What's New With Iron Crown Enterprises?

High Adventure Roleplaying (HARP) was born in 2003 in a desire to offer the slick combat table approach of Rolemaster in an easier-to-digest faster-to-play format. Despite wary detractor’s concerns the final product bears only a cursory semblance to its more complex and detailed cousin.


High Adventure Roleplaying (HARP)
was born in 2003 in a desire to offer the slick combat table approach of Rolemaster in an easier-to-digest faster-to-play format. Despite wary detractor’s concerns the final product bears only a cursory semblance to its more complex and detailed cousin.

In 2011 Guild Companion Publications took over the helm for Iron Crown Enterprises. Their first releases were HARP Sci-Fi followed by HARP Sci-Fi Extreme. Correcting several errors and refining rules from fan input, the revised printing of HARP Fantasy was released later in 2011.

The HARP system is level-based, uses Professions instead of classes, has a broad detailed skill list and reads much like ICE’s alternative to D&D. The differences are in the details.

In HARP combat you roll an open-ended d100 roll; a result of 96 – 100 “explodes” keeping the previous roll, rerolling and adding the new results. The open-ended roll has no upper limit. Adding a skill modifier, considering any penalties and subtracting your opponent’s defense yields the attack result. The size of the attack or weapon then adds or subtracts from the attack result.

You then look up this result on the combat table for your attack. Results have a descriptive component, the number of "hits' subtracted from Endurance, the number of points added to an ongoing Action Penalty, and a possible number of points of Bleeding. Combat ebbs and flows with vivid descriptions and gritty consequences based on this fast single-roll lookup on a table.

Magic, detailed in the core book and the supplement HARP College of Magics, uses a Power Point (PP) concept where each spell requires a minimum PP cost and allows the caster to invest more PP to “power up” the spell. This flexibility grants plentiful options for the various spellcasting professions.

Races in HARP not only allow for the mainstream fantasy choices but offer up Lesser and Greater Racial Hybrids. Taking one of these options could create a Gnomish Blooded Dwarf or an Elven Blooded Gryx.

The latest release HARP Folkways presents an interesting format for a game supplement. The first half of the book informs with a detailed take on the “20 questions” approach, guiding the GM through the process of creating distinctive cultures. The last half of the book details a plethora of new races, professions and options for players. I found this book not only entertaining to read but imminently useful for fleshing out cultures.

The revised HARP Loot made its debut late last year. The traditional treasure tables are included with additional options for using land, titles and favors as rewards. Wrapping up the book are guidelines for creating a catalog of magic items both simple and fantastic.

The much-anticipated revised HARP Bestiary is due out in two to three months based on forum interactions with the line developer. Print-on-demand and PDF books are available from the various OBS sites.

[Links to products are affiliate links. If you buy something I get a small commission.]
 

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Madmaxneo

Explorer
They were actually part of the core rules. In Arms Law (second edition Rolemaster), the animal and crush charts had F criticals, and in Spell Law, some of the elemental attack tables like Ice Bolt and Lightning Bolt had criticals as high as J.



Come to the Dark Side!
I stand corrected.
Wow, I must have missed that. Then again maybe I did see and use those way back then, that feels like 100 yrs ago...lol. The last time I played RM was in the mid 90's with a mix of RMFRP and RMSS, not to mention that is when I used the CEATS system.
 

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Hurin70

Adventurer
I stand corrected.
Wow, I must have missed that. Then again maybe I did see and use those way back then, that feels like 100 yrs ago...lol. The last time I played RM was in the mid 90's with a mix of RMFRP and RMSS, not to mention that is when I used the CEATS system.

No worries! The system was fully consistent or developed in the core books; it was only fully fleshed out in the companions and in Spacemaster, which might have been why you didn't remember it.

FYI, the new RM system (RMU) is getting rid of the phased combat system for more of a second-by-second approach. It's not fully CEATS, but it is more similar to CEATS than the original RM (RM1 and RM2) were. If you liked CEATS, you might like it.
 

pemerton

Legend
In Arms Law (second edition Rolemaster), the animal and crush charts had F criticals, and in Spell Law, some of the elemental attack tables like Ice Bolt and Lightning Bolt had criticals as high as J.
On the Claw Law tables (certainly in RMII and, I'm pretty sure in RMSS also), an "F" critical is resolved as an E and a C.

On the Spell Law tables (both RMII and RMSS), an Ice Bolt "F" is resolved as an E and an A, and a "G" as an E and a C; whereas a Lightning Bolt "F" is an E and an A, a "G" an E and a B, a "H" an E, C and A, an "I" an E, D and B, and a "J" an E, D and C.
 


Madmaxneo

Explorer
No worries! The system was fully consistent or developed in the core books; it was only fully fleshed out in the companions and in Spacemaster, which might have been why you didn't remember it.

FYI, the new RM system (RMU) is getting rid of the phased combat system for more of a second-by-second approach. It's not fully CEATS, but it is more similar to CEATS than the original RM (RM1 and RM2) were. If you liked CEATS, you might like it.

Yeah I had seen that and even have a card deck of those action percentages that a friend gave to me at the 2015 Gencon. It has been so long since I played RM that I have forgotten many of the particulars that I disallowed as a GM. But maybe that's why RM still remains my all time favorite game, that with so many optional and alternative rules that it is really easy to make the game your own but it still be RM.....
 

Hurin70

Adventurer
Yeah I had seen that and even have a card deck of those action percentages that a friend gave to me at the 2015 Gencon. It has been so long since I played RM that I have forgotten many of the particulars that I disallowed as a GM. But maybe that's why RM still remains my all time favorite game, that with so many optional and alternative rules that it is really easy to make the game your own but it still be RM.....

I think that is one of the great strengths of Rolemaster: so many customizable rules, that if you don't like one, you can alter it to your liking.

There are downsides of course to that, but the ability to easily make the game how I want it is priceless to me.
 

aramis erak

Legend
I think that is one of the great strengths of Rolemaster: so many customizable rules, that if you don't like one, you can alter it to your liking.

There are downsides of course to that, but the ability to easily make the game how I want it is priceless to me.

That's also easily the biggest flaw: Until you either get the GM to commit to listing them, you can't be certain what you're in for... and very seldom do two GM's run it the same way...
 


Hurin70

Adventurer
That's also easily the biggest flaw: Until you either get the GM to commit to listing them, you can't be certain what you're in for... and very seldom do two GM's run it the same way...

It can be an issue, though the developers of the new edition (RMU) have made an effort to simplify and streamline the game, so it shouldn't be as much of an issue as in the past (when we had seven Companions I think full of additional rules!).
 

Hurin70

Adventurer
I would like more Shadow World.

The original creator of Shadow World (Terry K. Amthor) is still publishing adventures and regional books for Shadow World. Emer III and Xa-ar came out a few years ago, as well as Tales from the Green Gryphon Inn, and he is working on additional books (like Emer IV) as well as updating older ones (like Haalkitaine). So you will get your wish!
 

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