GomJabbar
February 18th, 2011, 18:48
Hello Fantasy Grounders,
I would like to run a Harn campaign using Fantasy Grounds II. I have 2 primary questions.
1. Is there player interest in a Harn campaign? Does it depend on the ruleset? For those unfamiliar with Harn it is a low-magic, low-fantasy, low-wealth, highly-realistic setting that is extremely detailed with tons of material, though much of it is very old 1980's style and takes some searching to find. Less hack n' slash, more roleplay.
2. Which ruleset should I use? Options are;
a. 3.5E
Pros:
- Comes with FGII by default.
- Large player base.
- People are familiar with it. Especially those familiar with and heard of/like Harn (ie. the older crowd like me)
- I have the Shane Morales d20 Harn Guide for converting Harn to d20 which is similar enough to 3.5E to work.
- I have DMed 3.0 (a bit) and played 3.5 (a fair bit) before in pen & paper.
Cons:
- 3.5E is complicated. Requires lots of prep work. More difficult to run/DM.
- It is very high-fantasy, high-wealth, high-magic. Harn is low-fantasy, low-wealth, low-magic. The d20 Harn Guide helps a lot in this regard.
- 3.5 rulebooks are hard to come by if you don't already own them. Not available in PDF.
b. 4.0E
Pros:
- Comes with FGII by default.
- Large and growing player base.
- New people are familiar with it.
- The new and "exciting" D&D flavour.
- Rulebooks are currently available at bookstores. It looks like D&D Essentials would fit Harn nicely, on first glance.
Cons:
- I don't know and don't own any 4e stuff.
- 4e sounds as complicated as 3.5e.
- 4e sounds very high-fantasy, high-wealth, high-magic like 3.5e. Maybe even moreso. And the d20 Harn Guide would be less useful. I would have to come up with my own conversion doc.
- The younger crowd familiar with 4e will likely not have heard of Harn.
c. Castles & Crusades
Pros:
- Available for purchase for FGII (which I have already done).
- Simple. Means faster prep and easier to run.
- Feels old-school. Those familiar with Harn (old folks like me) would feel comfortable with C&C.
- Lower-magic than 3.5e and 4e by default (no paladin or ranger spells, smaller spell lists).
- Could be used as-is with minimal house rules or d20 Harn Guide-type changes for a Harn campaign (other than the money changes to create low-wealth).
- Easier to house rule than 3.5E or 4E.
- I have run pen & paper AD&D 1e and 2e and D&D 3e campaigns so C&C feels very easy to me.
- Rulebooks are easy to get online and available as PDFs.
- I have lots of old 1e and 2e material that I can convert to C&C easily.
Cons:
- Small player base.
- Not as much character variability/differentiation (ie. No feats, no skills, all fighters are basically the same).
- Would be a bit of work (not too bad) to create my own C&C Harn Guide. Could be fun though and would be gobbled up on C&C and Harn websites (though I would have to be careful with licenses).
I am currently leaning toward Castles & Crusades because it is simple, I don't have loads of prep time, it involves the least amount of tweaking/conversion/house rules for Harn, rules are readily available to players as PDFs and included in FGII ruleset modules. The only things that worry me are lack of variability and lack of player base (hence question 1).
Thanks for listening.
Brad (aka GomJabbar)
I would like to run a Harn campaign using Fantasy Grounds II. I have 2 primary questions.
1. Is there player interest in a Harn campaign? Does it depend on the ruleset? For those unfamiliar with Harn it is a low-magic, low-fantasy, low-wealth, highly-realistic setting that is extremely detailed with tons of material, though much of it is very old 1980's style and takes some searching to find. Less hack n' slash, more roleplay.
2. Which ruleset should I use? Options are;
a. 3.5E
Pros:
- Comes with FGII by default.
- Large player base.
- People are familiar with it. Especially those familiar with and heard of/like Harn (ie. the older crowd like me)
- I have the Shane Morales d20 Harn Guide for converting Harn to d20 which is similar enough to 3.5E to work.
- I have DMed 3.0 (a bit) and played 3.5 (a fair bit) before in pen & paper.
Cons:
- 3.5E is complicated. Requires lots of prep work. More difficult to run/DM.
- It is very high-fantasy, high-wealth, high-magic. Harn is low-fantasy, low-wealth, low-magic. The d20 Harn Guide helps a lot in this regard.
- 3.5 rulebooks are hard to come by if you don't already own them. Not available in PDF.
b. 4.0E
Pros:
- Comes with FGII by default.
- Large and growing player base.
- New people are familiar with it.
- The new and "exciting" D&D flavour.
- Rulebooks are currently available at bookstores. It looks like D&D Essentials would fit Harn nicely, on first glance.
Cons:
- I don't know and don't own any 4e stuff.
- 4e sounds as complicated as 3.5e.
- 4e sounds very high-fantasy, high-wealth, high-magic like 3.5e. Maybe even moreso. And the d20 Harn Guide would be less useful. I would have to come up with my own conversion doc.
- The younger crowd familiar with 4e will likely not have heard of Harn.
c. Castles & Crusades
Pros:
- Available for purchase for FGII (which I have already done).
- Simple. Means faster prep and easier to run.
- Feels old-school. Those familiar with Harn (old folks like me) would feel comfortable with C&C.
- Lower-magic than 3.5e and 4e by default (no paladin or ranger spells, smaller spell lists).
- Could be used as-is with minimal house rules or d20 Harn Guide-type changes for a Harn campaign (other than the money changes to create low-wealth).
- Easier to house rule than 3.5E or 4E.
- I have run pen & paper AD&D 1e and 2e and D&D 3e campaigns so C&C feels very easy to me.
- Rulebooks are easy to get online and available as PDFs.
- I have lots of old 1e and 2e material that I can convert to C&C easily.
Cons:
- Small player base.
- Not as much character variability/differentiation (ie. No feats, no skills, all fighters are basically the same).
- Would be a bit of work (not too bad) to create my own C&C Harn Guide. Could be fun though and would be gobbled up on C&C and Harn websites (though I would have to be careful with licenses).
I am currently leaning toward Castles & Crusades because it is simple, I don't have loads of prep time, it involves the least amount of tweaking/conversion/house rules for Harn, rules are readily available to players as PDFs and included in FGII ruleset modules. The only things that worry me are lack of variability and lack of player base (hence question 1).
Thanks for listening.
Brad (aka GomJabbar)