I think that overall HARP is a good game, with many qualities (easy to learn, very flexible, fun to play, etc...), but IMHO there are areas where it might be improved. So I've decided to make this thread to point out which parts didn't convince me and why, to see what others ICE fans think about them and possibly find ways of making HARP even better.
Sooo... here are my top 5 worst things about HARP, feel free to criticize them (or to add your own points)!
5) Goals: I actually like goals and the goal-based xp system, but I feel there's large room for improvement in it. I think that Tim had a great intuition here: the system is light on book-keeping and focus on the important bits of the game, rewarding the players for pushing the story forward, bringing up personal goals, and so on. However, I think that some parts of it are counterproductive (they seem to clash with the system's intent) and other parts are a little underdeveloped.
First of all, I don't like the Personal/Party goal distinction. Not only it's an unnecessary complication, but it also seems an attempt to drive the system towards too many different directions.
By awarding personal goals the system seems to incentivate players to bring in the game their character's motivations and issues, but by making them paying less than party goals in terms of xp seems to mean that they're somewhat inferior to the goals of the whole party. I find this a bit strange, I mean is like the game is telling you to make characters with personality and motivations on their own, but then it holds back, saying that it would be better for you just to follow what the party is doing. Moreover, HARP doesn't seem to incentivate teamplay in any other way, so why is the party suddenly so important? (as a side note, RMX goal based system doesn't make this party/personal goal distinction, I think that's a little better than HARP one).
Another thing is that it's actually a little bit difficult to say what is a goal and what is not, and judge the difficulty of a goal. In other words, IMHO the system would need a more defined structure, helping to build and assign goals.
4) Monsters/Encounter: While creating new monsters is relatively easy (using MaFG guidelines), building good encounters is a different thing. There's basically no way to know beforehand if combat encounter will totally wipe out a party or if it will be a piece of cake. And this IMHo is not only dependant on tactical choices or on the inevitable differencies between different parties of adventurers, it depends on the lack of guidelines for the GM on encouter building. Averaging OB+DB of the combatants in most cases will not give you an idea of how difficult an encounter will be, because it doesn't take into account things like special abilites, spells, skills, etc...
3) Skills: It's not that I don't like skills, it's that I feel that skills in HARP need a better organization. For example, I don't understand why the physical and general categories need to be separated, since evrry profession get the as favourites, wouldn't it have been easier to make them a single category?
In addition, some categories include very few skills, while others have a lot of skills under them: this gives more potentialities to some professions and less to other, wiìhich imho is not a good thing.
There are also some skill that seems out of the scope of the game to me (like the crafts skill), and a few somewhat overlapping skills (medicine and herbalism, to make an example).
Finally, I don't like very much the trend of introducing new skills with new supplements, I'd prefer to see new uses for old skills than this.
2) Playtesting: Overall, I think the game needed a little bit more of playtesting. There are minor problems here and there that could have been avoided if HARP for a longer period before being released. Unfortunately, I fear that with the limited manpower ICE has, more playtesting is impossible without the support of the fans.
1) And the winner is.... GM's Tips: While some parts of this section are actually quite good, others made me really go
,
expecially the bits where the GM is invited to ignore/fudge rolls and drop the rules in favor of his story. I think this is a giant step backward in game design. Moreover, I think that HARP doesn't need this WW stuff, players already have ways of influencing the story, and the GM already has lots of things to do, he doesn't need also the responsability to be the only person in charge of making the game fun for everyone.
Enough rantings for now... what do you think?