From: schmunk@spacsun.rice.edu (Robert Schmunk)
Subject: Re: HARN ?
Reply-To: schmunk@spacsun.rice.edu (Robert Schmunk)
Organization: Dept. of Space Physics, Rice University, Houston TX
Date: Mon, 9 Nov 1992 23:17:05 GMT

In article <1992Nov8.025806.1@wharton.upenn.edu>, millerl@wharton.upenn.edu writes:
|> In article <ESCHNEID.92Nov7200519@sparc49.tamu.edu>, eschneid@sparc49.tamu.edu (Erich R Schneider) writes:
|> > But as all people who have encountered Harn know, the nature of the
|> > system definitely takes second place to the incredible, amazing,
|> > detailed campaign environment.
|> 
|> What kind of campaigns does the Harn setting encourage? Can you and
|> other Harnophiles post some fluff about your campaigns? I'd also like to
|> read some stuff from people who use other interesting pre-made settings,
|> such as Jorune and Talislanta. These systems are supposed to make better
|> stories and better roleplaying. Do they?

Oh boy, an excuse to wax prolific.

First off, Harn is actually two things, either of which or both you can use in
your campaign.

Item one is HarnWorld. This is an extremely well-developed gameworld actually
named Kethira. The main land body is named Lythia, and off its Northwest coast
is an island (about the size of England) called Harn.

Item two is HarnMaster. This is a skill-based game system with no hit points
(hooray!). Combat is graphic, the magic system is wonderful and the religious
system is not another magic system hiding under a different name.

Before I provide more info, I should comment that there is one major
drawback to Harn, the company that owns it. Columbia Games is a small
company that does not like dealing through distributors. This results
in two problems: a) small means that they do not issue new material
very quickly and are poor at meeting their advertised issue dates,
and b) the only (relatively) reliable way to obtain Harn material
is by mail order.

Back to the main topic, though. About HarnWorld, the basic module is not
suprisingly entitled HarnWorld and provides a general background to Lythia and
the island of Harn. It also includs a wall map of Harn and an index of
places and organizations on the island. Furthermore, the island is divided
into the following kingdoms/countries: Azadmere, Chybisa, Evael, Kaldor, Kanday,
Melderyn, Orbaal, Rethem and Orbaal. There is a published module for each,
plus two modules describing the 7 major cities on the island and another
describing some castles. Each kindom module describes the history and current
politics/society of the kingdom, including a breakdown of who governs what.
Articles about interesting locations in each kingdom are included.

Additional HarnWorld modules currently are: Shorkyne, Ivinia, Menglana,
Gods of Harn, and 4 adventure modules. Shorkyne is a region on the Lythian
mainland very near Harn. Ivinia is a nordic region immediately north of
Shorkyne, and Menglana is a kingdom in central Ivinia. Gods describes the
10 deities of Harn, plus the structures and rituals of the churches which
worship them.

Projected HarnWorld modules to be issued within the next year include Harbaal
(another Ivinian kingdom), Trierzon (a region south of Shorkyne) and Castles
of Orbaal. Due to Columbia's unreliability, who knows when they'll actually
appear.

As for HarnMaster, the following material is currently available: HarnMaster
(1st ed rules), Pilot's Almanac (seafaring rules), Shek-Pvar (2nd ed expanded
magic rules), and several tomes of magic spells. There is also a rulebook
for mass miniatures combat (approx 15-40 per side) called BattleLust,
which is not necessarily a HarnMaster expansion but which can be used
interchangeably with it.

My personal feelings about HarnMaster are:

1) it has the best character creation system around, since the character's
   childhood and teen years are an integral part of determining his abilities
   upon entering the game. This includes factoring in the character's social
   class and apprenticeship. (Chivalry & Sorcery made a similar attempt but
   was hopelessly complex. HarnMaster makes sense.)

2) the combat system is great, since it throughs out this ridiculous hit
   points and concentrates on the rather graphic effect of individual wounds.
   However, I must admit that the system is fairly complex (20 different
   body locations and potentially five dice rolls per successful attack) and
   will not find much favor among those into power-gaming. Of course, this
   also encourages the healthy attitude that combat is not necessarily a
   "good thing" in all situations. Those wishing to simplify the HM combat
   rules may wish to instead use the BattleLust rules.

3) the magic system is my favorite of all systems that I've encountered (though
   I've heard of similar systems elsewhere). Mages are sorted into one of
   six convocations, and PCs are encouraged to invent their own spells rather
   than hunt for scrolls. The spells themselves are somewhat similar to skills
   in that you have a % chance to successfully cast one, this chance increasing
   the more that you have cast the spell.

4) the religious system is not just another magic system (like it is in AD&D).
   It is based more on knowing the rituals of your religion, which also
   encourages priests to act more within the framework of their church.
   (Note: I haven't had any priests in my campaign yet, so my perception of
   HarnMaster religion does not yet have any negatives. I've heard one or
   two other HM GM's comment that they think it's kind of boring.)

Of course, HarnMaster has its problems. The bestiary is woefully slim and the
psionics system really fouls up play balance if you implement it completely.
Personally, I think it's about time for Columbia Games to clean up things
and issue a 2nd edition, but I'll have no problem surviving until then.

One last thing, HarnWorld/HarnMaster have been designed somewhat magic poor;
ie., there are not a lot of magic swords just laying around and villagers
do get pretty freaky when something magical happens in their vicinity.
Thus, HarnWorld is more of a medieval setting which happens to have magic
rather than a magical setting which looks sort of medieval. I like it that
rather way, but your mileage may vary.

-- 
Robert B. Schmunk <schmunk@spacsun.rice.edu>
SPAC, Rice Univ, Box 1892, Houston, TX 77251 USA
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