From lydia@theurgy.digex.net Mon Aug 19 13:16:33 EDT 1996 From: lydia@theurgy.digex.net (Lydia Leong) Newsgroups: rec.games.frp.misc Subject: Review: HarnMaster 2nd edition. Date: 14 Aug 1996 14:09:05 -0400 HarnMaster 2nd Edition, Core Rules: A Review I've been looking forward to the release of the 2nd Edition of the HarnMaster rules for a number of years, now; I finally acquired it on the third GenCon of trying. Columbia Games managed to get it out just in time for the con. The game comes as a set of sturdy pages three-ring-punched, in either a plastic cover or a three-ring binder. Columbia Games apparently had to do the collation themselves in order to get the game out by Saturday morning of GenCon; the copy I received was missing character sheets ("Character Profiles" in HarnMaster), and I encountered no hassles in getting this mistake rectified. Be forewarned that, while a three-ring-punch format is very convenient, it also makes the resulting product far more vulnerable to wear and tear. There is color on every page of the book, tastefully used, and the layout is uniformly excellent. Tables alternate light and dark lines, making them easy to read. The typefaces are large and clear, with boldfacing and color used in intelligent ways. Where optional rules are given, small checkboxes are provided, so that the reader can note what rules he is using. Page numbers are specified generously where rules refer to other rules. The design isn't going to win any awards, and it's certainly not "hip" in the White Wolf style, but this is obviously a set of rules that is meant to be used, and referenced. The artwork, by Eric Hotz, is generally good; if you liked his woodcuts in the 3rd edition of Ars Magica, you'll probably like the illustrations in HarnMaster. The HarnMaster "core rules" are just that: rules for the basic skill system, combat, and related matters. Magic and religion are forthcoming in separate books, and copious background material is already available. The core rules provide an absolute minimum of background material; those desiring to use the rules with other game systems will not lose anything by doing so, in my opinion. What few references there are to the Harn background are easily ignored; on the flip side, if you do want to run a campaign in the Harn world, you will unquestionably need to purchase one of the background supplements, such as HarnPlayer. This second edition of HarnMaster is still clearly early-1980s game design. Attributes are done on a 3d6 system, ala AD&D, Chivalry & Sorcery, and similar systems. Characters have occupations, in a manner reminescent of Palladium's "Occupational Character Classes". A large number of skills covers everything that one might expect a peasant to know, including, amusingly, a "Lovecraft" skill: "The ability to charm, seduce, and give erotic pleasure... It cannot normally be improved by solitary practice." (On the other hand, this is better than Escape Venture's Gatewar RPG's breast sizes...) I'm not sure what practical use many of the skills have; is there anyone who has a campaign where Embalming is routinely rolled? But to be fair, the number of skills certainly doesn't exceed what's found in a typical White Wolf StoryTeller game, so one can't complain too much. Skills all receive a paragraph of detailing, and frequently, a chart of some sort; explanations are clear and put in their proper historical context. The system is basically d6 and d100-based. Skill use is simple: roll below your skill level and succeed (critically succeed on a multiple of five), roll above and fail (critically fail on a multiple of five). Character creation requires a lot of calculations. Mastery Level (ML), SB (Skill Base), OML, EML... add, subtract, multiply, divide... you'd better have a calculator handy for this one. HarnMaster has an amazing number of acronyms. Nearly every major part of the system is gifted with an abbreviation; at least the authors had the forethought to summarize all the abbreivations in a table at the front of the book. Fortunately, the concepts are clearly explained and illustrated with examples, or the rules would probably be obscure beyond comprehension. It does take some time to become conversant with the HarnMaster way of describing rules. For example. consider this statement: "To reflect a greater knowledge of weapons, when a veteran opens a Melee weapon skill, it opens to OML + SB instead of opening to OML." Huh? (A little time spent becoming familiar with the HarnMaster abbreviations is definitely well-spent.) What sets HarnMaster apart from other games is its combat system. Quicker-playing than Rolemaster, it condenses down into a single double-sided page of charts, without sacrificing the detail that makes Rolemaster worthwhile. This is assuming that all the optional combat rules (which, to my understanding, used to be a standard part of HarnMaster) are used. If they're not used, the result is an interesting, detailed combat system that isn't simulationist enough to justify having to fumble with that many numbers. The system is best when it's handling complex actions. This is a combat system that is geared towards low fantasy -- vicious brawls between relatively lightly-armored combatants. Injuries are appropriately gruesome; hit location as well as the type of damage matters, and shock and blood loss are major factors in combat. Wounds can become infected, limbs may have to be amputated in order to "heal" injuries, and, overall, the various ways to maim the human body are lovingly detailed in a series of charts. There is a set of Psionic rules that are unexceptional, reminding me strongly of the AD&D First Edition approach to psychic talents. The Campaign, Bestiary, and Treasure sections are also extremely reminescent of AD&D First Edition. There is some good historical detail that will probably be of general interest, but the material that is directly game-related is rather humdrum generic-fantasy stuff. The ideas here are fairly run-of-the-mill; they're well-executed and well-presented, but they're not going to win any awards for originality. The real strength of HarnMaster is the system's ability to condense complex tasks into a relatively simple set of die rolls. It provides roughly the same degree of accuracy as Rolemaster does, without the pages and pages of charts; some effort has also been put into making HarnMaster probability curves "realistic". Unfortunately, beyond the combat system, there's really very little reason to recommend HarnMaster. The Harn background material can be used without using the system. Runequest is far simpler, and has a richly detailed background. Palladium Fantasy is well-suited to running adventures of the Harn style, and, again, it is much simpler. AD&D is perhaps the most similar in its approach, with stats/monsters/treasure. Rolemaster provides more detail, and is useful for high-fantasy as well as low-fantasy play. HarnMaster seems to be a system that is excellent for human-vs.-human struggles at the grunt level. Indeed, the rules make it fairly clear that this is exactly the sort of character that one is expected to play. It falls down when it attempts to be just another fantasy RPG. I wish Columbia Games had attempted to market it as a system for playing historical simulations. The stubs of magic and religion in the core rules seem awkwardly out of place, and while I look forward to seeing what the HarnMaster Magic and HarnMaster Religion supplements will look like, I also strongly feel that the authors ought to have capitalized upon what was apparently extensive research on medieval combat and customs, and turned out something more closely focused upon, well, peasants grunging out a subsistence existence. I would use HarnMaster if I were running a medieval-setting, low-fantasy campaign with low-social-class characters and a dark, gritty, feel. In this case, however, I would almost certainly toss everything but the main stat system and the combat system. Bits and pieces of the system may also be useful in combination with other games; for example, impact >from falling, and damage inflicted by fire, are both handled particularly well, and the combat tables might be very useful as critical-hit tables in conjunction with systems such as AD&D. Overall: Recommended, but only to a select audience.