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 Post subject: RQ2 in Harn
PostPosted: Wed Jul 21, 2010 2:27 am 
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Anyone used the RuneQuest 2 (Mongoose's latest) to run Harn?

Any advice?

Thanks all :)


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 Post subject: Re: RQ2 in Harn
PostPosted: Wed Jul 21, 2010 8:52 am 
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8O I'll have to go look for that. I didn't realize they put out another version/printing. Hopefully the flavour didn't change if the system did a bit?!

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 Post subject: Re: RQ2 in Harn
PostPosted: Wed Jul 21, 2010 9:55 am 
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Takeda wrote:
8O I'll have to go look for that. I didn't realize they put out another version/printing. Hopefully the flavour didn't change if the system did a bit?!

By all accounts it's the best incarnation yet


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 Post subject: Re: RQ2 in Harn
PostPosted: Wed Jul 21, 2010 11:35 am 
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I've used older versions of RQ with success. As I have said before I use Trollpak as my lexicon for the Gargun.

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 Post subject: Re: RQ2 in Harn
PostPosted: Sat Jul 24, 2010 7:23 am 
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Hello,

Playing or gaming on Hârn can be done in many ways. If you hope for a good advice, please, first explain us your gaming agenda and gaming goals. :)

RQ2 supports a certain kind of gaming: combat-oriented gaming supporting character development. However, it does these somewhat "lighter", and perhaps less "realistic" than the variable incarnations of HarnMaster. If this is what you want, go for it! :)

Personally, I've even used Warhammer on Hârn, and it worked. Because we didn't hope for anything the system couldn't give us.

The more precise you are, the more precise advice you will get.

-ile


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 Post subject: Re: RQ2 in Harn
PostPosted: Sat Jul 24, 2010 11:56 pm 
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Ilkka Leskelä wrote:
Hello,

Playing or gaming on Hârn can be done in many ways. If you hope for a good advice, please, first explain us your gaming agenda and gaming goals. :)

RQ2 supports a certain kind of gaming: combat-oriented gaming supporting character development. However, it does these somewhat "lighter", and perhaps less "realistic" than the variable incarnations of HarnMaster. If this is what you want, go for it! :)

Personally, I've even used Warhammer on Hârn, and it worked. Because we didn't hope for anything the system couldn't give us.

The more precise you are, the more precise advice you will get.

-ile

Good advice

I'm looking to keep Harn gritty, and magic low. I think the biggest obstacle will be marrying both the RQ2 magic and Harn's low magic.

Everything else seems like a good enough fit but only playing the rules/setting will tell


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 Post subject: Re: RQ2 in Harn
PostPosted: Sun Jul 25, 2010 5:44 am 
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Marrying the pantheons could be a little tricky. With magicians you have less of a problem so you can easily replace the Shek P'var with whatever you fancy. But, I agree that RQ is definately what I'd call magic rich, especially as compared with the published Harn.

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 Post subject: Re: RQ2 in Harn
PostPosted: Sun Jul 25, 2010 9:16 pm 
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SableFox wrote:
RQ is definately what I'd call magic rich, especially as compared with the published Harn.


Agreed.

I haven't dwelled too deeply into Mongoose's RuneQuest Second Edition, but it seems the basic idea of RuneQuest common/spirit magic still is quite combat oriented. Enough so that the original 70's description "Battle Magic" still holds true. However, many of the HarnMaster invocations seem to fit the same purpose, but they're not as fast, and often not as effective (or simple).

Perhaps less and down-tuned is the answer: Give only one or two spells for characters, and then only for devoted characters with a religious rank. You might even use the seven ranks of Hârnic Churches as maximums for the number of spells the priestly character may have.

I realise I know nothing of the present-day MRQ Sorcery. Thus, my ideas only hold for invocations/spirit/common magic.

MRQ1 and MRQ2 both tried to find new approaches to Rune Magic. But as runes are the essence of magic in Glorantha only, you might prefer to base your Hârnic divine magic entirely on MRQ spirit/common magic (if there is such, I'm pretty much old RQ2/RQ3 player, and lack true insight into the MRQ systems).

Whatever, good luck with your conversion/adaptation! :)

-ile


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 Post subject: Re: RQ2 in Harn
PostPosted: Mon Jul 26, 2010 7:17 am 
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Thanks all

I'm going to restrict 'common magic' (the magic everyone starts with in Glorantha) to those of the Shek Pvar/Priestly orders.


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 Post subject: Re: RQ2 in Harn
PostPosted: Sat Aug 14, 2010 9:51 pm 
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Has anyone used MRQ2 (or any incarnation) to fuel HarnWorld?

What issues did you run into?


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 Post subject: Re: RQ2 in Harn
PostPosted: Sun Aug 15, 2010 2:16 am 
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I found a pristine Runequest Deluxe Edition Book with all the books reflected in one volume at a used book store yesterday for $20!

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 Post subject: Re: RQ2 in Harn
PostPosted: Sun Aug 15, 2010 3:13 am 
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Takeda wrote:
I found a pristine Runequest Deluxe Edition Book with all the books reflected in one volume at a used book store yesterday for $20!

Good catch =D>


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 Post subject: Re: RQ2 in Harn
PostPosted: Sun Aug 15, 2010 4:48 am 
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I know! I was practically giddy with excitement!

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 Post subject: Re: RQ2 in Harn
PostPosted: Tue Mar 29, 2011 7:35 pm 
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I guess the only way to marry the Shek Pvar and MRQ2 is to go through each spell individually and attribute them to the relevant convocations. Likewise with the gods of Harn.

Can't believe I never thought of this earlier.

Oh well, off I go, I'll report back with a list incase anyone out there wants to use MRQ2 with Harn.


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 Post subject: Re: RQ2 in Harn
PostPosted: Wed Mar 30, 2011 11:56 pm 
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Here are my magic lists for Harn, using Mongoose's RuneQuest 2. First up, the divine, and then the common/sorcerous magic. Any suggestions welcomed

MRQ2 ‘Divine’ Magic & Harn

Agrik evil god of fire and war [12]
Spells Alter Target, Channel Strength, Consecrate, Excommunicate, Extension, Fear, Heal Wound, Lightning Strike, Meditate, Reflection, Shield, Sunspear,

Halea goddess of wealth and pleasure [5]
Spells Aphrodisiac, Consecrate, Excommunicate, Extension, Meditate,

Ilvir god of sorcerous beasts [10]
Spells Beast Form, Breathe Water, Call Winds, Consecrate, Crash of Thunder, Dismiss Elemental, Elemental Summoning, Excommunicate, Extension, Meditate, Shapechange (Sorcery spell page 135)

Larani lady of paladins [12]
Spells Alter Target, Amplify, Blessing, Channel Strength, Consecrate, Excommunicate, Exorcism, Extension, Heal Wound, Meditate, Shield, True Weapon,

Morgath evil god of the undead [10]
Spells Consecrate, Crash of Thunder, Eclipse, Excommunicate, Extension, Fear, Meditate, Resurrect, Sever Spirit, Soul Sight,

Naveh god of thieves and assassins [13]
Spells Behold, Consecrate, Disarm, Eclipse, Excommunicate, Extension, Fear, Fog, Gleam, Meditate, Rain, Shield, Sureshot,

Peoni lady of healing and virtue [19]
Spells Absorption, Bless Crops, Channel Strength, Clear Skies, Consecrate, Cure Disease/Poison, Evergreen, Excommunicate, Exorcism, Extension, Heal Body, Heal Mind, Heal Wound, Meditate, Regenerate Limb, Resurrect, Shield, Spirit Block, Sunspear,

Sarajin Viking god of battle [16]
Spells Alter Target, Beast Form, Berserk, Channel Strength, Consecrate, Crash of Thunder, Ebb & Flow, Excommunicate, Extension, Fear, Heal Wound, Lightning Strike, Meditate, Reflection, Shield, True Weapon,

Save-K’nor wise god of riddles [10]
Spells Behold, Consecrate, Dismiss Magic, Excommunicate, Extension, Illusion, Laughter, Madness, Meditate, Mindblast,

Siem god of dreams, elves and dwarves [13]
Spells Consecrate, Dismiss Magic, Excommunicate, Exorcism, Extension, Fear, Fog, Heal Mind, Illusion, Meditate, Mindlink, Sever Spirit, Soul Sight


Last edited by Warden on Thu Mar 31, 2011 12:00 am, edited 1 time in total.

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 Post subject: Re: RQ2 in Harn
PostPosted: Wed Mar 30, 2011 11:59 pm 
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MRQ2 ‘Magic‘ & the Shek Pvar

The Convocations

Lyahvi (Lee-AH-vee)
Lyahvi is the magic of the insubstantial, invisible, ethereal, and illusory. Lyahvi mages manipulate light to illuminate confuse or hypnotize. The essence of Lyahvi is bright, sterile, and unliving. Gems, mirrors, and other items which reflect/retract light are used as foci.

[Common Magic] Bandit’s Cloak, Bearing Witness, Detect X, Glamour, Golden Tongue, Light, spirit bane

[Sorcery] Animate Reflection, Attract Spirit, Banish, Castback, Damage Enhancement, Damage Resistance, Diminish POW, Enhance POW, Fly, Glow, Phantom (Sense), Protective Ward, Smother, Teleport

Peleahn (Peh-lay-ANN)
Peleahn is the most active, destructive, and least thoughtful school of magic. The
Peleahn manipulate heat, smoke, and fire to produce pyrotechnic effects. They also deal in Ethereal Fire, which requires no mundane seed, but is somewhat less dangerous than mundane fire; Peleahn foci include firepots, flint and steel, and other fire-making tools. Raw energy and action also fall under the jurisdiction of Peleahn.

[Common Magic] Dragon’s Breath, Firearrow, Fireblade, Ignite, Light, Mobility, Multimissile, Parry, Push Pull, Slow, Speedart, Strength, Warmth

[Sorcery] Animate Fire, Animate Smoke, Attract Fire, Damage Enhancement, Damage Resistance, Diminish STR, Enhance STR, Form/Set Fire, Haste, Protective Ward,

Jmorvi (Jeh-MORE-vee)
The element of the Jmorvi is metal. Their magic runs in a slower vein and includes the construction and: manipulation of metallic locks, tools, weapons, etc. Jmorvi favour metallic objects as foci.

[Common Magic] Armoursmith’s Boon, Bladesharp, Bludgeon (metals only), Dullblade, Pierce, Protection (metal only), Repair

[Sorcery] Animate Metal, Attract Missile, Damage Enhancement, Damage Resistance, Diminish STR, Enhance CON, Enhance CON, Form/Set Metal, Holdfast, Protective Ward,

Fyvria (FIV-ree-ah)

Fyvria is the magic of the green and growing, the pale and dying – essentially the cycles of growth and decay that underlie the natural word. The base of Fyvria is fertile earth where life swarms. Fyvrian mages use organic objects as foci, Including petrified wood, bags of earth, even living plants and animals.

[Common Magic] Beast Call, Bestial Enhancement, Cauterise, Clear Path, Disruption, Endurance, Hand of Death, Heal, Protection (leather only), Skybolt, Strength, Vigour

[Sorcery] Abjure Food, Animate Wood, Attract Beast, Damage Enhancement, Damage Resistance, Diminish SIZ, Enhance SIZ, Dominate ‘Beast’ (specific), Form/Set Earth, Form/Set Wood, Holdfast, Palsy, Protective Ward, Regenerate, Restoration, Treat Wounds,

Odivshe (Oh-DIV-shay)
Odivshe is the magic of slow, cool darkness, the opposite of fire and action. Odivshe mages study and manipulate water, ice, darkness, and cold to achieve their ends. They also make use of Ethereal Water, the counterpart of Ethereal Eire. Odivshe incorporate water, snow, or ice in their foci.

[Common Magic] Boon of Lasting Night, Chill, Darkwall, Demoralise, Extinguish, Frostbite, Water Breath

[Sorcery] Abjure Water, Animate Water, Animate Shadow, Attract Water/Ice/Shadow, Damage Enhancement, Damage Resistance, Diminish DEX, Enhance DEX, Form/Set Water, Form/Set Shadow, Hinder, Protective Ward, Smother,

Savorya (Sah-VOY-ya)
The Savoryans deal in knowledge, thought, and concept, all of which, they believe, stand above the other elements. Their foci incorporate illustrations, runes, or the written word.

[Common Magic] Babel, Becalm, Befuddle, Fanaticism, Mindspeech, Second Sight, Understanding

[Sorcery] Abjure Dreams, Banish, Castback, Damage Enhancement, Damage Resistance, Diminish POW, Enhance POW, Dominate Human, Intuition, Mystic Vision, Neutralise Magic, Protective Ward, Project (Sense), Sense (Object or Substance), Spirit Resistance, Spell Resistance, Tap POW, Telepathy, Wrack.


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 Post subject: Re: RQ2 in Harn
PostPosted: Sat May 07, 2011 8:36 am 
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This is great stuff. I'm planning on starting a FATE Hârn campaign, but I'll port it to RQ if FATE doesn't work with the group.

-Mark

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 Post subject: Re: RQ2 in Harn
PostPosted: Thu May 12, 2011 9:49 am 
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I updated the Shek Pvar and divine magic to include skills.

MRQ2 ‘Divine’ Magic & Harn

Agrik evil god of fire and war [12]

Spells Alter Target, Channel Strength, Consecrate, Excommunicate, Extension, Fear, Heal Wound, Lightning Strike, Meditate, Reflection, Shield, Sunspear

[Skills] Athletics, Brawn, Evade, First Aid, Resilience, Unarmed, any one Sword style

Halea goddess of wealth and pleasure [6]

Spells Aphrodisiac, Consecrate, Excommunicate, Extension, Heal Mind, Meditate

[Skills] Dance, Evaluate, Influence, Insight, Commerce, Play Instrument, Seduction

Ilvir god of sorcerous beasts [11]

Spells Beast Form, Breathe Water, Call Winds, Consecrate, Crash of Thunder, Dismiss Elemental, Elemental Summoning, Excommunicate, Extension, Meditate, Shapechange (Sorcery spell page 135)

[Skills] Ride, Stealth, Survival, Track, Lore (Animal Husbandry), any one bow style

Larani lady of paladins [12]

Spells Alter Target, Amplify, Blessing, Channel Strength, Consecrate, Excommunicate, Exorcism, Extension, Heal Wound, Meditate, Shield, True Weapon

[Skills] Evade, First Aid, Resilience, Unarmed, Courtesy, 2 handed sword, any one sword style

Morgath evil god of the undead [10]

Spells Consecrate, Crash of Thunder, Eclipse, Excommunicate, Extension, Fear, Meditate, Resurrect, Sever Spirit, Soul Sight

[Skills] Athletics, First Aid, Insight, Lore (Embalming), Lore (Human Skin Working), Stealth, any one dagger style

Naveh god of thieves and assassins [13]

Spells Behold, Consecrate, Disarm, Eclipse, Excommunicate, Extension, Fear, Fog, Gleam, Meditate, Rain, Shield, Sureshot

[Skills] Athletics, Acrobatics, Evade, Perception, Craft (Poisons), Sleight, Stealth, Mechanisms, Garrotte, any one ranged weapon or Disguise

Peoni lady of healing and virtue [14]

Spells Bless Crops, Channel Strength, Consecrate, Cure Disease/Poison, Evergreen, Excommunicate, Exorcism, Heal Body, Heal Mind, Heal Wound, Meditate, Regenerate Limb, Resurrect, Shield, Sunspear

[Skills] First Aid, Heal, Lore (Agriculture), any blunt weapon

Sarajin Viking god of battle [16]

Spells Alter Target, Beast Form, Berserk, Channel Strength, Consecrate, Crash of Thunder, Ebb & Flow, Excommunicate, Extension, Fear, Heal Wound, Lightning Strike, Meditate, Reflection, Shield, True Weapon

[Skills] Athletics, Brawn, First Aid, Resilience, Unarmed, Boating, Survival, any one axe style

Save-K’nor wise god of riddles [10]

Spells Behold, Consecrate, Dismiss Magic, Excommunicate, Extension, Illusion, Laughter, Madness, Meditate, Mindblast

[Skills] Evaluate, Insight, Lore (Law), Lore (Heraldry), Lore (Mathematics), Perception

Siem god of dreams, elves and dwarves [13]

Spells Consecrate, Dismiss Magic, Excommunicate, Exorcism, Extension, Fear, Fog, Heal Mind, Illusion, Meditate, Mindlink, Sever Spirit, Soul Sight

[Skills] Culture (Own), Lore (Own), Lore (Astrology), Insight, Meditation


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 Post subject: Re: RQ2 in Harn
PostPosted: Thu May 12, 2011 9:50 am 
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THE CONVOCATIONS


Lyahvi (Lee-AH-vee)
Lyahvi is the magic of the insubstantial, invisible, ethereal, and illusory. Lyahvi mages manipulate light to illuminate confuse or hypnotize. The essence of Lyahvi is bright, sterile, and unliving. Gems, mirrors, and other items which reflect/retract light are used as foci.

Spells
[Common Magic] Bandit’s Cloak, Bearing Witness, Detect X, Glamour, Golden Tongue, Light, spirit bane

[Sorcery] Animate Reflection, Attract Spirit, Banish, Castback, Damage Enhancement, Damage Resistance, Diminish POW, Enhance POW, Fly, Glow, Phantom (Sense), Protective Ward, Smother, Teleport.

[Skills] Perception, Stealth, Meditate

Peleahn (Peh-lay-ANN)
Peleahn is the most active, destructive, and least thoughtful school of magic. The
Peleahn manipulate heat, smoke, and fire to produce pyrotechnic effects. They also deal in Ethereal Fire, which requires no mundane seed, but is somewhat less dangerous than mundane fire; Peleahn foci include firepots, flint and steel, and other fire-making tools. Raw energy and action also fall under the jurisdiction of Peleahn.

Spells
[Common Magic] Dragon’s Breath, Firearrow, Fireblade, Ignite, Light, Mobility, Multimissile, Parry, Push Pull, Slow, Speedart, Strength, Warmth

[Sorcery] Animate Fire, Animate Smoke, Attract Fire, Damage Enhancement, Damage Resistance, Diminish STR, Enhance STR, Form/Set Fire, Haste, Protective Ward

[Skills] Athletics, Persistence, Meditate

Jmorvi (Jeh-MORE-vee)
The element of the Jmorvi is metal. Their magic runs in a slower vein and includes the construction and: manipulation of metallic locks, tools, weapons, etc. Jmorvi favour metallic objects as foci.

Spells
[Common Magic] Armoursmith’s Boon, Bladesharp, Bludgeon (metals only), Dullblade, Pierce, Protection (metal only), Repair

[Sorcery] Animate Metal, Attract Missile, Damage Enhancement, Damage Resistance, Diminish STR, Enhance CON, Enhance CON, Form/Set Metal, Holdfast, Protective Ward

[Skills] Brawn, Evaluate, Craft (Blacksmith), Lore (Metals), Meditate

Fyvria (FIV-ree-ah)
Fyvria is the magic of the green and growing, the pale and dying – essentially the cycles of growth and decay that underlie the natural word. The base of Fyvria is fertile earth where life swarms. Fyvrian mages use organic objects as foci, Including petrified wood, bags of earth, even living plants and animals.

Spells
[Common Magic] Beast Call, Bestial Enhancement, Cauterise, Clear Path, Disruption, Endurance, Hand of Death, Heal, Protection (leather only), Skybolt, Strength, Vigour

[Sorcery] Abjure Food, Animate Wood, Attract Beast, Damage Enhancement, Damage Resistance, Diminish SIZ, Enhance SIZ, Dominate ‘Beast’ (specific), Form/Set Earth, Form/Set Wood, Holdfast, Palsy, Protective Ward, Regenerate, Restoration, Treat Wounds

[Skills] Craft (Carpentry), Lore (Herbs), Lore (Farming), Meditate

Odivshe (Oh-DIV-shay)
Odivshe is the magic of slow, cool darkness, the opposite of fire and action. Odivshe mages study and manipulate water, ice, darkness, and cold to achieve their ends. They also make use of Ethereal Water, the counterpart of Ethereal Eire. Odivshe incorporate water, snow, or ice in their foci.

Spells
[Common Magic] Boon of Lasting Night, Chill, Darkwall, Demoralise, Extinguish, Frostbite, Water Breath

[Sorcery] Abjure Water, Animate Water, Animate Shadow, Attract Water/Ice/Shadow, Damage Enhancement, Damage Resistance, Diminish DEX, Enhance DEX, Form/Set Water, Form/Set Shadow, Hinder, Protective Ward, Smother

[Skills] Swim, Boating, Meditation

Savorya (Sah-VOY-ya)
The Savoryans deal in knowledge, thought, and concept, all of which, they believe, stand above the other elements. Their foci incorporate illustrations, runes, or the written word.

Spells
[Common Magic] Babel, Becalm, Befuddle, Fanaticism, Mindspeech, Second Sight, Understanding

[Sorcery] Abjure Dreams, Banish, Castback, Damage Enhancement, Damage Resistance, Diminish POW, Enhance POW, Dominate Human, Intuition, Mystic Vision, Neutralise Magic, Protective Ward, Project (Sense), Sense (Object or Substance), Spirit Resistance, Spell Resistance, Tap POW, Telepathy, Wrack.

[Skills] Insight, Perception, Lore (choice), Meditate


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 Post subject: Re: RQ2 in Harn
PostPosted: Tue Sep 25, 2012 12:23 pm 
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I have played and run both Harn, and RQ2, but not together, and used several other roleplaying games for Harn. I would like to use some of your ideas, and adapt MRQ2 for Harn versus using Harnmaster, as I am familiar with it. It seems to have a better speed of play, though not the detail of Harnmaster.

Thanks for your input. The group who I will be running are fans of Palladium, and RQ, but I tend to want to use a skill based system for Harn, so I am choosing MRQ2, and or Legend series support....


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 Post subject: Re: RQ2 in Harn
PostPosted: Fri Dec 28, 2012 10:14 am 
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Nice thread. Glad I stopped by to take a peek as I've recently purchased Legend and am looking for a setting to tie it to. Harn seems a very good match.

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 Post subject: Re: RQ2 in Harn
PostPosted: Sat Dec 29, 2012 4:19 am 
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Shadow of Bukrai wrote:
Nice thread. Glad I stopped by to take a peek as I've recently purchased Legend and am looking for a setting to tie it to. Harn seems a very good match.


I ran a bit of a Hârn/Legend campaign about 6 months ago. Worked great.

-Mark

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 Post subject: Re: RQ2 in Harn
PostPosted: Sun Dec 30, 2012 10:47 am 
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Spartan wrote:
I ran a bit of a Hârn/Legend campaign about 6 months ago. Worked great.
-Mark

Neat! Care to share a bit more about the experience? How did you find chargen worked with Harn? Did the skill system run smoothly? What about combat? Did it factor much in the game? Did it work well?

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