Kaptain_Kantrip
First Post
Ace said:
Even with occasional Ivashu (god made monsters) and the side trexs to Evael the ultra low magic and tiny population of Harn make it seem claustraphobic to me.
It just feels like there is nothing to really do on Harn and in a real feudal society, like the one portrayed in Harn things are pretty static.
I just can't come up with interesting action packed things to do there and that is a turn of for my players.
I see your point. I was very excited at first about running Harn, but then couldn't figure out what to do with it. Without gobs of illogical monsters, wizards and gods walking around to beat up on, what is there to do in a fantasy game? I'm not being a jackass, I'm being serious here. I was stumped. Obviously, traditional D&D world-shaking adventures were really out of the question, and I didn't want Harn to be just another FR, GH, etc.
I bought the HarnWorld introductory adventure, 100 Bushels of Rye, and used that as my first Harn foray. It's a really fun murder/mystery with a hint of the supernatural about it that makes a perfect template for constructing your own Harnic adventures. I changed a few elements (like the killer's identity to fit it in with my Cthulhu concept) and ran it over three sessions. The players were terrified and ran away from combat every chance they got! There was a ton of cool NPC interaction in the village for the first two sessions alone (before they got stuck in a cave with the killer, LOL). I guess what I'm saying is that if you get some help (either 100 Bushels or a free online adventure, of which there are dozens available), you can get your Harn game going. There is a ton of free Harn material online that can spur adventuring ideas or fill in the gaps (details for inns, villages, etc.).
This is one of the things I meant in my earlier comment about Harn being "harder to wrap your brain around, especially when coming from a D&D background"--with Harn, you really can't rely on the old standbys of D&D (wandering monsters, magical traps, etc.). You have to figure out what could realistically be encountered. 99.9% of all Harnic combats and struggles should be between the PCs and human NPCs. Since you can't fly over the castle walls, you have to find another way in (such as bribing a guard, going over the walls on a midnight raid, or mounting a seige). Harn really forces players and DMs to rethink the way they play. I think that's a very good thing. Even if you don't stay with Harn, the things you learn there can make for valuable lessons the next time you play a higher fantasy game.
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