Quote from: jdale on December 10, 2025, 11:11:29 AMAs I said, I don't think there is value in deciding what you don't like about the system. The value is in finding what are its selling points and highlighting them to the people who will be interested.
Quote from: jdale on December 10, 2025, 11:11:29 AMAs I said, I don't think there is value in deciding what you don't like about the system. The value is in finding what are its selling points and highlighting them to the people who will be interested. No game is going to appeal to everyone, if HARP happens to not be your game, that's fine, but I'm not sure you have much of value to offer to the conversation, unless you are going to suggest ways to change that. Otherwise it's just pointless bashing.Actually, I do, because I think that's something that is also missing from RM and basically ties in with the above.
Quote from: GMLovlie on December 10, 2025, 03:05:11 AMI'll sum it up: it's (too) generic. This is a selling point in my book, it can do a lot of things, some quite well, but it doesn't really excel at many things. Except at being generic. This is what I love about it. It lends itself very well to tinkering, while having a solid foundation and structure.I don't know about "too generic". There are systems that are more generic than HARP (the HERO system, for instance), and their selling point is that they are designed as toolboxes to create our own stuff - your own combat manoeuvers, your own spells, your own magic system, your own superpowers... the system is generic because it needs to be.

Quote from: jdale on December 09, 2025, 05:27:03 PMIn terms of strengths, the skill-based character system allows significant customization of characters; blood talents add to that as well. Compare D&D, which in the current edition lets you make very few decisions as your character develops, especially after you have chosen your subclass at 3rd level. So that ability to really define your character is a key selling point.Is it a key selling point compared to classless systems ? Even in the ancient times of AD&D the First, there were purely skiil-based alternatives such as RQ, Traveller, and others. Nowadays, I get the impression that most systems that are not D&D clones (more generally, d20-based) are skill-based.
QuoteIt also has an effect-based combat system that means combat is more than just a battle of hit point attrition. Wounds matter, they change the flow of battle and they aren't easily mitigated in the middle of the action; you need to adjust your strategy. That makes combat more interesting.I would dispute that (having played RM plenty): what makes combat interesting is the tactical options. D&D combat nowadays is interesting if you play it as it is meant to be played, that is, as a tactical combat game. Other games put the emphasis on the capability of the players to change the environment and create opportunities, such as FATE. Sure, neither is as precise in the wound effects as HARP (or RM) is, but both explicitly provide options during a combat situation (D&D by class abilities, FATE by effect creation and activation). Does the wound system really stand out as interesting all by itself ?
QuoteThose things are basically all true of RM as well, but HARP is simpler. So that has to be considered a key feature as well.I wouldn't go down the "simple" argument: HARP is considerably more rules-heavy that a number of games that exist out there. I don't think it can be considered a selling point - I think that even the character creation is on the complex side - I would compare it unfavourably with Shadowrun (1st to 3rd editions).
QuoteHARP also has a scalable spell system that is fairly intuitive and lets casters specialize and develop thematically rather than just gathering random assortments of spells.OK, the spell scalability is interesting. But it is still very much constrained by what the rules give you, and the rules tell you which spells exist and in which way they are scalable. How does it compare with, say, the Hero System, where every ability can be scratch-built to specifications, or to Ars Magica, where spell design is a core part of the system ?
QuoteSo those are the things that jump out to me, and which I would point out to someone considering the system. It doesn't matter if some people don't like some of those things (e.g., Nash, or personally I just really love spell lists), what matters is selling those features and trying to find the people those features will most appeal to.I would say that, like RM, HARP sits squarely in the middle of the road: it tries to do many things, but for each point of attention, you can find games that do it better. RM is in the same boat, actually - it was somewhere between D&D and RQ back in the days, and I believe what limited its growth was that D&D was more straightforward (and had less tables) while RQ was more flexible in its character evolution (and had less tables).

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