Harniacs vs. d20/D&D players

I just want to make a few points:

1. I don't care what your day job is or what your education level at [insert name of school here] happens to be. We all need to understand the concept of relevant education here. A pipefitter who spends his night hours studying medieval history will be much more educated in that realm than a college professor in Higher Order Mathematics. Do not assume that because your grade level is less than mine (or vice versa) that you are less educated in a given area. Certainly don't assume that you are less intelligent.

2. That being said, I *am* intelligent and I happen to be very well read. I assume that most of you here put yourselves in that category, too, so it comes as a bit of a surprise when I read here that some of you find Harn to be at about the same reading level of D&D products.

Selion. Hides. Virgaters. Cottars. Villeins. Beadles. Bailiffs. Commons. Nobles. Gentry. Gentle. Shires. Hundreds.

I owned literally every 2e book I could get my hands on and none of them - none - had anything even remotely at this level of jargon. You can honestly learn a great deal about real medieval feudal structure from Harn, from the byzantine Royal Administration on down to the farming practices in dual rotation fields. The level of writing, the level of depth of material, and the above average level of jargon alone set it at a new standard for anything I had ever read - including D&D. Perhaps 3e material is better written, but the 2e stuff I own is written to a measurably lower level, IMO.

My wife confirmed my thesis, at least in her mind, when she used the HarnPlayer and the PHB as comparative texts to analyze when she wrote her Masters thesis in Language and Professional Writing. The dictionary didn't even help her with HarnPlayer because most of the terms used were archaic enough that they didn't even appear (she used my medieval reference library to look them up). From the illos on down to the layout and sentence structure, she found that the PHB was intended for a measureably younger audience than the HarnPlayer. Once again, this was 2e, so I am reserving judgement on 3e stuff.

Methinks that some of you who read Harn easily despite average or lower education levels are a bit more educated than you let on ... or that you are willing to admit to yourself. Remember, education doesn't always come from a school.

Now, before I get my head bit off ...

a) Above, I am simply saying that my personal experience matches with what the companies attempted to do and that at least one person I know who does textual analysis for a living has verified this independently. If you disagree or if your personal concept suffers because you can't imagine being proud of reading something written for teenagers, then feel free to disregard this entire post and to go play D&D with your friends.

However, nothing you say or do will mitigate the fact that 3e *was* written for a mostly teenaged audience by WotC ... and that, despite this, there is nothing inherently wrong or embarassing about enjoying those products as an adult.

b) Both companies admit to skewing their products look, layout and writing level to a specific age and education level. If you take umbrage at the implications behind their choices, then at least get angry with the right people and write WotC or CGI instead of flaming those of us who simply restate those corporate choices here in the forum.

c) From my personal perspective, I find it rather sad when companies from the newspapers on down write to satisfy the lowest reading level of their intended demographic. I consider it a mild corporate slight on "the rest of us". I also feel that such a decision inevitably lowers the literacy level of society as a whole. If 3e *is* written to a higher reading demographic than my 2e books, then I will be pleasantly surprised.

d) I personally enjoy literature from the level of Cat in the Hat all the way up to 3" thick computer language references. The Cat in the Hat was intended for someone my son's age - and I don't think that this is in dispute - so should I feel angry, hurt or embarassed by reading it if someone points out that it is intended for children? Surely we are all adult enough in this forum to admit that we each tend to have individual preferences in gaming or that we can enjoy different types of literature at different times, in different moods, and for different reasons? The Cat in the Hat excites my whimsy and my love of rhyme and has come to represent some very needed quality time with my son. The computer references excite my intellect, try my patience, and incite my lust for learning. Both types of books are highly enjoyable - each in their own way.

e) Nothing said here in the forums can ever have any effect in your life away from the computer unless you obsess and take it away from the screen with you. Does it really matter to you that a faceless person using a pseudonym on a forum thinks that the game you play is for kids? If it does, then you have a problem with attending too strongly to other people's opinions.

f) D&D, Harn, Shadowlands, GURPS ... they are all just nebulous concepts written in ink in a book. Inanimate objects cannot express loyalty, so I am astounded by how many fans are loyal to what amounts to a stack of paper.
 

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Seriously, on the discussion of Harn relative to other campaign settings, I don't understand why the level of detail is a turn-on. For my money, if I want detail on Medieval life, I'll look for it in the history section of my library (actually, I may have to ILL it from an academic library, but you get my point) not a game supplement.
 

That's a good point, JD.

I have a boxed set of Harn, and I think it's pretty cool. I personally don't find it that interesting. That's not a knock, just personal taste. It's too low-fantasy for me. If I want to read about something realistic, I'll read about real world history and places. For an RPG, I like settings that are more radically different. Greyhawk, for example, is just about the cut-off point for me when it comes to what I like, as far as low- vs. high-fantasy goes. Settings like Tekumel are more to my liking - that is, highly detailed, but very alien in those details.
 

I agree 100% Colonel. Although I tend to like low magic, gritty "realistic" settings, I still want it to clearly be fantasy. It's all well and good to integrate some real-world detail into your setting, but making that the signature, calling card feature of your setting isn't for me, because I can get that easier --and on as as-needed basis-- from non-RPG material.

To me, something like George RR Martin's world is something similar to what I'd like. It's "realistic" but not to the point that it's just showing off how much the author knows about Medieval history: it rings true without necessarily portraying all that detail.
 

Joshua Dyal said:
Seriously, on the discussion of Harn relative to other campaign settings, I don't understand why the level of detail is a turn-on. For my money, if I want detail on Medieval life, I'll look for it in the history section of my library (actually, I may have to ILL it from an academic library, but you get my point) not a game supplement.

That is also one reason you do not game Hârn and I do. I not only love the detail in the game, and it does turn me on, I have also a bookshelf filled with medieval history books and novels. I would say besides the 40+ or so kingdom, castles, manor, guild, regional, cities, rule books, religion etc. modules published for Hârn, I also owe about a 50+ history books of all kinds, and about 70+ fiction set in the medieval era.

I am not alone in that sense and I would estimate that most Hârn fans, or at least 3/4, have a few of these as well. That is why I am persistant that those who game Hârn are looking for a different brew, not only because they like the detail, they are also medieval fantasts and Hârn, is the spice they have been looking for. And if you do like this era, and fantasy as well, there is no game that comes close to satisfy your gaming needs IMO.

Yes I could game in Europe in the 12 century or so but that would be plain ignorant as long as I have all the material published for Hârn. The maps, the plots, the detail, the background bla, bla, bla... IS what brings me to Hârn. But I would not have gamed it if it hadn't been inspired and built upon a medieval setting/culture. Some people like D&D, I like Hârn, and some like both. Note that the above is not some sort of flame towards those who do not game Hârn, only why those who do, like it because of these reasons. And there is nothing wrong with that.

Now is this forum a little slow because the sheer number of people here or is it because they have recently changed the address? I have not had this slow connection in the past while visiting EnWorld. I find it hard to post a few images in the art section... :(
 

Yeah, the boards have been extremely slow for about the last three days or so. Anyway...

I think you probably are right. Harn represents, if you'll forgive the way I describe it, a gaming extreme, of sorts. "Harniacs" not only really love medieval history (which I do) they also want their fantasy gaming to closely mimic this paradigm.

Where I differ, is that while I greatly enjoy medieval history and like a "realistic" world, I don't necessarily want to mimic every aspect of medieval life in my fantasy world. After all, fantasy worlds aren't like medieval worlds, and to expect exactly the same development in fantasy societies as we saw in medieval societies isn't my cup of tea.

Still, I think there's probably a lot I could learn system-wise from Harn. I'm really interested in working d20 to be lower in magic, lower in power level and more "gritty." So far, I've tossed around ideas like using NPC classes, lowering the death by masssive damage threshold, changing armor to DR instead of AC, and this is where I struggle more, completely reworking the magic system.

I think KK probably has a lot to offer here, actually. Instead of preaching the wonders of the campaign setting itself, I'd like to see him expound on what is d20 Harn system actually did. Sounds like he took the "massive overhaul" approach, which I don't think is necessary except in regards to magic, but still, I'm sure there's plenty I could borrow.
 

I think you probably are right. Harn represents, if you'll forgive the way I describe it, a gaming extreme, of sorts. "Harniacs" not only really love medieval history (which I do) they also want their fantasy gaming to closely mimic this paradigm.

I think the above is what all people who game Hârn could relate to, and I for one am hard pressed to find a better description. But Hârn is not the only game that is as extreme I would think. Tekumel, although I am describing this through a friend who is a mega-fan, also has a special fan base that are devoted like bloody hounds on red meat. When he describes something it sounds like they may even be more extreme than the Hârn fans. Oh well...

Where I differ, is that while I greatly enjoy medieval history and like a "realistic" world, I don't necessarily want to mimic every aspect of medieval life in my fantasy world. After all, fantasy worlds aren't like medieval worlds, and to expect exactly the same development in fantasy societies as we saw in medieval societies isn't my cup of tea.

Yes that is what a few medieval fans I know also likes. They love the look and feel of Hârn but they could not for a minute sit down and game it since they prefer more "heroic" gaming or "common" fantasy. Although this may cater to D&D, RoleMaster etc., what they really mean is that they want to be the heroes of the game, and not some serf looking for freedom (although we have never gamed this in Hârn). They also would like to be wizards and such without being burned at the stake (this has happened in Hârn).

I personally do not think though that rules, settings and such makes heroes. IMO heroes are made by valiant deeds of people in times of trouble. Common fantasy could be anything from D&D standard to D&D gritty (to simplify it), or even Hârn with some tweaking. Not too much detail on tectonics but more on adventure and tales of wonder. Sometimes I envy them for this actually, but after trying out quite a few RPGs lately, D&D 3E latest with Kalamar, I have found that the curse that is Hârn still haunts me after 13 years of exclusive gaming. I simply can not game anything else because of that extreme dedication you describe.

I game two campaigns in Hârn; one that is down to earth with no magic (it is there but the PCs do not experience it) but with a little occult mixed in for the fun (undead and such). This campaign is named Flame & Sickle, after the weapons of one of the dark gods, and focus on instable peace in the western parts of the Hârnic Isles, where three nations look for the slightest weakness that may warrant an attack, or put them at the brink of war. The players portrait thieves "loyal" to the mightiest thieves guild on Hârn in the most corrupt city on Hârn. They are not nice people...

The second campaign is a little more standard fantasy with orcs, magic, adventure, and good deeds. Although still very low-key it has some of the elements described but in a subtle form that is usually applied to the Hârn RPG in general. After seven sessions they have fought and seen orcs once, found one magic item, and experienced one event that is not considered normal (a short gateway travel). They have yet to find what the magic item does but they are quite intrigued by it and will soon travel to a guild of magic users to have it identified.

Other than that it is probably what most Hârn games are like; down to earth with a lot of detail on everyday life. Boring? In the eye of the beholder I would think since there is a lot of room for adventure either way. Hell, one of the PCs is a Shek-Pvar, the magic users on Hârn, and his cousin is a priest with unearthly powers due to his dedication to his goddess. The other two are a bard and a apothecary (there are tons of rules and adds for this). We use HârnMaster which, as many may know, is a lethal and kind of realistic systems in the combat and skill sections.

Still, I think there's probably a lot I could learn system-wise from Harn. I'm really interested in working d20 to be lower in magic, lower in power level and more "gritty." So far, I've tossed around ideas like using NPC classes, lowering the death by masssive damage threshold, changing armor to DR instead of AC, and this is where I struggle more, completely reworking the magic system.

There is one great d20 Hârn Guide of which you could use or at least get ideas from. I would describe it as "How to use D&D with Hârn" and I know that there are several fans of the setting that use it. I am personally taking this a step further because I intend to publish a full d20 Hârn Guide (written by a D&D and Hârn fan) that will change much of the stuff that D&D uses; the spells, invocations, combat, and so on to fit Hârn a little more than the just using the Players' Handbook right off. I think though that both are/will be worthy of your time since I have heard nothing but good words about Shadow of Bukrai's stuff (he has done the current guide mentioned above).

You can either download it from his site (found in an earlier post) and/or a few minor stuff from my site. I intend to increase the d20 material for Hârn on my site since I have found that this is a system many prefers, and instead of cramming HârnMaster (the Hârn rule system) down their throats, I hope to get them to game Hârn using the adds and guides I intend to publish. For me it is not the rules that makes the game, they do make a difference yes, it is the DM/GM, players, and the setting. But your choice may vary. :)
 

I think the above is what all people who game Hârn could relate to, and I for one am hard pressed to find a better description. But Hârn is not the only game that is as extreme I would think. Tekumel, although I am describing this through a friend who is a mega-fan, also has a special fan base that are devoted like bloody hounds on red meat. When he describes something it sounds like they may even be more extreme than the Hârn fans. Oh well...

Well, I don't mean that Harn is extreme in the sense that Harn players are wild-eyed fanatics. Simply that there's nothing that's "like Harn, but even more." The aspects that Harn fans like about Harn seem to have reached their apogee in Harn: no other game system tries to portray such a realistic fantasy world that so closely reflects true medieval life. Certainly other systems and settings have fans that are just as dedicated. But by extreme, I refer to the position that Harn places itself on the spectrum of role-playing settings: it's really off on it's own, and even those that use similar elements don't go as far as Harn does.
Yes that is what a few medieval fans I know also likes. They love the look and feel of Hârn but they could not for a minute sit down and game it since they prefer more "heroic" gaming or "common" fantasy. Although this may cater to D&D, RoleMaster etc., what they really mean is that they want to be the heroes of the game, and not some serf looking for freedom (although we have never gamed this in Hârn). They also would like to be wizards and such without being burned at the stake (this has happened in Hârn).

Actually, I think that just because one doesn't want to use a setting like Harn doesn't mean that one wants to play heroic gaming or common fantasy. One valid criticism of Harn is that it actually isn't realistic in that it assumes a fantasy world with lots of different inputs, yet the output is too similar to our own medieval world. Where's the changes that come about due to the actual presence of magic, and orcs, and the like? There aren't any. That, to me, is why I wouldn't want a hyper-realistic medieval game setting, because the hyper-realism is an illusion of sorts. It fails to take into account aspects of the setting that apparently have no effect on the setting...
I personally do not think though that rules, settings and such makes heroes. IMO heroes are made by valiant deeds of people in times of trouble. Common fantasy could be anything from D&D standard to D&D gritty (to simplify it), or even Hârn with some tweaking. Not too much detail on tectonics but more on adventure and tales of wonder.

I agree 100%. The setting(s) of D&D aren't what make the PCs heroes, what they do is what makes them heroes. Every setting of every kind has heroes, villains, and Joe Blows. If the PCs are to be heroes, villains, or Joe Blows, that depends on things that are entirely divorced from what type of setting it is, IMO.
[You can either download it from his site (found in an earlier post) and/or a few minor stuff from my site. I intend to increase the d20 material for Hârn on my site since I have found that this is a system many prefers, and instead of cramming HârnMaster (the Hârn rule system) down their throats, I hope to get them to game Hârn using the adds and guides I intend to publish. For me it is not the rules that makes the game, they do make a difference yes, it is the DM/GM, players, and the setting. But your choice may vary.

True, the rules don't make the setting. But the rules can certainly facilitate the setting. I'd like a d20 ruleset that took some ideas from low fantasy, gritty systems like Harnmaster and incorporated them as appropriate to get a low fantasy, gritty feel to it as well. And I really don't like the magic system of D&D...
 

Gawwwwd these forums are ssssllllloooooooowwww the past few days, or I'd be posting and reading this thread more often, but it takes like a whole minute to even change screens! So much for the server switch solving things... :(

Anyway, I am glad to see the thread has turned to a civil and thoughtful discussion of the merits of Harn and yes, even its flaws. Hopefully, my presence here now won't incite any new flames, LOL. ;)

REGARDING CHANGING d20 MAGIC
Magic is the hardest thing to alter in d20. It gives me nightmares. One could simply remove it altogether and probably be fine. You could remove monsters altogether and be fine. But magic presents a special array of problems. I have experimented with several different systems but really have found the Call of Cthulhu d20 magic rules the best, at least for my purposes. By implementing Sanity rules and casting costs (ability drain/damage and Sanity point loss), anyone can learn any magic but will not want to cast it except in dire circumstances. No more magic missiling everything in sight (no more magic missiles, for that matter!). All spellcasting classes are removed. Wizard and priest types are merely "experts" who spend much of their time reading dusty old books for ancient secrets. By making them such scholarly types, you remove the "magic missile machine" stereotype and return the focus to what it should be: the pursuit of knowledge and power. The only way to attain them is to mount expeditions to find more ancient books, by hook or by crook. Most people will never see a real wizard or (spellcasting) cultist, and will want to burn them at the stake if they ever do. It really is a drastic change from high fantasy games where magic spells are slung about willy-nilly. Instead, magic is mysterious, dangerous and very alien, destroying sanity, sapping strength and wreaking havoc... but generally more subtle forms of havoc (there are more spells without any visible effect that could be dismissed by observers as parlor tricks, natural phenomena or something other than the supernatural).

Magic items exist, but they are very rare and not "you find a +1 sword"---instead, "you mount a dangerous quest to retrieve the fabled Min'Zorin Blade from the depths of the Black Pit of Araka-Kalai." Yes, it's still a +1 sword (it probably doesn't even glow), but the feeling (and means of acquiring it) is totally different, and it means more as a result. You never refer to it as a "I'm using my +1 sword to hit" but as "I draw forth the blade of my ancestors, its steel resplendent in the light, and hammer down a mighty blow against my enemy, an oath of vegeance upon my lips!" You don't need Harn or a whole new magic system to simulate this, but it helps (by changing perceptions on the nature and rareness of magic).
 

I like the concept of Cthulhoid magic with one exception: they are so obviously Cthulhoid! I'm not sure I want all my mages going insane, although something that really makes magic much harder to use and much rarer is welcome.

Hmmm... Cthulhoid. What does the d20 Harn Guide document do (if anything) for magic?
 

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