HarnWorld: Thoughts?

I eventually had to leave the Harn hardcovers behind and fall back to Kingdoms of Kalamar. It has a great atlas, and the entries give enough information to describe the area, gods, armies, climate, populations, bad guys, etc and get the ideas going. That hardcover or boxed set are system neutral enough to be used with just about anything (GURPS, BRP, Rolemaster, Against the Darkmaster, Savage Worlds, Palladium Fantasy, D&D, Pathfinder, Cypher, etc).
 

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Maybe not, but you're under no obligation to use material that you don't expect will have value to your particular campaign. It's there if you need it.
This is true and to some extent it's simply the nature of any comprehensive setting. Whether we're talking about Arkham for Call of Cthulhu, 1983 Greyhawk boxed set, or Harn, most of us won't be able to fit everything into a single campaign. There are some things we might not ever use. But someone might use it. It's just the nature of the sandbox.
 

I haven't purchased the latest version, although I hear the hardcover is fabulous. I own the second edition (the folder with the two booklets)., as well as almost all of the supplements. It's my favorite fantasy setting, although I've found that systems other than HarnMaster don't really do it justice (and, sadly, I can't find too many people willing to give HarnMaster a chance).
 

This is true and to some extent it's simply the nature of any comprehensive setting. Whether we're talking about Arkham for Call of Cthulhu, 1983 Greyhawk boxed set, or Harn, most of us won't be able to fit everything into a single campaign. There are some things we might not ever use. But someone might use it. It's just the nature of the sandbox.
Every piece of content enriches the setting. You can dive deep into just about any topic if it's been around long enough. Or not if you choose. That's why I don't understand those who object to the existence of content they don't want to use. Seems mean-spirited.
 

The biggest obstacle I've found with intricately detailed settings like Harn is player investment. To take full advantage, I need a group of 4-5 players who have read through the setting and are familiar with it. I don't know about ther rest of you, but that's not something I typically have in any game I run. There are other game I've elected not to run becasue I knew I'd only have one player who dug into the setting with any degree of interest. It's great that Harn gives you some details on the manorial system within the setting, but is that really important to most adventure scenarios?
Fair observation. I like these world books/settings because I enjoy reading them as the game master, and I bring what I like, or what inspires me, into the game. The players don't need to know the whole lore thing unless they want to.
 

Fair observation. I like these world books/settings because I enjoy reading them as the game master, and I bring what I like, or what inspires me, into the game. The players don't need to know the whole lore thing unless they want to.
They don't need to know everything, but they need to know some things. What I've experienced the most difficulty with is getting people to abandon what they learned when playing Dungeons & Dragons. And just to be clear here, I'm not ragging on D&D here, I've played it for many, many years myself. It can become rather tedious to play if you don't have players willing to read up at least a little on the setting.
 

They don't need to know everything, but they need to know some things. What I've experienced the most difficulty with is getting people to abandon what they learned when playing Dungeons & Dragons. And just to be clear here, I'm not ragging on D&D here, I've played it for many, many years myself. It can become rather tedious to play if you don't have players willing to read up at least a little on the setting.
One thing you can do is give them a one page campaign overview. I learned this from @SlyFlourish. Tell them the 10 most important things about the campaign world that they need to know, and if they have questions, you can always do some kind of a roll, or just assume that they know because they live in that world and simply tell them. I have found it works really well!
 

Because I am a sad, weak-willed human who is easily influenced, I just bought a copy of Harnworld. Does anyone have any experience with this setting? It looks like it hits a lot of my sweet spots: low magic, gritty (-ish) vibe, etc. Thoughts, condolences, chastisement, encouragement, etc. are most welcome.
Not in that edition... I've read some stuff I got in the bargain bin over the years...
The game it's associated with is a moderately heavy low-range percentile system with lots of details in places I don't really enjoy anymore - and I found it about 10 years after I'd have enjoyed it, and 15 years after me having any players who would.
The setting material is likewise detailed in places I don't need... but it is a good read. It's well written, and feels like obsession drove the writing... and the research it's based upon.
 


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