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PollIf you had to pick one -- what aspect of the World of Hârn do you like the most? The evocation of medieval Terra/Europe 11% The detail of the written material 23% The consistency of the written material 11% The maps 15% The aspect of verisimilitude 6% The subtle presentation of the "fantastic" elements 8% The "exotic"/unique elements 2% The Earthmaster meta-plot 2% The creativity of the fan community 7% The sheer amount of available information 9% Other (please specify in the comment section) 5% Total votes: 124 |
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Rules
I voted no on this poll as I do not use HMG rules.......but I am not dead against more rules per se..
Rules (contrary!)
I'm just the opposite. ;-P
I'm here for the rules. Not the realm. lol
There is still much in the HMG (great as it is, however) rules set that could use some flushing out. It'd be nice to have a full treatise on the Priesthood as there was for the Shek-Pvar.
Or perhaps the long-promised "Harn Military". :-P
I'd like to see the
I'd like to see the equivilent of HarnManor applied to religion and priesthood. Factors such as "sphere of influence" and "cult of personality" as you try to make your religious movement have a broader reach and meaningful impact on the general population. As your movement grows in popularity, you might start to anger lords as their authority is somewhat diminished. The economics of building and maintaing a Monaster, Abbey, Church, or a Cathedral. How much do funerals and embalming bring in along with donations?
The Ken Follett novel "The Pillars of the Earth" is Harnic in style imho. The notion this mason is intrested in building a cathedral and all the non-fantastical things that happen along the way is great. A great source of inspiration for the "vibe" of such a Harn product.
Then on the other hand explore the possibility of strange cults. I'm talking injecting a smidge H.P. Lovecraft into the mix. Maybe a village has a thing for sacrificing human beings, or has some Ivashu creature that they worship and make sacrifices too.
As far as core mechanics go, I still feel strongly that an option for a universal table and expanding the success levels of the matrix's by two is the right thing to do. It is so simple to teach new people unfamilar with RPGs with a Universal Table system. In part it's a bit like "Blue Ocean Strategy", that Nintendo used with the Wii game system. The Universal Table is the equivilent of a Wiimote. It's easier to teach people and get them excited for game system like Marvel Superheroes. The chart is colorfull and easy to understand. While a straight pair of dice are esoteric. HarnMaster could move from a red ocean into a blue ocean.
Cult Creation
That is sort of covered in the Web of the Widow.
Mythic rpg has a excellent universal table, that is called a fate chart. It actually allows you to do away with the gm notion, and have all players. Works great.