20 and HM (my thoughts on the rules neutral HarnWorld setting follow), and I hope I don't upset anybody, because a lot of posters seem so touchy and it's not my intent to contribute to any animosity!):

D&D is a great fit for moderate (GH, UA, Kalamar) to over the top (FR, Eberron, Oathbound, etc.) settings. It is fun, "everybody knows how to play it" and does what it sets out to do beautifully. I don't think I need to go into its virtues as this is ENWorld---we already know and love D&D/d20, warts and all! However, one thing I think we can all agree that it does not do well, is model low fantasy or historical settings, except with massive changes (Call of Cthulhu d20 being a sterling example), and I'm not sure it gets it right, even then.

HarnMaster, to me, clearly is a superior rules system for modeling what it sets out to do: an extremely realistic grim and gritty "low fantasy" game. It would work well with Thieves' World, Lankhmar, Middle Earth, or, I daresay, with the spirit (if not always the practice) of Conan. Combat is the scariest thing I have ever seen. Nobody in their right mind would choose to carelessly get into a fight using HarnMaster; the risks are just too great. Combat is descriptive, bloody and brutal. This engenders a more realistic, tactical and thoughtful style of play. When the players realize they must be creative and not resolve every obstacle with brute force or high magic, the game can get very interesting for everyone in ways that the "hack-n-slash/smash-n-grab" style promoted heavily (though not exclusively) by 3rd Edition D&D can rarely do. When every time you draw your sword or cast a spell may be your last, no matter how experienced your character may be (there are no levels or classes in HarnMaster, which is entirely skill based), it promotes a very different style of play. For those who want this sort of game, I recommend HarnMaster, regardless of whether they use the HarnWorld setting. HarnMaster does not appear to do high fantasy well. But if you want high fantasy, there are few better choices than D&D. We already know that, right? ;)

After looking over psionics (I assume magic must work in a similar way, but it's covered in a different book, as is religion), the truly amazing part is how free-form it is. This is a rough example (Harniacs feel free to correct me if I'm wrong), but here goes: The player says, "I want to use this power of mine now" (rolls % and succeeds at a psionic power skill check). Rather than having a set limit to what said power can achieve defined by the rules, the DM would say, "What effect do you wish to achieve?" The player then states what he would LIKE to have happen, the DM then is free to assign whatever result, good or bad, he thinks should occur, within reason of the power and the success level of the character's power skill check. This seems daunting at first, like it would require a lot of extra thinking on the DM and player, but it seems to me that this keeps magic/psionics mysterious, and is far better at modeling fantasy literature and legend than d20's "cookbook" approach. Magic/psionics really can do ANYTHING (within reason, with the DM as final arbiter).

--------------------------------------------------------

HarnWorld, the campaign setting, is rules neutral and could be used with any system. It seems ideal for detail oriented DMs who can relax knowing that every last village and villager is detailed, as well as the world making sense, economically, ecologically, magically, culturally, militarily... monsters are very rare, and most are unique, and there is always a logical explanation for their existence. There are elves, dwarves and orcs, but they are kept mysterious and apart, nor are they balanced for PC races. It seems fairly Tolkienesque in this regard from what I can gather, but also heavily based on historical medieval England, right down to the feudal system.

It seems like one could easily get lost in all the detail, but I figure you only use as much as you want, and the rest is there if you need it. For a time-strapped DM like me, knowing that every little niggling detail is available at my fingertips seems like mana from heaven. "You want to go here? Ok, no problem--" ***flip***"You arrive at you destination, and here is what you see..." Nice. :cool: I assume there's wiggle room to fudge things if need be and that the setting is not a strait-jacket, though changing one aspect too drastically might necessitate changing a bunch of other, related aspects??? I'm just going by the free stuff and previews online, so correct me if I'm wrong.

For me, buying a setting is to relieve me of the burden of coming up with my own. I want it super-detailed, so I can concentrate on adventures, not world-building. The more information available, the better I can make it come alive and make sense without breaking a sweat. Players constantly bug me for little details I have to scramble to make up. Let the eggheads sweat the details while I reap the profits, is my motto. Unfortunately, few settings have the kind of anal-retentive detail AND flavor I'm looking for. For example, I constantly have to remake FR fit my desires, stripping out tons of elements I despise, in order to concrentrate on the elements I do enjoy (which tends to make the extra work I endure worthwhile).

As an aside, I've been reading the Conan novels (Howard and others) lately, and really enjoy the flavor and real world parallels of the Hyborian Age. I'm a little peeved that the $50 Conan main book barely covers the setting and I must wait many months to get the Hyborian Gazetteer (now called ROAD OF KINGS and expanded to 200 pages, then wait more months for the Zamora kingdom sourcebook). Fortunately, the novels are very helpful in filling in details and flavor, but I shouldn't have to wait months AND read dozens of books just to properly get a feel for the various aspects and locations of Conan's setting. I am confident ROAD OF KINGS will deliver, as the d20 Conan guru Vincent Darlage is writing it, and Mongoose based the recently upped page count on how delighted they were with his work.

I am waiting with baited breath for the new Conan (d20) OGL game, which hopefully will go a long way toward remedying this shortcoming while still providing options for performing near-impossible heroic deeds IN MODERATION. If Conan fails to achieve this, I may very well try HarnMaster, as low fantasy is just what I'm in the mood for now. Doubtless, as all things are cyclical, I'll be wanting to hurl fireballs, fly through the air and fight legions of hill giants again sooner or later, and d20 will be my system of choice for these types of heroic mid to high fantasy adventures, because that's what it does so well and it's just so much damn fun. :D
 
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GrumpyOldMan said:
I think Harn is different because the world was created first, and the rules written later. It seems to me that most game designers make the rules then design a world to fit. To me a believable world should come first. You're right, it is possible to detail every resident of every village in Harn. I've done a couple to that level of detail myself. But if that is where the PC's live, it's as well to let them know who their neighbours are.


This may be true recently, but I think it was the exception back in the early 80's or so. Many times the game & world developed about the same time (D&D and Greyhawk) or the world came first and the system later (Glorantha/Runquest, Empire of the Petal Throne, Harn). The only major world at the time I'm not sure about is Arduin (I know it had some tie-ins with the D&D system, but I think the world may have existed first).
 

Iron_Chef said:
HarnMaster, to me, clearly is a superior rules system for modeling what it sets out to do: an extremely realistic grim and gritty "low fantasy" game. It would work well with Thieves' World, Lankhmar, Middle Earth, or, I daresay, with the spirit (if not always the practice) of Conan. Combat is the scariest thing I have ever seen. Nobody in their right mind would choose to carelessly get into a fight using HarnMaster; the risks are just too great. Combat is descriptive, bloody and brutal. This engenders a more realistic, tactical and thoughtful style of play.
There is some truth to that. I would qualify it by saying that I have actually played in Middle Earth using HârnMaster rules, and it works excellently -- much better than, for example, ICE's MERP or RoleMaster.
I always had a problem with the fact that there was so much low-grade magic flying around that we never see in Tolkien. That's really neither here nor there, however. I never actually got it off the ground for a campaign (we decided that for us, a low-magic setting was more in line with our style of play), but a friend and I spent a lot of effort porting TSR-style magic to HârnMaster rules. There's absolutely no obstacle to using very high fantasy under these rules. Combat is much deadlier in HârnMaster rules than in d20 (at least for experienced characters), but add in powerful healing magic and a mage in every party and that becomes much less of an issue.

Iron_Chef has hit on what is the biggest difference between HârnMaster and d20 (or, for that matter, any other system I've played): the feel of combat. Combat can be _very_ deadly, and you get a sense of exactly what is going on. That is, I don't just know I've been wounded, but I know that I have a bad bruise to my chest where my mail just _barely_ stopped your sword. I like that. For all that detail, however, it is shockingly easy to run combat, and it in can run faster than d20. All that is required is that the attacker and defender each make a roll, and we look at a four-by-four matrix to see what happens. That four-by-four matrix gets memorized about three rounds into your first fight.

The big contrast with d20 is that there is basically one game mechanic (the skill roll) that you have to learn. Almost everything in the game involves that. There are no `feats' or anything else that change the way things work. Now, d20 when I first played it (back in the early 1980s, when it was just D&D) was even simpler; the d20 of today is a much richer, much more complicated game, though. For the most part, this has been for the better, and there is a whole lot more to d20 today than there was twenty-plus years ago. However, the `complexity' argument that made HârnMaster seem so daunting in comparison to the D&D of that era isn't really, IMHO, applicable today. We can play through a whole combat without referring to anything but two tables, and barring combat virtually never have to refer to the rules to see how things work.
 

BryonD said:
But I am also convinced from repeated experience that there is also a significant portion of the system fans that get no small measure of satisfaction in the game from their ability to delude themselves into believing that playing it proves some clear superiority to other gamers and their inferior systems.
While I will grant that this is potentially true of any true fan, I feel that this was a cheep shot. You can't couch a global statement claiming knowledge of a "significant" number of Harn players behind the protection of your personal "repeated experience." You may not like some of the Harn fans, but please don't slander the rest of us.

Cheers,

Mark
 

BryonD said:
Trystorp,
I do consider myself detail oriented. I get bogged down in details of economy and naming every villager, etc... (my players would say to much so :) ). But I doubt I would prefer HarnMaster at this point because I still prefer that those detailed villages be attacked by loin clothed barbarians, drow and mind-flayers and saved by fireball flinging archmagi. Just preference, no big deal.

Of course, if you play in HârnWorld, there are no drow or mind flayers. Instead you have ivashu and such -- that is, monsters appropriate to the setting. However, it is quite important to distinguish HârnWorld from HârnMaster (the rules system). You can play in the HârnWorld setting using any game system you like; there is, in fact, a set of d20 rules for doing just that. You can also play in, say, Forgotten Realms or Middle Earth, using HârnMaster rules. The GM has to put in the work to get stats for the monsters and setting-appropriate magic, of course, but the system handles it nicely.

BTW, I actually have HârnMaster stats for a mind flayer lying around somewhere, detritus from a half-finished crossover project. ;)

In my experience, players who get to sit down and do a combat in HârnMaster with an experienced GM are very impressed. I was always drawn to RoleMaster back in the early '90s because of the detail of the combat system. In RM, though, there was <em>huge</em> complexity to go along with what turned out, when you looked too hard at it, to be a combat system not too much more realistic than d20's. I got sold on HM because the realism went far beyond anything I'd ever seen before (barring Phoenix Command, which was nigh unplayable due to complexity), and the flow of combat was quick, intuitive, and `felt' right.

Honestly, I have a hard time now when I play d20 and just take 1d8 hp from a strike. I've spoilt by getting hit on the right forearm and cursing the fact that he didn't hit me on the upper arm, where my mail would have stopped it.

I fully understand wanting to avoid too much complexity, or having a hard time getting used to the feel of a new campaign setting which just doesn't have the cool stuff you are used to. I just would hate for anyone to miss out on the Hârn system because they thought it would be too complex for them, when I find it the simplest, most elegant system I've played. And I'd hate people to think that they can't enjoy that system without giving up all the magic and monsters they know and love.
 

BryonD said:
But I am also convinced from repeated experience that there is also a significant portion of the system fans that get no small measure of satisfaction in the game from their ability to delude themselves into believing that playing it proves some clear superiority to other gamers and their inferior systems.

There are those `Hârniacs' who do tend to overengineer everything, looking for a rule for every situation. Hârn can attract that sort of player or GM. And certainly, there are those who seem to consider the complexity of their rule system some sort of measure of masculinity or something; I was probably one of those a decade ago. Now I find that I want the rules most of all to get out of the way and (a) not bog me down with rules questions instead of roleplaying; and (b) not interfere too drastically with my ability to suspend disbelief.
 

Mean DM said:
While I will grant that this is potentially true of any true fan, I feel that this was a cheep shot. You can't couch a global statement claiming knowledge of a "significant" number of Harn players behind the protection of your personal "repeated experience." You may not like some of the Harn fans, but please don't slander the rest of us.

Cheers,

Mark

Sorry you feel that way.

But if you include the paragraph prior to the one that you quote you will find
that I excluded "the rest" of you.

Also, I never claimed that I personally know a "significant number". What I claimed was that my experience had a sufficient sample size and consistency to reasonably reach a conclusion that a significant number existed. I still feel that is a justified.

Me saying that my experience indicates the presence of a significant number is one thing. Me saying that my experience has included that significant number and thus was representative of ALL Harn fans would be completely different.
 

tkinias said:
I fully understand wanting to avoid too much complexity, or having a hard time getting used to the feel of a new campaign setting which just doesn't have the cool stuff you are used to. I just would hate for anyone to miss out on the Hârn system because they thought it would be too complex for them, when I find it the simplest, most elegant system I've played. And I'd hate people to think that they can't enjoy that system without giving up all the magic and monsters they know and love.

I've really tried staying away from getting into a system merit debate.

But I've never been one to avoid games over "too much complexity". For a long time I played a wide variety of games that were certainly quite complex. Grant, Harnmaster was never one of them.

But I used to actively seek out a variety of game systems, and more complex is better was virtually a criteria for me.

Now I am convinced that more complex is nearly meaningless in the better or worse debate.

I'll also agree that now that I have given the system a thorough skimming, it certainly does not appear as complex as I had been led to believe. But, still, I never avoided it over that anyway. I avoided it because of the steady negative publicity I received from the fans of it that I encountered. I played plenty of other games, so that was sufficient reason to me to not need to add one more.

I guess a main reason I'm not interested in HarnMaster now is that I am completely satisified with D20.
 
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tkinias said:
There are those `Hârniacs' who do tend to overengineer everything, looking for a rule for every situation. Hârn can attract that sort of player or GM. And certainly, there are those who seem to consider the complexity of their rule system some sort of measure of masculinity or something; I was probably one of those a decade ago. Now I find that I want the rules most of all to get out of the way and (a) not bog me down with rules questions instead of roleplaying; and (b) not interfere too drastically with my ability to suspend disbelief.

I'm not sure that Hârn has exclusive claim to rules re-writers. Almost every system has its own rules engineers & rules lawyers. In fact, I'm not sure that Hârn has any more, or less, as a percentage than any other system.

GOM
 

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