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 Post subject: GURPS in Harn
PostPosted: Fri Nov 11, 2011 12:35 am 
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Villein
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I have read through many of the older threads here discussing the use of GURPS with Harn and was curious if anyone out there is currently running a game with this configuration. Right now my gaming is limited to an online environment using Virtual Tabletops and since there is no HarnMaster Ruleset for Fantasy Grounds (and will likely never be one) I am having to get my HarnWorld fix using a system other than HarnMaster.

I am planning on starting a new campaign and have been using RoleMaster for the last few years which has worked out really well so far but I am thinking that GURPS may be a better fit. If anyone can comment from more recent experience I would greatly appreciate it.

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 Post subject: Re: GURPS in Harn
PostPosted: Fri Nov 11, 2011 4:43 pm 
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In the early nineties I ran a campaign using GURPS. It worked very well. The biggest problems I remember was trying to figure out magical and clerical powers and reconciling the Harn price list with the GURPS one.

For magic I took the GURPS colleges and assigned them a Shek Pvar color (with too much going to green and with light/dark causing problems) and I think I worked clerical magic with a patron roll.

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 Post subject: Re: GURPS in Harn
PostPosted: Sun Nov 13, 2011 7:38 pm 
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Villein
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TheRealMe wrote:
In the early nineties I ran a campaign using GURPS. It worked very well. The biggest problems I remember was trying to figure out magical and clerical powers and reconciling the Harn price list with the GURPS one.

For magic I took the GURPS colleges and assigned them a Shek Pvar color (with too much going to green and with light/dark causing problems) and I think I worked clerical magic with a patron roll.

Yeah, all the conversion docs/info out there I have been reading see the magic part as the most difficult to convert over. Combat is still as dangerous just not as detailed as far as injuries go but without a Fantasy Grounds Ruleset, I'll have to use another system and at this point that appears to be either Gurps or RoleMaster.

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 Post subject: Re: GURPS in Harn
PostPosted: Thu Nov 17, 2011 8:26 am 
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Reeve
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GURPS is indeed an exellent fit for Hârn, especially on the mundane side of things.

One instrument that GURPS 4e has for powers and spells that 3e didn't is the whole GURPS: Powers side of the game - the crafting of spells and (super)powers et al. using mostly Advantages and modifying the hell out of those.

There are also a lot of options for modification of the GURPS: Magic system available in GURPS: Thaumatology that will help break up the spells and the way they are gained/learned to make it a bit more "Hârnlike".

But the basic approach of college assignment to convocations for Shek-P'var still works quite ok.

Some musings of mine from a couple of years ago or so. Only got so far that time (may be it's time to take it up again?). I think the most comprehensive compilation out there right now is the one by Techtutilay of the SJgames forums - though I find that his approaches go too far in making EVERYTHING like HarnMaster - but YMMV.

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Last edited by The Wrathchild on Sun Dec 04, 2011 5:50 pm, edited 1 time in total.

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 Post subject: Re: GURPS in Harn
PostPosted: Thu Nov 17, 2011 1:11 pm 
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Villein
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The Wrathchild wrote:
GURPS is indeed an exellent fit for Hârn, especially on the mundane side of things.
Thanks. I have actually downloaded and printed out the docs from both links you provided. I guess I'll have to learn a considerable amount about GURPS before taking on the actual conversion process. This will likely put my new campaign on hold till after the new year but, I'm thinking its the best option for online HarnMaster type play at this time ,at least using Fantasy Grounds.

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 Post subject: Re: GURPS in Harn
PostPosted: Thu Nov 24, 2011 4:44 am 
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Villein
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We do GURPS Harn. We use 4e now but previously used 3e. Biggest adjustment was the Magic. For priest, we used Cleric Investiture with a limited spell list and a house system drawn from harnmaster for Piety points. For Shek Pvar, we used magic as regular Gurps rules but only have the different disciples teach a limited spell list. The first rule of Pvarism (don't share) kept these limits mostly enforced. Also, for the skill Thaumatology I required specialization is a school of pvarism. I wanted to keep it simple, and this seemed to work out well. You have to do a little fudging on spell prerequisites but nothing major. To be honest, we ignored psionics entirely and it never seemed to be a problem.

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