Harn Genesys

Discuss Other RPG Rules Systems or role playing worlds. It doesn't even have to be Hârn-related. Anything goes...d20 (D&D3E), RuneQuest, MERP, GURPS, RoleMaster, Chivalry & Sorcery...even Shadowrun.

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Re: Harn Genesys

#51 Post by zrayaan » Mon Dec 25, 2017 1:30 pm

Leitchy wrote:
Mon Dec 25, 2017 11:45 am
It took me a while to decipher your meaning, and I still don't really understand what you mean by "poetic" spells, but I can see where you're going with the idea of making the spells skills.
Apologies. I was on my mobile, going from one place to another place, and distractions were present.

I was using Poetic Spells to refer to the actual spell cast in the game, as opposed the the mechanical spells provided in for in Genesys. I wonder if the two spells will be compatible? I shall refer to "Pvaric Spells" and "Mechanical Spells" in the future.
Leitchy wrote:
Mon Dec 25, 2017 11:45 am
I like it. The more XP they spend on improving their spells, the less they have for talents and mundane skills. :)

Hmmmm, yes indeed, I think that's a mechanic I like!
I am of two minds, Yes, I like the HM way of doing things (so much so that I am contemplating a simple conversion for HM to Genesys). A list of individual Pvaric spells would be consistent with the HarnWorld ethos. And having the Pvaric Spell Rank supersede the Arcana Skill Rank makes sense (the Pvaric Spell includes the ability to manipulate Principle that the Arcana skill represents). But part of me likes the idea of Spells being overlays applied to the base Arcana skill — I just haven't figured out what that looks like.

Leitchy wrote:
Mon Dec 25, 2017 11:45 am
As an addition, I think I'll include a rule that every two Advantage reduces the Strain cost by 1. And if they generate 6 advantage, they actually recover 1 Strain (I've only seen 6 Advantage rolled once in all the games we've played to far!)
I haven't read the Genesys rules, but I unless my memory is faulty the Star Wars games did allow Advantages to buy off Strain.
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Re: Harn Genesys

#52 Post by zrayaan » Mon Dec 25, 2017 2:46 pm

psionic tree.jpg
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Re: Harn Genesys

#53 Post by zrayaan » Tue Dec 26, 2017 3:38 pm

We didn't get a chance to play this weekend and I probably won't be able to work on this anymore this week, so I'm posting my rough, un-optimized playtest copy for Peter and anyone else following along. I need to add some fighters, and throw some equipment lists together, but this is shaping up for a first adventure.

Arcane skills (now called Convocation) are proper skills, I want to see how the stock magical actions work in practice. Ditto for Divine (now called Ritual). I doubt psionics will be used. I've bundled a lot of HM skills with Genesys skills, so Ritual: Deity covers magic, embalming, and maybe even Church language & script (I began adding languages as skills, but I don't think the need is there for them to be separate).

https://drive.google.com/file/d/10Ifaa1 ... sp=sharing
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Re: Harn Genesys

#54 Post by gallusgames » Tue Dec 26, 2017 9:49 pm

zrayaan wrote:We didn't get a chance to play this weekend and I probably won't be able to work on this anymore this week, so I'm posting my rough, un-optimized playtest copy for Peter and anyone else following along. I need to add some fighters, and throw some equipment lists together, but this is shaping up for a first adventure.

Arcane skills (now called Convocation) are proper skills, I want to see how the stock magical actions work in practice. Ditto for Divine (now called Ritual). I doubt psionics will be used. I've bundled a lot of HM skills with Genesys skills, so Ritual: Deity covers magic, embalming, and maybe even Church language & script (I began adding languages as skills, but I don't think the need is there for them to be separate).

https://drive.google.com/file/d/10Ifaa1 ... sp=sharing
Thanks for this ... and I agree re: psionics. I included them in my Fate of Harn conversion for completeness, but they've never seemed to me to be a particularly Harnic thing.

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Re: Harn Genesys

#55 Post by Leitchy » Tue Dec 26, 2017 11:59 pm

Yeah, these seem a little rough. And they've generated some questions:
  • I assume that instead of Medicine the list should read Physician to reflect HM.
  • The Kuzhai are listed as having "Tough as Nails"; should this be the Talent Toughened instead, meaning dwarves get an automatic +2 Wounds?
  • What is the difference between Construction and Mechanics?
  • You have Primal: Sjari listed as Magic; everything else is listed as Esoteric. I assume it should be the later. I'd like to know more about this.
  • You've retained Driving; I assume for carters and such. Personally I'd ditch it. A carpenter knows how to build and repair a wagon, the driver knows how to handle the animals drawing the wagon. So it's more about Animalcraft.
  • You've retained Operating as a skill. This is another one I'd ditch from Harn. There's just no point. You already have Seamanship instead of Piloting, so that's covered ships. Personally, I'd convert Operating to Seamanship (because Operating is all about managing a large vehicle), and ditch Piloting (which is about operating a flying vehicle). But that's just me. :)
  • You have Divination listed as an Esoteric skill; surely it's a Psionic Talent?? Or maybe a spell. Not a fan of Mental Conflict as a skill, either.
  • I recommend changing Astrogation to Navigation (just a name change to better reflect Harn). I mean, you changed Perception to Awareness, and I really didn't see a need for that, but OK.
I notice there are some guilded skills listed (Law, Heraldry, Physician/Medicine), but not all of them. I'd include a general skill called Crafting: <specialisation> that covers the more manual trades like smithing, tailoring and so on. And it covers both the hands-on DOING skill, as well as the background knowledge skill required. So Crafting: Wood means you know how to pick a good tree, harvest the timber, prepare the lumber, and then build stuff like chairs, houses and everything in between.

Smithing might be a special case. Crafting: Blacksmith would be different to Crafting: Finesmith (a Goldsmith, or Silversmith, or Tinsmith, and so on) just like it would be different to Crafting: Armourer or Crafting: Weaponsmith. If you wanted to get this fine grained with craft skills of course. Or you could just shortcut the whole argument and have a single Crafting: Metalwork skill.

I prefer the latter actually, but that's no surprise. Less is more, after all.

:mrgreen: :mrgreen:
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Re: Harn Genesys

#56 Post by zrayaan » Wed Dec 27, 2017 1:28 am

Most of your points are optimization issues, lack of descriptive text for things I've changed, or better implmemtation for areas I haven't touched upon or but lightly so.

Tough As Nails is from the Dwarf species archetype from Genesys. The non_humans should be in red to show they're not ready to be used.

Construction is your Crafting skill. Go with your name. Most of your suggestions are, in fact, how I plan to do things, i just haven't worked on an occupation that linked to it. I added Weaponcraft but changed it slightly so that it is no longer the construction of weapons, but the upkeep and fletching. A simple Crafting may seem bland, but After I get this basic set-up tuned, I'll implement the weapon creation rules from Force and Destiny.

Divination is tarotry, runecraft, astrology all rolled into one. Make it a general skill.

When I change names of skills, it's to make HM fans feel familiarity. New players won't notice the difference.
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Re: Harn Genesys

#57 Post by zrayaan » Sun Dec 31, 2017 10:43 am

I've changed direction. I'm going template driven, dropping the "sunsign as archetype." I'll incorporate that through the Natural and Affinity talents. The link will illustrate, except I can't finish that document because my machine is way under RAM to manipulate the image. But it gives you an idea.

Non "Career Talents" that are not otherwise restricted by occupation or species can be purchased for an extra 5xp just like non-career skills.
[removed]
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Re: Harn Genesys

#58 Post by Leitchy » Sun Dec 31, 2017 2:39 pm

There's some damn cool art in that! :)

You appear to be into this way more than I am, and to be honest, I'm barely managing to follow some of your explanations.

But anyway, moving on. While Crafting is a better word than Construction, Fabrication is even better. But I think the best word of all is Artifice. I think that has all the right tones and meanings for what we want from that General Skill. :) But there needs to be more rules around it.

I think any use of Artifice for which you DON'T have an appropriate knowledge skill is +🔹🔹 harder. If this pushes the difficulty beyond Formidable (🔹🔹🔹🔹🔹) then the task is impossible. This makes Simple tasks Average, Easy tasks Hard, Average tasks Daunting, and Hard tasks would become Formidable tasks.

However, if it can be considered an "allied" craft or trade (I consider tailoring and leatherworking to be allied trades, for example, as are metalcrafting and lockcraft, whereas mining and milling are quite different) then the penalty would be just +🔹.

If you don't have the right tools, then the skill check would include a setback die or two (depending on how important those tools are, like having access to a forge for smithing).

Here's the way I'd shift HM craft/lore skills to Genesys skills. The Genesys (Harn) skill is in bolded CAPS and all the HarnMaster craft/lore skills it encompasses are after it. I call it Genesys (Harn) because some base Genesys skill names have been changed; specifically, Physician (Medicine) and Piloting (Operating).

SURVIVAL - Animalcraft, Fishing, Foraging, Survival, Tracking, Weatherlore (this is pretty much straight from the Genesys rules)
ALCHEMY - Alchemy, Herblore, Perfumery (there's an argument that Brewing could be added here)
WOODCRAFT - Timbercraft, Shipwright, Woodcraft (it's all wood, people!)
COOKING - Cookery, Brewing, Milling(Baking)
DIVINATION - Astrology, Runecraft, Tarotry
PHYSICIAN - Physician (same as Medicine in Genesys)
SEAMANSHIP - Seamanship (same as Operating in Genesys but specific to ships because they are the only large vehicle in the setting)
KNOWLEDGE: - Agriculture, Drawing, Engineering, Folklore, Heraldry, Law, Mathematics, and Piloting
ARTIFICE - Ceramics, Glasswork, Textilecraft, Woodcraft, Mining, Weaponcraft, Hidecraft, Jewelcraft, Lockcraft, Masonry, Metalcraft, and Cooking

ALLIED TRADES:
Ceramics, Glasswork
Textilecraft, Hidecraft
Mining, Masonry
Jewelcraft, Metalcraft

Note: there is no Embalming skill. Dumbest idea for a skill in the world! Instead, I make it part of every priest's basic ritual skillset. :)

Thoughts?
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Re: Harn Genesys

#59 Post by zrayaan » Sun Dec 31, 2017 8:02 pm

I'll look at it in the morning. Stubborn person that I am, I have stayed up til sunrise trying to get the Melana Template completed, but it is not to be. If I haven't been making sense it's likely due to the fact that we don't share a common history with this particular system, and that working on this has pushed me into 20 hour days a few times. I'll try to let the work speak for itself. Here is the latest, that I couldn't complete tonight. I'm actually quite satisfied. (Note references to the Jedi exist because I pulled the Motivations from Force and Destiny since that is the closest parallel to Paladins. I need to rewrite the last 2 sections tmr).
[link deleted]
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Re: Harn Genesys

#60 Post by Kingofelfland » Mon Jan 01, 2018 8:49 am

Leitchy, that’s a very helpful skill list. I wonder if it’d be better to adhere to the Genesys recommendation that the weapon skills be limited to melee light, melee heavy, and ranged, or expand it to melee light, melee heavy, ranged light, and ranged heavy—just to get a little more of Hârn’s detail without voiding the reason one would use Genesys over the very detailed HarnMaster.
Zrayaan, that Melana template is beautiful though more detailed than the Star Wars equilivant.

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Re: Harn Genesys

#61 Post by zrayaan » Mon Jan 01, 2018 9:40 am

Ibadded Ranged (Heavy) briefly, but changed it out for the more generic Siege Weapon. I.won't worry about ranged {heavy) unless I do something with Airmasters.
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Re: Harn Genesys

#62 Post by zrayaan » Mon Jan 01, 2018 10:54 am

There are some occupations that may use Animalcraft but not Survival as career skills.
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Re: Harn Genesys

#63 Post by gallusgames » Mon Jan 01, 2018 11:01 am

This is exceptionally interesting work, but my question remains what kind if a game is it intended to deliver?

The risk is of an 'academic' conversion undertaken to show it is possible to do a convincing conversion. Retaining the 'feel' of Harn is vital, but which itch will a Genesys conversion scratch?

As I don't know it's Star Wars incarnation that's the question I need answering before I invest in any other comments or consideration of using the conversion.

What is it that this system will deliver that makes it worth the trouble?

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Re: Harn Genesys

#64 Post by Leitchy » Mon Jan 01, 2018 11:53 am

I'm perfectly fine with the combat skills as they are in Genesys. I have no problem making all one-handed weapons Melee (Light) and all two handed weapons Melee (Heavy), and all bows and crossbows as simply Ranged. I come from a Savage Worlds background, after all, where the combat skills are Fighting, Shooting, and Throwing. :)

I don't see a need to make Ranged (Light) and Ranged (Heavy). Siege weapons are almost nothing more than mechanical applications of mathematics. :) But I think I'd be with Konnel and make it a skill of its own if you needed it. I won't, in any Harn campaign I run, but that's just me. My characters won't be running around being generals at the head of armies, laying siege to castles, and such nonsense. That stuff all happens in the background, in my Harn games! :)

This is what the Genesys rules say about Survival (equivalent HM skill in brackets):

Your character should use this skill if…
• Your character is trapped in the wilderness and needs to find food and potable water. (Foraging, Fishing)
• Your character needs to notice approaching severe weather (Weatherlore) and know how to prepare for it. (Survival)
• Your character needs to follow a crude map or directions through a rural area to find a specific location. (Survival, sort of?)
• Your character tries to tame or calm a wild animal, or handle a domesticated animal.(Animalcraft)
• Your character hunts something (or someone!) through a wilderness setting. (Tracking)

So you can see there's not much ambiguity about the HarnMaster skills I included. However like you, Konnel, I'm in favour of taking Animalcraft out of Survival myself. Animalcraft seems like it has less to do with what we traditionally think of as Survival, and also has the most utility as a stand alone skill. So I agree with you.

I take it you're going to be developing a range of character templates like they have for Edge of the Empire; as in Careers & Specialisations?? And what are your final thoughts on Talents? Leave them as-is in Genesys, or develop Talent Trees for specialisations like EotE?? Leaving them as-is seems like a good option to reduce the level of customisation (i.e., work) and potential conflict within the ruleset, but I admit it does have an attraction.

:mrgreen: :mrgreen:
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Re: Harn Genesys

#65 Post by Leitchy » Mon Jan 01, 2018 12:13 pm

Alun, for me, the answer to you questions is as follows:
  1. I don't like HarnMaster because the rules get in the way of telling the story (too much looking up rules and consulting tables all the time). But they do bring the flavour of the Harn setting alive.
  2. The Savage Worlds rules I normally favour do promote storytelling, but they eventually overshadow the flavour of the Harn setting that I want to preserve. They encourage a "swashbuckling" flavour to any game. This is fine for a pirate setting, or a pulp/noir setting, but not low and gritty Harn.
  3. My experience with the narrative dice system from Star Wars: Edge of the Empire RPG has shown me that it could satisfy my storytelling needs. I *really* like the dice system; it involves the players and GM in storytelling at a granular level.
  4. However, its generic rules need to be tweaked a bit to retain the flavour of Harn. I could do this with Savage Worlds (and I've attempted to in the past), but I afraid the swashbuckling element will still overpower the low & gritty flavour I want to preserve, especially at the higher ranks.
Does that answer your questions? :)

To be honest, the biggest challenge is retaining the flavour of the shek-p'var convocations, and probably religious spellcasting too. That's going to take some works. But ensuring the crafts and lore elements are properly accounted for is also important.
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Re: Harn Genesys

#66 Post by zrayaan » Mon Jan 01, 2018 12:44 pm

I am going to playtest with the Talent pyramid. As it is, I have a list of Career Talents for each occupation and will allow players to purchase non-career talents at additional cost similar to skills. However, psionics will use the Force Tree structures. If I find the magic system lackluster I'll do the same for convocations. After we get the traditional "classes" ready for play, l'll import the armourer specs from Force and Destiny.

Alun, the Genesys system is a "heroic" style of play, similR to Savage Landa. t is also narrative in the way Fate is (it is a Fate derived system).
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Re: Harn Genesys

#67 Post by gallusgames » Mon Jan 01, 2018 3:22 pm

Leitchy wrote:Alun, for me, the answer to you questions is as follows:
  1. I don't like HarnMaster because the rules get in the way of telling the story (too much looking up rules and consulting tables all the time). But they do bring the flavour of the Harn setting alive.
  2. The Savage Worlds rules I normally favour do promote storytelling, but they eventually overshadow the flavour of the Harn setting that I want to preserve. They encourage a "swashbuckling" flavour to any game. This is fine for a pirate setting, or a pulp/noir setting, but not low and gritty Harn.
  3. My experience with the narrative dice system from Star Wars: Edge of the Empire RPG has shown me that it could satisfy my storytelling needs. I *really* like the dice system; it involves the players and GM in storytelling at a granular level.
  4. However, its generic rules need to be tweaked a bit to retain the flavour of Harn. I could do this with Savage Worlds (and I've attempted to in the past), but I afraid the swashbuckling element will still overpower the low & gritty flavour I want to preserve, especially at the higher ranks.
Does that answer your questions? :)

To be honest, the biggest challenge is retaining the flavour of the shek-p'var convocations, and probably religious spellcasting too. That's going to take some works. But ensuring the crafts and lore elements are properly accounted for is also important.
Absolutely answers the question, Peter. Thanks. Perhaps I will have to invest in some dice to experiment!

In the meantime I'll enjoy following the thread as ideas develop. If Genesys is going to be as big as some suggest ... there are a lot if SW players out there, after all ... then a solid conversion to Harn could be very popular.

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Re: Harn Genesys

#68 Post by Leitchy » Mon Jan 01, 2018 5:22 pm

I've done quite a bit of messing about Genesys this afternoon, and I think the system needs more work than maybe I realised at first glance. The biggest problem I found today is that unlike the Star Wars: Edge of the Empire RPG, Genesys doesn't have the following skills: Charm, Coercion, Deception and Negotiation. The kicker is that there are NO replacements for them. Even Savage Worlds, which only has a total of 15 skills, has Persuasion and Intimidation! And Taunt, which is a special kind of Deception/Coercion, or even a backhanded Charm in some ways.

And yet Genesys has two awareness skills; Perception and Vigilance. Perception is when you actively look for stuff, Vigilance is when you notice things without actively looking. Personally, Vigilance is just Perception with a harder degree of difficulty or some setback dice...or both!

Yes, I know Vigilance is also the Initiative roll for when you are responding to an attack, but seriously, that's not enough. Just roll Awareness instead. While it's one less skill to spend XP on for Initiative, you could offset this by adding a setback die. And then maybe adding a Talent to offset that penalty; there's the extra XP taken care of!

I'm trying not to dumb this down to the level of Savage Worlds, but I'm finding quite a few issues....
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Re: Harn Genesys

#69 Post by zrayaan » Mon Jan 01, 2018 7:57 pm

Leitchy wrote:
Mon Jan 01, 2018 5:22 pm
I've done quite a bit of messing about Genesys this afternoon, and I think the system needs more work than maybe I realised at first glance. The biggest problem I found today is that unlike the Star Wars: Edge of the Empire RPG, Genesys doesn't have the following skills: Charm, Coercion, Deception and Negotiation. The kicker is that there are NO replacements for them. Even Savage Worlds, which only has a total of 15 skills, has Persuasion and Intimidation! And Taunt, which is a special kind of Deception/Coercion, or even a backhanded Charm in some ways.
My PDF copy has all those skills.
GenesysSkills.jpg
Leitchy wrote:
Mon Jan 01, 2018 5:22 pm
And yet Genesys has two awareness skills; Perception and Vigilance. Perception is when you actively look for stuff, Vigilance is when you notice things without actively looking. Personally, Vigilance is just Perception with a harder degree of difficulty or some setback dice...or both!

Yes, I know Vigilance is also the Initiative roll for when you are responding to an attack, but seriously, that's not enough. Just roll Awareness instead. While it's one less skill to spend XP on for Initiative, you could offset this by adding a setback die. And then maybe adding a Talent to offset that penalty; there's the extra XP taken care of!

I'm trying not to dumb this down to the level of Savage Worlds, but I'm finding quite a few issues....
I think the intention is that Vigilance is passive situational awareness, while Perception is their version of Spot Hidden from Call of Cthulhu. It comes down to assigning career skills: In a universe where you can have both running around, do you want your Fighter (Rambo) to have the same career skill as the Investigator (Sherlock Holmes). It also takes into account what advantages trigger—it may be that it's easier to have two separate skills with descriptions and tables than 1 skill used in two peculiar circumstances.
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Re: Harn Genesys

#70 Post by zrayaan » Mon Jan 01, 2018 8:02 pm

Here is the latest (2-8). Words are failing me, so if anyone has suggestions for Ambitions, Causes, Faith, and Flaws please chime in. And...I can't get the contour function to work in LibreOffice Writer. Also, I spent 2 hours trying to change page template for the last page, unsuccessfully as you can see.. Perhaps sleep will help. Otherwise, this should be the template for my archetypes.

https://drive.google.com/file/d/1LKxBVV ... sp=sharing
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Re: Harn Genesys

#71 Post by Kingofelfland » Tue Jan 02, 2018 12:59 pm

It’s real simple to just add any skill you need. It should be perfectly reasonable to import all the HarnMaster skills if one really wanted. The skill bloat would run counter to Genesys’s lighter feel, but it wouldn’t break a thing. I think adding the social skills is perfectly doable—it really wouldn’t even be house ruling.

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Re: Harn Genesys

#72 Post by zrayaan » Wed Jan 03, 2018 8:57 pm

Here's the skill list I'm going with. Most are pretty self-explanatory, and obvious what I am substituting from either system. I am retaining the name "Operating," but that will be everything from siege engines to large constructs character run across. I am still considering a Construction skill.

As for Talent Trees, I like them because they allow the designer to control and balance characters. It works in Star Wars because niche areas were controlled by Specializations and characters could change specs. I'm not certain that organization principle works in a fantasy milieu (Warhammer's the Old World aside). Additionally, it limits the number of available talent options unless the system provides for changing trees. However...

I suspect I will prefer trees for esoteric abilities. I have already drawn up a tree of Prescience. This allows players to slowly develop powers over time, which is good for a couple reasons: 1) it restricts and controls power, 2) it allows players to learn how to manipulate their abilities before they get too powerful, 3) it works thematically for character growth. I suspect I will go to trees for all Esoteric powers. I am still uncertain what to do for spells/rituals.I don't want them as talents. What I may try if the first round of play testing doesn't work is ditching Arcane/Divine/Primal skills altogether and just converting all spells/rituals to skills. It's be really boffo to present all spells as trees, but that is a lot of work and a lot of paper.

HARN GENESYS SKILLS
Animalcraft
Awareness
Alchemy
Athletics
Brawl
Charm
Coercion
Cool
Coordination
Craft
Deception
Discipline
Divination
Engineering
Heraldry
Knowledge
Leadership
Common Knowledge
Melee (Light)
Melee (Heavy)
Mental Conflict
Nature
Navigation
Negotiation
Operating
Physician
Pvaric: Convocation
Ranged
Resilience/Condition
Riding
Ritual: Deity
Ritual: Tribe
Sjari
Skullduggery
Stealth
Streetwise
Survival
Vigilance
Weaponcraft
Cheers, Konnel.

Eshâyaél | Green & Pleasant Land

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zrayaan
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Re: Harn Genesys

#73 Post by zrayaan » Wed Jan 10, 2018 1:50 pm

First playtest character, a huscarl.
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Cheers, Konnel.

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gallusgames
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Re: Harn Genesys

#74 Post by gallusgames » Sat Jan 20, 2018 8:39 pm

zrayaan wrote:Here's the skill list I'm going with. Most are pretty self-explanatory, and obvious what I am substituting from either system. I am retaining the name "Operating," but that will be everything from siege engines to large constructs character run across. I am still considering a Construction skill.

As for Talent Trees, I like them because they allow the designer to control and balance characters. It works in Star Wars because niche areas were controlled by Specializations and characters could change specs. I'm not certain that organization principle works in a fantasy milieu (Warhammer's the Old World aside). Additionally, it limits the number of available talent options unless the system provides for changing trees. However...

I suspect I will prefer trees for esoteric abilities. I have already drawn up a tree of Prescience. This allows players to slowly develop powers over time, which is good for a couple reasons: 1) it restricts and controls power, 2) it allows players to learn how to manipulate their abilities before they get too powerful, 3) it works thematically for character growth. I suspect I will go to trees for all Esoteric powers. I am still uncertain what to do for spells/rituals.I don't want them as talents. What I may try if the first round of play testing doesn't work is ditching Arcane/Divine/Primal skills altogether and just converting all spells/rituals to skills. It's be really boffo to present all spells as trees, but that is a lot of work and a lot of paper.

HARN GENESYS SKILLS
Animalcraft
Awareness
Alchemy
Athletics
Brawl
Charm
Coercion
Cool
Coordination
Craft
Deception
Discipline
Divination
Engineering
Heraldry
Knowledge
Leadership
Common Knowledge
Melee (Light)
Melee (Heavy)
Mental Conflict
Nature
Navigation
Negotiation
Operating
Physician
Pvaric: Convocation
Ranged
Resilience/Condition
Riding
Ritual: Deity
Ritual: Tribe
Sjari
Skullduggery
Stealth
Streetwise
Survival
Vigilance
Weaponcraft
I can see why Ranged (light) and Ranged (heavy) makes little sense but might it add some Harn flavour to have:

Ranged(short) - hand thrown: stone, knife, hand axe/shorkana, javelin

Ranged(long) - bows

Just a thought


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Re: Harn Genesys

#75 Post by zrayaan » Sun Jan 21, 2018 4:50 am

I haven't had time to work on this, and so few people seem interested that I haven't done much other than prep for my own game (which remains unscheduled). My latest thinking on skills has to do with ease of conversion from either HMC or Genesys Core. Essentially, any occupation from HMC is valid (although most won't likely ever be used because of type of games the Genesys system caters to, but the options are there), and many will now have [OCCUPATION] Craft/Lore which will be a subjective skill that accounts for all the abilities an Occupation should have but doesn't otherwise fit within an established skill (so no need for endless Language/Scripts, Embalming, Milling, Perfumery, etc).

New Skills are: Melee-Chivalrous (training in chivalrous arms), Performance (Dancing, Singing, Acting, etc),
EDIT: The above line is incorrect (shows how long it has been since I worked on this last). Melee-Chivalrous is no longer a skill. Instead it's just Melee-Light and Melee-Heavy, and for combatants wielding chivalrous weapons they cannot be familiar with the get setback dice. This changed when I decided to reinstate the Species/Occupation combo.

TABLE 5: SKILLS CONVERSION =
HMC = HARNWORLD GENESYS
Acrobatics = Athletics
Climbing = Athletics
Condition = Athletics/Resilience
Dancing = Performance (new skill)
Jumping = Athletics
Legerdemain = Skullduggery
Skiing = Athletics
Stealth = Stealth
Swimming = Athletics
Throwing = Athletics/Ranged
Acting = Performance (new skill)/Disguise (new skill)
Awareness = Awareness/Vigilance
Intrigue = Charm/Coercion/Deception
Lovecraft = Charm
Mental Conflict = Mental Conflict
Musician = Performance (new skill)
Oratory = Leadership/Negotiation
Rhetoric = Deception/Leadership/Negotiation
Singing = Performance (new skill)
Language = part of knowledge skill
Script = part of knowledge skill
Ritual: Agrik = Ritual: Agrik
Ritual: Haela = Ritual: Haela
Ritual: Larani = Ritual: Larani
Ritual: Morgath = Ritual: Morgath
Ritual: Naveh = Ritual: Naveh
Ritual: Peoni = Ritual: Peoni
Ritual: Sarajin = Ritual: Sarajin
Ritual: Save-K-nor = Ritual: Save-K-nor
Ritual: Siem = Ritual: Siem
Initiative = Cool/Vigilance
Unarmed = Brawl
Riding = Riding
Axe = Melee-Light/Melee-Heavy/Melee-Chivalrous
Blowgun = Melee-Light/Melee-Heavy/Melee-Chivalrous
Bow = Melee-Light/Melee-Heavy/Melee-Chivalrous
Club = Melee-Light/Melee-Heavy/Melee-Chivalrous
Dagger = Melee-Light/Melee-Heavy/Melee-Chivalrous
Flail = Melee-Light/Melee-Heavy/Melee-Chivalrous
Net = Melee-Light/Melee-Heavy/Melee-Chivalrous
Polearm = Melee-Light/Melee-Heavy/Melee-Chivalrous
Shield = Melee-Light/Melee-Heavy/Melee-Chivalrous
Sling = Melee-Light/Melee-Heavy/Melee-Chivalrous
Spear = Melee-Light/Melee-Heavy/Melee-Chivalrous
Sword = Melee-Light/Melee-Heavy/Melee-Chivalrous
Whip = Melee-Light
Agriculture = Common Knowledge
Alchemy = Alchemy
Animalcraft = Animalcraft
Astrology = Divination
Brewing = Common Knowledge
Ceramics = Crafting/part of Occupation Craft/Lore
Cookery = Common Knowledge
Drawing = part of Occupation Craft/Lore
Embalming = part of Occupation Craft/Lore
Engineering = Engineering
Fishing = Athletics
Fletching = Weaponcraft
Folklore = Common Knowledge
Foraging = Survival
Glasswork = Crafting/part of Occupation Craft/Lore
Heraldry = part of Occupation Craft/Lore
Herblore = Nature Lore
Hidework = Crafting/part of Occupation Craft/Lore
Jewelcraft = Crafting/part of Occupation Craft/Lore
Law = Knowledge
Lockcraft = Skullduggery
Masonry = Engineering
Mathematics = Knowledge
Metalcraft = Crafting/part of Occupation Craft/Lore
Milling = part of Occupation Craft/Lore
Mining = Engineering
Perfumer = part of Occupation Craft/Lore
Physician = Physician
Piloting = Crew/Nature Lore
Runecraft = Divination
Seamanship = Crew
Shipwright = Engineering
Survival = Survival
Taortry = Divination
Textilecraft = Crafting/part of Occupation Craft/Lore
Timbercraft = Crafting/part of Occupation Craft/Lore
Tracking = Survival
Weaponcraft = Weaponcraft
Weatherlore = Nature Lore
Woodcraft = Crafting/part of Occupation Craft/Lore
Cheers, Konnel.

Eshâyaél | Green & Pleasant Land

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