HARNMASTER Good RPG System?

Having played both D&D and Harnmaster for most of my adult life, I will toss in my 2p.

1. flexibility - advantage Harnmaster by a long way

Where D&D offers fixed classes, skills and feats, Harnmaster offers a ton of skills that literally any PC can learn as long as they can cajole/pay someone to teach them. Want to change professions? Do it whenever your PC wants and keep your old skills, just like IRL. In D&D, there is a set level past which you can dual-class (min. 4th level), and you cannot use the old skills until you have passed your first profession's level.

Spells are not rote and development of new spells is encouraged - to the point of being mandatory for a Shek-Pvar (Pvarism is the predominant magic philosophy) to advance within his chantry. Therefore, the magic system can be tailored to the players and the campaign.

2. Realism - advantage Harnmaster by a long way

Medieval combat is rarely so well done as this. More work is required on some skills (Tarotry, Runecraft, Alchemy and Weaponcrafting all require more detail, IMO), but overall this is a big improvement over what I found with D&D.

3. Speed - tie

Like Shadow stated above, once you know the system - any system - speed comes from the familiarity. Both 3E and Harnmaster are relatively complicated, just in different ways. Combat is more detailed in HM, of course, but then again it isn't really the focus of play. Once a few game sessions have gone by, the players realize how deadly HM combat really is and use it as a last resort. Very similar, IMO, to real life. This has the added benefit of speeding the game along.

4. Flaws - tie

These are what I consider logical flaws in the concept of the game system, or flaws I have discovered during actual play.

HM fails to take into account strength in damage except in a very rudimentary fashion. Dragons don't do appreciably more damage than the average knight - which is ridiculous. Larger creatures have their only advantage in Endurance, which translates into taking a lot more whacks with the sword before they fall down.

Secondly, when testing against abilities, HM has a flawed system. It uses a scale of difficulty as a multiplier to the actual ability (Ability x 1 is difficult, Ability x 7 is easy). One can immediately see that characters with high scores will see their skill drop off very quickly as difficult increases (an 18 score will see their % chance of succeeding drop by 18 at every increased level of difficulty), while characters with low scores will drop off much less rapidly. In other words, the difference between skilled and unskilled PCs gets smaller as the task gets more difficult. I can't fathom that, myself.

All in all, HM has few flaws, but the flaws it does have are pretty glaring. D&D has the usual crop of logical flaws (classes, HP, AC, etc.) but because it is designed to be a high fantasy game system (and not a sim like HM tends to be) the abstractions can be accepted more readily by the people likely to play the game.

5. Fun Factor - tie

I call this one a tie because the goal of the two systems is so different. It is like comparing Wing Commander to a Flight Simulator; different people are going to have fun with each type of game and some will like both for different reasons. I found that as a teenager, I liked High Fantasy a lot and D&D was and is *the* system for playing that style of game. As I matured, went to University, picked up Medieval history as a hobby, etc., I found that I turned to Harnmaster because I prefered its greater realism and logical consistency. My choice in literature changed, and so did my taste in RPG, I guess.

My main niggling point with Harnmaster is that it simply isn't finished. There are rules missing for mounted combat, for example, that have been promised for half a decade. The Bestiary ( the equivalent to the Monster Manual) is like Pellinore's dragon: everyone has heard of it, but no one has ever seen it. CGI does not have the cash of a WotC, and this sometimes means that fans have to wait...

Of course, you can always enjoy the extremely well done campaign setting (Harnworld and the various kingdom modules) with nearly any system. I have a friend who is currently running a Harn campaign using the rules from Talislanta! D20 takes some work in order to fit it to the overall low-magic, high-realism flavour of Harn, but the online guide is available to make things much easier.
 
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Kaptain_Kantrip said:
I just got into the HARN campaign setting (wonderful!) and was curious what people thought of the HarnMaster RPG rules for the setting. Any good? How does it compare to d20/3e? I got the d20 to Harn Conversion Guide, but it doesn't really clue me in to how the HarnMaster system works.

For those interested in HARN, go here:
http://www.columbiagames.com

IMO the Harnmaster rules are pretty poor. My experience with (1e) was ok but basically HM is to complicated for what it does. I would use either D20 with Ken Hoods Grim N Gritty rules or GURPS with Harn.

As for magic In D20 I would use Soverign Stone magic and D&D style clerics for Harnmasters feel.
There are psionics on Hran I think Kens Skills and Feats rules would work best.

OTOH if you want a low magic low fanatasy world, Harn err Ketheria rocks
 
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Harnmaster Core (essentially 2E) is an order of magnitude less complicated than 1E. Clerics are handled much more like D&D, fatigue and wounds are much easier to manage and track, there are fewer ability scores, etc.

To me, the proof is in the pudding: I can teach a newbie to play HMC in less than an hour. The mechanics are actually a lot less difficult than people expect to find, and they remain consistent throughout the system - making it an easy system to teach.
 

Blackguard is right. HMC is a fairly simple system, IMHO simpler even than d20. However, with the ready availability of House rules out there, you can add the level of detail you want to the system. Also (if you can lay your hands on it) Harnmaster Gold does exist (player's edition only- developed because N. Robin Crossby was unsatisfied with Harnmaster Core) with plenty of detail. After reading through HMG I've added a thing or two from it too (including mounted combat).

Admittedly, this sounds like a bit of a roundabout way to arrive at a game system, but I think it's a testament to how much I like the system for me to want to tweak it. If anyone is interested in the system, I'd suggest waiting a while to see if N. Robin Crossby and Columbia Games are going to come out with their new edition anytime soon (it is in the works). The new edition will be, iirc, a base book containing the 'simple' rules system (ala HMC) and two expansion rules articles containing optional rules to add the level of detail one wants to their game.
 

Admittedly, the more I learn about the Hârn systems the more impressed I am with what I can beg, borrow, and steal for OD&D. Previously I had always though of Hârn as world specific (HârnWorld) and considerably more "hyper"-realistic than more roleplaying games get into. The detail is there, but there are some basic, simple to learn rules that cover all sorts of spheres of play too. Spheres that contemporary games usually gloss over. There is a long time community based of committed fans and a lot of material old and new to browse through. So by no means am I done with my learning about Hârn even now, but I'm glad I went back and gave it a more thorough study. It's been a fruitful journey and I hope to still get more out of it for D&D or any game I play.
 

That's some powerful necromancy there!

But yes Harn is a great resource, I am not a fan of the system in toto (too complex) but even using Harn pricing is great if you are after some historical~ness/feel.
 

I only ever used Harn as a setting, though I used Ivinia as well, not so much with the rest of the world, which wasn't as developed at the time (I have no idea what was further developed beyond what was created in the 1980's for Harn, but I had the main Harn and Ivinia setting guides, and most of the Harndex supplements, but all this was purchased at an Anchorage, AK game store (forgot the name, its been almost 30 years) back in the early to mid 1980's.

I loved the setting and the maps, but the mechanical stuff I didn't need, as I adapted D&D 1e/2e to Harn rather than the other way around.

I'll honestly say, that those Harn maps were a great inspiration for the maps I create now as a pro RPG cartographer.
 

That's some powerful necromancy there!

But yes Harn is a great resource, I am not a fan of the system in toto (too complex) but even using Harn pricing is great if you are after some historical~ness/feel.

Never managed to play it, but the low magic definitely seemed to make it easy to model the game world rather heavily on history. And there were some very good "in world" explanations for monsters and orcs.

Definitely on my bucket list to actually try it out one day.
 

HârnMaster is one of my two favourite roleplaying systems, but you really need to understand what it's for.

If you want high heroics and balanced, powerful characters - HM isn't the system you want. If you want fine control over your character and the concept around which they are formed - HM isn't the system you want. But there are other systems that do those things well, and what HM does well, it does superbly.

HM is about "living the life" of a character. Hârn as a setting is so real you can almost touch it, and HM was the system written specifically to support and enhance that style of gaming. That's not to say it can't do other settings - one of the guys on the Lythia.com HârnForum ran a series of sessions in the Forgotten Realms using it - but the feel of the rules is of gritty, hard bitten fantasy. With the resources available for Hârn you can as well run a game of manor lords, peasants and inkeepers* as "adventurers".

Note that, due to various disagreements before the creator of Hârn died, there are two sources and versions of Hârn material. This one is Robin's own site, now maintained by fans, and sells the "author's cut" version of the rules. This one is the original publisher of Hârn, with whom Robin fell out, and they have updated/expanded versions of much of the original stuff. Columbia covers mainly the original island of Hârn itself, whereas Kelestia have regional modules (finished or roughed/mapped out by Robin before he died) for Venarive, the continent East of Hârn and Ivinia, and Anzeloria, the tropical lands south of Venarive. There is also this site, run by fans, that includes an absolute ton of (free) stuff - scenarios, settlements, houserules, maps and scholarly studies of geology and langauges, etc. - written by fans and a forum where lots of friendly folk will answer questions and share their (considerable) wisdom.

If Hârn interests you, there is a rich wealth of stuff to immerse yourself in. Enjoy.



*: Yes, I have either run or played in all of these. I occasionally run a convention scenario where the PCs are all peasants, just to show that it can be fun.
 

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