The CampaignThis is a 16 page article.
First the Harnmaster Boxed Set kickstarter is in its last 48 hours.
This article has little in the way of general philosphy. Most of that was outlined in the Introduction. Instead this article focus more on the nuts and bolts of managing time and having things happen while the character travel around, have adventures, and live out their lives.
CalendersCentral to many of the routines is the Tuzyn Calender. A year is divided in 12 months of 30 days each. The full moon falls on the 15th and the new moon on the 30th.
The current year is 720 TR (Tuzyn Reckoning). While there are events in Harn history that happens 10,000 years ago or a 1,000 years ago. The most relevent are within the 700 years timespan of the Tuzyn Reckoning. Even within that "modern" Harn history is the past 200 years. This helps a lot with understanding what going on.
Another interesting aspect of the Harn setting is that the setting been pegged at 720 TR since its first release back in the 80s. I showed pictures of my collection in 2010 versus 2020 and despite that expansion anything set in the "present" is always referencing 720 TR. This allows Harn material both past and present to have a high degree of compatibility.
Finally while there are 24 hours in a day. Most of the following use 4 hour watches.
Day to day life in a Harn campaign involves determining one or more of the following.
- Environ: Urban, Rural, Wilderness, Highway, Underworld (rare), River, Sealanes, Open Sea, Safe Environ (downtime)
- Timetick: Normally the four hour watch, but can be 10 seconds for combat, 1 minute for Underworld or Urban
- Weather Generation: More about this later but Harn has the best weather generation system of any RPG.
- Encounter Generation: Roll to see what happen or who is encountered.
- Movement: Where the players are going within the time tick.
- Maps and Mapping: To aid this Harn product often have blank outlines or player view maps included.
- Each of these section in Campaign gets explained along with relevant tables presented.
Maps and MappingHarn has several different types and scales of maps.
Poetic a in-game map.
GM Atlas map
Campaign TimeThis one page section is about how to manage time within a campaign especially if you have multiple groups playing different session. While most referees are just refereeing one group at a time this type of advice is not commonly found anymore and is interesting to read.
Future HistorySome advice and tables on how to generate events going forward from the 720 TR start date.
Movement RatesHere we are given movement rates for different terrain and whether it is on foot, using a cart, a wagon, or on horseback. Harn measures distance in leagues where 1 league = 1 hour walking across level terrain or 2.5 mi/4 km. From long experience this is incrediably useful and I adopted it use for all my fantasy settings.
TransportationThis 2 page section gives advice, costs, and details on various forms of transporation like porters, wagons, and barges.
Caravan and Baggage TrainsThere are several important long distance trails on Harn (Genin Trial, the Salt Route, etc). Caravans are a common occurance on these trails and this sections gives advice, costs, and details on how they work.
EncountersThis section is a series of encounter tables and their mechanics. At first glance it doesn't look too different than what found in most RPGS. However it much more concerned about the life of the setting and less on encountering monsters to fight.
FormsThe last two pages are two forms for use in running a Harn Campaign. The first is a 30 day calender with space to note what happens during each four hour watch. The second is a 12 month calender with six columns allowing you to note events happening in up to six locations for an entire year. Of the two I find the first the most useful as a campaign log even when I am not using Harn.
The previous post Psionic, The next post Treasure and the Bestiary.