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#11 |
Join Date: Oct 2009
Location: Oakland, California
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Don't have many details for you, but as a personal note I can't say enough good things about GURPS Hârn. I can't think of a more robustly built fantasy world in terms of believability, thoughtful character motivations, and settlements you can visit without hitting the end of the author's stage, as it were. And GURPS is more accessible than the Hârnmaster system, and meshes with the gritty world much better than That Other Game. Our in-person group's been going for twelve years now, in Beijing / Vienna / New York / San Francisco, and the combination can lure in some great non-gamers. Bon voyage on the GURPS Hârn journey!
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#12 | |
☣
Join Date: Sep 2004
Location: Southeast NC
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In particular, they were split up into separate religions, that didn't recognize the others as actual gods. Larani, Peoni, and Save-K'nor formed a trinity, while the "bad guy" gods were toned down to something that actual people might revere.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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#13 | |
Join Date: Jul 2006
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Based on some work I did trying to create a p-Harn, I was looking at making the gods less prominent and more numerous ... and having some of them (such as Sarajin and Ilvir) actually being ... well, effectively surviving Earthmasters, serving as sufficiently advanced aliens. That would help to explain how their "heaven" is just on the next planet over... |
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#14 |
Join Date: Apr 2012
Location: Huntsville, AL
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If I were to work out a GURPS Harn, I'd use a lot of the resources that are extant, but I'd use GURPS Powers: Divine Favor for the religions.
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#15 |
Join Date: Apr 2012
Location: Huntsville, AL
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How would the Shadow work in GURPS? A power built around Terror?
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Tags |
campaign advice, harn, low-tech |
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