HARN RPG products 30% off sale!!!


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30% off sale ends Sunday! I bought mine, will you buy yours? :) So if you spent $100, you'd get $30 off!

PS: New edition of HarnMaster RPG coming soon! Remember, you don't need HarnMaster to use HarnWorld or its supplements; they can be used as is with any RPG and all are of excellent content.

Harn is the "Spycraft" of fantasy settings, so go buy it and throw away your other storebought settings. ;) They can't compare.
 
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Kaptain_Kantrip said:
30% off sale ends Sunday! I bought mine, will you buy yours? :) So if you spent $100, you'd get $30 off!

PS: New edition of HarnMaster RPG coming soon! Remember, you don't need HarnMaster to use HarnWorld or its supplements; they can be used as is with any RPG and all are of excellent content.

Harn is the "Spycraft" of fantasy settings, so go buy it and throw away your other storebought settings. ;) They can't compare.

I completely disagree here. I find that for high magic, Harn fails completely. Heck, even moderate magic it's too low. Kingdoms of Kalamar is generlaly a much better setting for those seeking some useful material.

Harn is a unique setting but that whole Line of They Can't Compare, ha. Especially in terms of page count, art, and continual support for the D20 system.
 

JoeGKushner said:


I completely disagree here. I find that for high magic, Harn fails completely. Heck, even moderate magic it's too low. Kingdoms of Kalamar is generlaly a much better setting for those seeking some useful material.

Harn is a unique setting but that whole Line of They Can't Compare, ha. Especially in terms of page count, art, and continual support for the D20 system.

Well, I don't agree, LOL. :p
Harn is most assuredly LOW magic, but it's easier to put magic in than take it out. If you want to use Harn in a mid-high level magic campaign, the only thing stopping you is your creativity (no offense).

It's really simply to change, though of course a DM concerned with maintaining "realism" will probably want to consider the possible ramifications heightened levels of magic would have on the various power groups/nations/churches/fighting orders. Even serfs and peasants would be affected, to some degree. But if you're not concerned with the realistic impact of dumping in liberal quantities of magic will have, you can still go ahead and have fun. Harn is much more customizable, IMO, than other fantasy settings. It starts with a low magic, realistic medieval setting and lets you expand upon it from there, if that is your desire. Since the 720 TR timeline will never be brought forward, none of CGI's future output will contradict your own campaign events (a big complaint I have with TSR/WoTC's settings).
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Personally, I have even considered "magicking up" HarnWorld a bit to suit my group's taste. Here are some ideas for making HarnWorld more like FR:

Take Zhentil Keep and Bane/Gargauth/Kossuth/Loviatar from FR: Replace with the Kingdom of Rethem and Agrik the Immortal Warlord of Balgashang from Harn.

Take Waukeen, Loviatar, Sune and Sharess and merge them into Halea, the Golden Temptress of the Crimson Chamber.

Take Cormyr and Helm/Tyr/Red Knight and replace with the kingdom of Kanday and Larani.

Take Chauntea and replace with Peoni.

Take Bhaal, Malar and Mask and replace with Naveh, the Merchant of Death.

Take Shar, Cyric, Velsharoon, Myrkul and replace with Morgath, the Black Shadow of Bukrai.

Take Talos/Tempus/Garagos and replace with Sarajin.

Take Shub-Niggurath, Ghaunadaur, Gond and replace with Ilvir.

Take the Red Wizards and Thay and replace with the Guild of Arcane Law and Melderyn (a nicer nation, but can be switched to evil).

There are many Harn - FR equivalencies like this, to make switching things a snap.
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The level of writing in Harn products (both pay and free fan content) are all written to a far more exacting, detailed and thoughtful manner than any other fantasy setting ever has. Heck, the free content Patrick at S&S has on his site (along with the d20 Harn Guide and others) convinced me to buy HarnWorld. And I can't tell the difference between most fan and pro Harn content, it's so well done!

CONCLUSION: I think it's a lot easier to "magic up" Harn than trying to make FR low magic, for example... So much to cut, what's left? :D
 
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One other note: If you don't want to play in Harn, you can still make use of Harn material in, say, your FR game. Get HarnMaster Religion (or go to the Harn Religion Team's site) and grab up all the deity info you can find. Then use the HARN info to flesh out FR religions. There is around 100 pages of information on Agrik (LE war god) online alone! Simply replace the name "Agrik" with "Bane" and presto: you have an instant and COMPLETE understanding of how the Banite religion works, inside and out, from war songs to prayers to doctrines, including info on why you should convert. This info alone is priceless in running realistic fantasy religions! Hardly any tweaking to be done at all.

I never used to play clerics because I didn't understand how the fantasy religions worked, but now I play clerics because I know now, thanks to Harn! Everything I need to answer questions from NPCs or PCs is at my fingertips at a moment's notice. FR doesn't give you that level of detail. I love having information "overkill"--I may not use it all, but it's there if I need it! Like I said before, priceless!
 

Did I mention tons of fully detailed realistic medieval villages/noble manors? Every damn NPC is in there, every building, every detail of any importance in cold, hard, black & white. It's like having a dozen Hommlets (from RttToEE) or Orlanes (from Against the Cult of the Reptile God) at your fingertips, each one new and different and ready to visit or live in. Not only in the published material, but in the free online content as well. HarnManor gives you everything you need to know to run medieval agricultural communities, including 4 sample sites, and complete system to calculate income/expenses, taxes/wages for everybody! Plus you will really know what it is like to live in places like that, right down to the last detail, including recipes for ale! :)
 


Originally posted by JoeGKushner I completely disagree here. I find that for high magic, Harn fails completely. Heck, even moderate magic it's too low. Kingdoms of Kalamar is generlaly a much better setting for those seeking some useful material.

This is of course anything but correct. For those who are looking for a low magic setting there is nothing that suits better than Hârn. And even if you do want to game with 3E still, there are guides to make the rules fit more into the setting. The amount of magic is up to the DM; it's there but it is up to the DM how much he wants to use of it. In terms of detail there is no other game that comes close.

Kalamar is good, I also have it, but compared to Hârn it does not come close in the realism or low-key feel. Kalamar is somewhere inbetween Forgotten Realms and Hârn. It is a great setting but not "better for those seeking useful material". Hârn wins that section hands down. Of course if you are looking for something with a higher magic involvement, like say Faerun, stay away from Hârn completely. Kalamar for that matter too.

Harn is a unique setting but that whole Line of They Can't Compare, ha. Especially in terms of page count, art, and continual support for the D20 system. [/B]

To this I agree, at least the d20 involvement. The official support is not what it could have been. However there are several guides, spells, and other things taken from the official HârnMaster rules that are currently being converted to the d20 rules. I will publish to guides that will make d20 and Hârn indeed compatible. One of the guides will be extremely detailed with classes, feats and more. Hell even if you DO NOT want to game Hârn the guide could be used for those who are looking for a grimmer game.

But as I wrote it is up to what you want really. If you like games like Greyhawk or Forgotten Realms stay well away from Hârn. If you like Warhammer and Kalamar even you may want to try it out. I like Hârn, Warhammer and Kalamar myself. Here is another link to a HârnWorld Introduction.
 
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Patrick-S&S said:

To this I agree, at least the d20 involvement. The official support is not what it could have been. However there are several guides, spells, and other things taken from the official HârnMaster rules that are currently being converted to the d20 rules.

I myself are doing LST files (PCGen) for Harn based on the published Harn/D20 stuff. I've a ways to go, but I'm workin on it ;).


But as I wrote it is up to what you want really. If you like games like Greyhawk or Forgotten Realms stay well away from Hârn. If you like Warhammer and Kalamar even you may want to try it out. I like Hârn, Warhammer and Kalamar myself. Here is another link to a HârnWorld Introduction.

I second Patrick on this, even down to the worlds I like ;)

I must say, though, don't expect the flashy packaging and the high dollar art that you get with a WotC product. Expect well thought out and consistent content, awesome maps and one of the most well spoken and dedicated (if small) communities in the RPG scene.
 

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