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HARN helped me become a better DM!
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<blockquote data-quote="Kaptain_Kantrip" data-source="post: 313275" data-attributes="member: 546"><p>You forgot the smiley face emoticon, dinkel, so I would know you are joking. It works like this: <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>Actually, Harn has consumed so much of my time that I don't come by ENWorld that much anymore. Just to "preach the Harnic gospel", LOL! I guess Hong is right: I am a serial monogamist (emphasis on the gamist, hehe, it's like gamer, get it?).</p><p></p><p>As to why we switched from d20/CoC to HM rules, the players had expressed a bitter hatred for Sanity Points and also that they didn't think the setting and the rules were quite "clicking." So I stumbled across a copy of HarnMaster Core rules and decided we'd give them a try... especially after having some troubles converting Harnic concepts to d20. Since I created the hybrid d20 patchwork Frankenstein style out of many d20 products, like a proud daddy, I didn't see any major problems (and enjoyed inflicting Sanity Loss on my hapless players), but was curious about the HM rules set. It worked out so brilliantly: The first combat we had between three PCs and 5 bandits in and around a ruined tower was easily trhe most memorable and satisfying combat we'd ever run in any system, due to its deadliness, graphic injuries and enhanced combat options). The PCs barely won and were more than happy to loot the bandits equipment as their "treasure" and escape with their lives! Harn is cash-poor, treasure-poor and deadly as hell, so you have to take it where you can get it. Most treasure will consist of salvaged equipment and a few silver coins, and maybe one object or person that was the reason you went questing in the first place. </p><p></p><p>Less Is More in Harn. The players are more happy to accept less because they are getting more out of their characters and the setting. The DM (me) is getting less headaches coming up with background details and more fun playing his NPCs and advancing his plot. And everybody is getting more out of combat--more fun, more terror, more fear, more brutal and bloody death, more realistic consequences for actions undertaken... </p><p></p><p>HarnMaster is hardly a perfect rules set. It is not written clearly and information is scattered all over the place. It uses a lot of abbreviations that are hard to remember at first. It is more complicated to run combats, cast magic, use psionics and create characters than d20. But not too much more, not when you get used to it and start memorizing things. I was overwhelmed by it at first, but quickly picked it up over several sessions and now it comes as second nature to me and the players are even able to help me out with the rules if I forget something. The thing is, HarnMaster will put the fear of GOD (or Bane, or Zeus, or whomever) into your players! Everyone will be scared to do anything for fear of failure and/or death! Hehehe! I've never had more fun terrorizing my players and being stingy, and they've never been happier to win a battle and hardly get any treasure out of it! They're lucky to even survive, so any treasure is just icing on the cake as far as they're concerned! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> With the rules less restrictive and more nebulous (left to the DM to decide on a whim), players will be afraid to undertake foolhardy or ill-thought out actions for fear of the DM's "instant ruling"... Hehe! Then again, they will not be afraid to try out thoughtful and creative ideas that they know will make sense to, and hopefully impress the DM.</p><p></p><p>Harn (the setting) and specificially HarnMaster (the rules) are truly miraculous for reigning in Monty Haulers, power gamers, munchkins, rules lawyers, and apathetic, jaded players of all stripes. For us, it is like the mysterious and dangerous "first time" we started playing 1st edition D&D twenty years ago. After twenty years, we've finally got our "gaming virginity" back! </p><p></p><p>"Hallelujah! Praise be to Harn!" *does a little happy dance* <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>I don't pretend Harn is for everyone or that this thread will gain any "mass connversion" of d20 players flocking to Harn. Nope. But I do expect a few of you will be intrigued and delve into further matters Harnic, perhaps by following the links I posted above... Whether you convert from there or not is your own business. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>I'm just saying, like "Hooked On Phonics", Harn worked for me! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Kaptain_Kantrip, post: 313275, member: 546"] You forgot the smiley face emoticon, dinkel, so I would know you are joking. It works like this: :D Actually, Harn has consumed so much of my time that I don't come by ENWorld that much anymore. Just to "preach the Harnic gospel", LOL! I guess Hong is right: I am a serial monogamist (emphasis on the gamist, hehe, it's like gamer, get it?). As to why we switched from d20/CoC to HM rules, the players had expressed a bitter hatred for Sanity Points and also that they didn't think the setting and the rules were quite "clicking." So I stumbled across a copy of HarnMaster Core rules and decided we'd give them a try... especially after having some troubles converting Harnic concepts to d20. Since I created the hybrid d20 patchwork Frankenstein style out of many d20 products, like a proud daddy, I didn't see any major problems (and enjoyed inflicting Sanity Loss on my hapless players), but was curious about the HM rules set. It worked out so brilliantly: The first combat we had between three PCs and 5 bandits in and around a ruined tower was easily trhe most memorable and satisfying combat we'd ever run in any system, due to its deadliness, graphic injuries and enhanced combat options). The PCs barely won and were more than happy to loot the bandits equipment as their "treasure" and escape with their lives! Harn is cash-poor, treasure-poor and deadly as hell, so you have to take it where you can get it. Most treasure will consist of salvaged equipment and a few silver coins, and maybe one object or person that was the reason you went questing in the first place. Less Is More in Harn. The players are more happy to accept less because they are getting more out of their characters and the setting. The DM (me) is getting less headaches coming up with background details and more fun playing his NPCs and advancing his plot. And everybody is getting more out of combat--more fun, more terror, more fear, more brutal and bloody death, more realistic consequences for actions undertaken... HarnMaster is hardly a perfect rules set. It is not written clearly and information is scattered all over the place. It uses a lot of abbreviations that are hard to remember at first. It is more complicated to run combats, cast magic, use psionics and create characters than d20. But not too much more, not when you get used to it and start memorizing things. I was overwhelmed by it at first, but quickly picked it up over several sessions and now it comes as second nature to me and the players are even able to help me out with the rules if I forget something. The thing is, HarnMaster will put the fear of GOD (or Bane, or Zeus, or whomever) into your players! Everyone will be scared to do anything for fear of failure and/or death! Hehehe! I've never had more fun terrorizing my players and being stingy, and they've never been happier to win a battle and hardly get any treasure out of it! They're lucky to even survive, so any treasure is just icing on the cake as far as they're concerned! :D With the rules less restrictive and more nebulous (left to the DM to decide on a whim), players will be afraid to undertake foolhardy or ill-thought out actions for fear of the DM's "instant ruling"... Hehe! Then again, they will not be afraid to try out thoughtful and creative ideas that they know will make sense to, and hopefully impress the DM. Harn (the setting) and specificially HarnMaster (the rules) are truly miraculous for reigning in Monty Haulers, power gamers, munchkins, rules lawyers, and apathetic, jaded players of all stripes. For us, it is like the mysterious and dangerous "first time" we started playing 1st edition D&D twenty years ago. After twenty years, we've finally got our "gaming virginity" back! "Hallelujah! Praise be to Harn!" *does a little happy dance* :D I don't pretend Harn is for everyone or that this thread will gain any "mass connversion" of d20 players flocking to Harn. Nope. But I do expect a few of you will be intrigued and delve into further matters Harnic, perhaps by following the links I posted above... Whether you convert from there or not is your own business. ;) I'm just saying, like "Hooked On Phonics", Harn worked for me! :D [/QUOTE]
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