Hârn (campaign set)
Hârn is a folio written by N. Robin Crossby and published by Columbia Games in 1983. This first introduced the fantasy role-playing game setting of Hârn.
Regional Module | |
---|---|
Designers | N. Robin Crossby |
Publishers | Columbia Games inc. |
Publication | 1983 |
Genres | Fantasy |
Systems | Generic |
Contents
Hârn is the first product produced about Hârn, an island on the planet Kethira about three times the size of Great Britain.[1] The contents include
- "Hârnview", a 32-page book containing a general overview the island's background, history, religion, economics and culture.
- "Hârndex": a 64-page encyclopedia containing indexed information about the island.
- a 22" x 34" colour map of the island[2]
Hârn is a low-fantasy setting with a minimum of magic, broadly based on Norman England, with some fantasy elements provided by dwarves, elves and orcs.[3]: 182
A rules system was not included in this set — gamemasters were expected to adapt the Hârn campaign to an existing rules system of the time such as Advanced Dungeons & Dragons or RuneQuest. Later Hârn products would use a rules system called HârnMaster.
Publication history
Hârn Regional Module was written by N. Robin Crossby, who also drew the map. The set was enclosed in a folder and published by Columbia Games in 1983. A 2nd edition was published in 1985 as a boxed set.[4]
Reception
In the September 1983 edition of Dragon (Issue 77), Roger E. Moore was impressed by the enclosed map, calling it "beautiful. If you are a fan of fantasy cartography, the map makes a wonderful addition to one's collection." Due to the lack of ready-made adventures or adventure hooks, Moore recommended the game system for experienced gamemasters "who don't mind using a largely pre-fabricated universe", but warned "It is not a good idea to purchase Harn if you like to extensively alter game material unless you don't mind spending money." He concluded with a recommendation, saying, "Harn should be more than sufficient for mosy gaming needs [...] It could be better, but it is very good."[1]
In the August 1984 edition of White Dwarf (Issue #56), Simon Farrell thought that Hârn "is a useful aid to almost any fantasy role-playing game," but he warned players that there was little information about non-human characters, the setting had very little magic, and statistics for non-player characters were not included. For those reasons, he gave it a below-average overall rating of 6 out of 10.[2]
References
- Moore, Roger (September 1983). "Harn universe is worth the price". Dragon. No. 77. TSR, Inc. pp. 66–67.
- Farrell, Simon (August 1984). "Open Box". White Dwarf. No. 56. Games Workshop. p. 15.
- Appelcline, Shannon (2011). Designers & Dragons. Mongoose Publishing. ISBN 978-1-907702-58-7.
- Schick, Lawrence (1991). Heroic Worlds: A History and Guide to Role-Playing Games. Prometheus Books. pp. 184–185. ISBN 0-87975-653-5.