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Harniacs vs. d20/D&D players
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<blockquote data-quote="Patrick-S&amp;S" data-source="post: 266960" data-attributes="member: 4633"><p>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... </p><p></p><p></p><p></p><p>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).</p><p></p><p>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.</p><p></p><p>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...</p><p></p><p>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.</p><p></p><p>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. </p><p></p><p></p><p></p><p>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).</p><p></p><p>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. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Patrick-S&S, post: 266960, member: 4633"] 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... 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. 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. :) [/QUOTE]
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