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Systems & Settings => HARP => Topic started by: Thom @ ICE on June 24, 2013, 11:51:15 AM

Title: Settings for HARP
Post by: Thom @ ICE on June 24, 2013, 11:51:15 AM
Option 1 establishes a single setting and expects the fanbase to support it across the board and use it as written.  One setting that gets tons of attention, but may or may not be to your liking.

Option 2 gives enough material to game in the setting and some basic adventure support, but leaves it up to the GM to build their own campaign.  Many settings which increase the chance of hitting something you want, but doesn't try to support a setting beyond a core book and some support products.

Option 3 focuses more on the components of HARP (Races, cultures, professions, training packages, equipment, magic, religions, etc.) and doesn't try to provide a setting at all.

Note: This is just for my own curiosity based upon some recent comments in the Rolemaster section.  Please let me know if you have any questions regarding this poll.
Title: Re: Settings for HARP
Post by: darb on June 24, 2013, 12:24:14 PM
I'll chime in with a very strong #1!!!!  I really feel like the majority consumer base is at a point in their life when they need as much of the work done for them as is possible.  Realistically that means focusing on a single setting and and working it.  I know some people are going to chime in here and say that they only run their own stuff or whatever, but that is just not, I believe, the average gamer right now.  Look at Paizo, they work the crud out of their setting and you know what, it seems to work....Their Adventure Path line is is fantastic for the market.  I think that ICE's market skews even older and more time strapped than D20 stuff. 
Title: Re: Settings for HARP
Post by: GrumpyOldFart on June 24, 2013, 12:38:30 PM
I'm going to waffle here.

I'd say go with a combination of #2 and #3, until you find out which of your many settings takes off in popularity, at which point you declare that one to be #1. It will probably work better if many, preferably most, of your "Races, cultures, professions, training packages, equipment, magic, religions, etc." can be easily tied to one or more of your "option #2" settings.
Title: Re: Settings for HARP
Post by: pyrotech on June 24, 2013, 02:30:21 PM
I went with option 2.  My biggest reason is because I would rather see two or three settings available because I'm not always a fan of the main supported setting (for example Shadow World isn't doesn't really resonate with me, and I really dislike Forgotten Realms but really love Greyhawk).  So having a few moderately supported settings increases the odds of me finding one I like. 

Additionally I am not a big fan of adventures.  I tend to prefer making my own adventures.  What I really need are adventure seeds throughout the setting.  I can expose my players to these seeds and see what they bite on.  From there I can build my own adventures to fit my game and my players.

Thanks for allowing us to express our opinions, I know how annoying getting useful information from polls can be.

-Pyrotech
Title: Re: Settings for HARP
Post by: PhillipAEllis on June 24, 2013, 04:37:39 PM
Ideally, I'd like to see a major world garner the widest support, with other worlds also there, but with less breadth of products (ie. the essentials) as well as more generic type products.
Title: Re: Settings for HARP
Post by: darb on June 24, 2013, 05:02:05 PM
Multiple settings would be great... but is it really feasible for ICE right now?  I would think that doing one thing really well would be more productive for them.  I mean lets be real, this new company is orders of magnitude more productive than the last, but it is still not able to push much product out the door.  Lets say they can do 500 pages of setting material a year (we can hope!) does it make sense to divide that over 3 or do more for one????

One thing I have not really seen is really good market survey data from gamers about this stuff.  I don't mean necessarily just the folks on a specific website who are interested enough to spend time on a message board, but the mass of gamers that are out there spending money.  I guess it has been done but it would be interesting to hear more about it.  It seems like ICE could have a focus group or survey at a con which would probably be really helpful in planning in order to reinvigorate sales.
Title: Re: Settings for HARP
Post by: Thom @ ICE on June 24, 2013, 05:19:49 PM
Magnitude of product stays roughly the same in any one of the 3 models, and note that this is not going to decide what Nicholas and GCP does with ICE, it's really just a curiosity I have.

Think of it as whether ICE should take the risk on a single setting, putting all eggs in one basket and put all product development that will happen for HARP settings into that one world by producing a major region book, 2 city books and a artifacts/treasures and creatures book for that setting

- or would ICE be better off developing 3 core setting products (one for Steampunk, one for Cthulhu Horror, one for Fantasy) to show how HARP works with each, and provide a product filled with adventure seeds and a couple of short stand-alone adventures for the GM to use in developing their campaigns

- or should ICE forget about doing settings at all and focus on pumping out generic books of races.... professions.... cultures/training packages.... and monsters....  and let you build your own setting?

Option 2 does not preclude eventually coming back and adding on to the setting to expand it further with greater detail.  Nor does Option 1 preclude abandoning an unsuccessful setting and beginning again with a new setting or two.

Option 3 could also be used as a base to then create a few settings (option 2) or even focus solely on one setting (option 1).

The question is what is the best place to start.
Title: Re: Settings for HARP
Post by: Falenthal on June 24, 2013, 05:28:25 PM
I'd go for adventures. I think right now we all have tons of settings available and have tuned even them to our own likings. Do we need another world where there are northern-icy-barbarians, elves living secretly in the wood, mountain dwarves at their forge, etc?
Adventures can be adapted to any setting and they are what, in my opinion, gives us the example of how the game mechanics can be used for a full adventure experience.

My view is my own, as I don't know lots of player and don't go to cons, but I'm pretty sure I don't need another world to play in, I need adventures that can be played and are fun to. And adventures are the real place where you can see how well (or not) game mechanics work.
Title: Re: Settings for HARP
Post by: GrumpyOldFart on June 24, 2013, 05:50:56 PM
Option 2 does not preclude eventually coming back and adding on to the setting to expand it further with greater detail.
Quote
Option 3 could also be used as a base to then create a few settings (option 2) or even focus solely on one setting (option 1).

Exactly.

Quote
The question is what is the best place to start.

I would start with option 2. To my mind it appears that it would be easier to tweak as necessary, adding and subtracting elements of 1 and 3, as both the product line and its market evolved, from the baseline of option 2 than from anywhere else. Option 1 at least somewhat commits you to that product line long enough for sales history to generate enough data to accurately judge that setting concept as a success or failure. Option 3 doesn't generate that data history for settings concepts at all other than by happenstance. This leads me to think that only option 2 allows you to keep improving the product and making sales while at the same time allowing the customer base that actually wants to spend its money with you to tell you what they really want, not just in words from people on forums, but in terms of what puts money in the company bank account.

If it works the way I'm claiming it does, everybody wins. I won't claim to have the marketing experience to judge whether that line of reasoning works in the real world or not. To be fair, why I favor this option is because I'm too fully aware that at this point, I know precisely zilch-point-nada about how markets work. Of course I'd want data.

Quote
Multiple settings would be great... but is it really feasible for ICE right now?

I dunno from feasible, I just know what I think would be good to see. Making the miracle actually happen is the problem of the cast and crew, not the folks in the audience.

 8)

Quote
Adventures can be adapted to any setting and they are what, in my opinion, gives us the example of how the game mechanics can be used for a full adventure experience.

I think a big challenge, but worth it if you can pull it off, is to have things that fill out genre settings supported by ICE, but work easily outside of it as well. I mean, why shouldn't other companies' gamers be deciding they like ICE's adventures ported into their system better than the ones their company writes?

 ::)
Title: Re: Settings for HARP
Post by: dagorhir on June 24, 2013, 06:16:54 PM
What I would mostly like to see are adventures. I use my own setting simply because no one setting out there that has ever existed really fitted with me. I have taken the habit of using adventures created for another setting and adapting to mine. It saves me a lot of work since I don't really have to come up with a story.
Title: Re: Settings for HARP
Post by: RandalThor on June 24, 2013, 08:45:30 PM
I voted for #1, but really I want 2-3 different settings with all that! (Yeah, I'm greedy, sue me!  :))
Title: Re: Settings for HARP
Post by: ironmaul on June 24, 2013, 09:52:20 PM
Option 2 does not preclude eventually coming back and adding on to the setting to expand it further with greater detail.
Quote
Option 3 could also be used as a base to then create a few settings (option 2) or even focus solely on one setting (option 1).

Exactly.

Quote
The question is what is the best place to start.

I would start with option 2. To my mind it appears that it would be easier to tweak as necessary, adding and subtracting elements of 1 and 3, as both the product line and its market evolved, from the baseline of option 2 than from anywhere else. Option 1 at least somewhat commits you to that product line long enough for sales history to generate enough data to accurately judge that setting concept as a success or failure. Option 3 doesn't generate that data history for settings concepts at all other than by happenstance. This leads me to think that only option 2 allows you to keep improving the product and making sales while at the same time allowing the customer base that actually wants to spend its money with you to tell you what they really want, not just in words from people on forums, but in terms of what puts money in the company bank account.

If it works the way I'm claiming it does, everybody wins. I won't claim to have the marketing experience to judge whether that line of reasoning works in the real world or not. To be fair, why I favor this option is because I'm too fully aware that at this point, I know precisely zilch-point-nada about how markets work. Of course I'd want data.

Quote
Multiple settings would be great... but is it really feasible for ICE right now?

I dunno from feasible, I just know what I think would be good to see. Making the miracle actually happen is the problem of the cast and crew, not the folks in the audience.

 8)

Quote
Adventures can be adapted to any setting and they are what, in my opinion, gives us the example of how the game mechanics can be used for a full adventure experience.

I think a big challenge, but worth it if you can pull it off, is to have things that fill out genre settings supported by ICE, but work easily outside of it as well. I mean, why shouldn't other companies' gamers be deciding they like ICE's adventures ported into their system better than the ones their company writes?

 ::)
I agree with Grumpy 100%, makes perfect business sense.
Steampunk and Horror are a good introductory setting for ICE but isn't Cyradon HARP's fantasy setting already?
If you were looking for another base fantasy setting I'd go with a darker fairy tale concept...plenty of room for
interpretation there.
Title: Re: Settings for HARP
Post by: darb on June 24, 2013, 10:12:31 PM
It makes perfect business sense if that is what most buyers want.  I am not sure.  I also don't have real data, but my feeling from this and other boards, as well as my somewhat middle age (god how did that happen?) gaming circle, is that what people clamor for is for the company to do basically all the work of setting up the session as much as possible.  Then the players and GM can modify as they want.  But what I hear people say is they have very little TIME, so as much background and adventure support as possible is important.  I know more people that take Paizo's adventure path stuff and convert to system of choice because that is way faster than coming up with your own adventures.   I also think there is a definite critical minimum mass for a setting to be successful, and that means it has to have new material appear often enough that it feels "living" at least from a company support perspective.  Ideally it would be great for ICE to do that with a few settings, but I think splitting over several product lines means none of them achieve that critical mass and all somewhat fail.  But that is just an opinion.  It sounds to me that option 2 has several products that are similar to Cyradon (setting, couple of adventures, some ideas, couple articles), which I don't believe set the bank account on fire.  Is there reason to think that doing 3 iterations of Cyradon-style product but in different settings would be more successful?  I honestly don't know.
Title: Re: Settings for HARP
Post by: jdale on June 24, 2013, 11:53:19 PM
It makes perfect business sense if that is what most buyers want.  I am not sure.  I also don't have real data, but my feeling from this and other boards, as well as my somewhat middle age (god how did that happen?) gaming circle, is that what people clamor for is for the company to do basically all the work of setting up the session as much as possible.  Then the players and GM can modify as they want.  But what I hear people say is they have very little TIME, so as much background and adventure support as possible is important.

I think there probably is a division between people who want that level of support and people who would rather make their own. For myself, I know I'm in the latter group, world-building is one of the best parts of running a game. But... of the two groups, the former is the group that will buy setting materials and the latter is not (or at least, will buy much less). So the setting has to be pitched at the first group. The second group will mostly buy things they can adapt.

I think Grumpy is probably right about how to determine which setting deserves this level of support....  but that said, a heavily supported setting can only work if there are multiple writers contributing. (Unless, like Shadow World, you spend decades working on it.) So that means right from the beginning the main developer has to be thinking about what they will leave for others to detail, has to be flexible enough to incorporate other people's work, and the setting has to catch the interest of other writers.

This is for fantasy... For SF in my opinion it's harder to catch everyone's interest in a single setting. For example I love really interesting alien races. The SM:Privateers setting had no interest to me whatsoever because of its races. But I'm sure there are other people who were thrilled to play e.g. anthropomorphic wolves. So I think it's more risky here to have a single SF setting. On the other hand, space is big and it can be easier to slot things in and out of your own game.
Title: Re: Settings for HARP
Post by: RandalThor on June 24, 2013, 11:56:48 PM
I also don't have real data, but my feeling from this and other boards, as well as my somewhat middle age (god how did that happen?) gaming circle, is that what people clamor for is for the company to do basically all the work of setting up the session as much as possible.  Then the players and GM can modify as they want.  But what I hear people say is they have very little TIME, so as much background and adventure support as possible is important.
Let me emphasis this point (that I agree with, btw): I have way more time* than the majority of gamers anywhere near my age -and by near, I mean within 15-18 years (I am 47, do the math) - and I want as much of the work done so I only have to do some modifications. Plus, I am not a professional game maker, and the only aspect of that I could claim to have any talent for is characterization, plotting, and some flavor writing. I am not a cartographer, editor, flow-chart master, or any one of the other thousand aspects it takes to create a game and setting. (Yes, I do get it, which is why I am happy to buy all the game-stuff out there I am even remotely interested in, I understand it is not an easy job.) So, I leave that stuff to the professionals, and eagerly buy up what they make. (So get to making, already.  ;D)



*Not married, no kids, etc...
Title: Re: Settings for HARP
Post by: Luxferre on June 25, 2013, 12:26:51 AM
- or would ICE be better off developing 3 core setting products (one for Steampunk, one for Cthulhu Horror, one for Fantasy) to show how HARP works with each, and provide a product filled with adventure seeds and a couple of short stand-alone adventures for the GM to use in developing their campaigns

this !
Title: Re: Settings for HARP
Post by: Thom @ ICE on June 25, 2013, 12:40:20 AM
isn't Cyradon HARP's fantasy setting already?

it was a quick, off the cuff example.... Don't read anything into it.... nothing was intended
Title: Re: Settings for HARP
Post by: PhillipAEllis on June 25, 2013, 02:54:34 AM
Although my gaming experience, of the ICE products, has mainly been RM, then MERP, I do have experience with horror, as player & GM of Call of Cthulhu, player of various World of Darkness titles, poet, critic & scholar (one of my current projects is a concordance of Lovecraft's poetry for example). So I have some experience there, and getting experience as a game designer. So there are some of us out there willing to take on the process of setting &/or adventure design.

How can we, then, as gamers and designers, enable the GMs and players among us to take that step and develop the skills we need to be the writers and designers that the three options need? As I have said, elsewhere: we won't get the material we need if we don't write it ourselves (the context, well, was with the study of William Hope Hodgson :) ).
Title: Re: Settings for HARP
Post by: Turbs on June 25, 2013, 03:06:59 AM
TL;DR version at bottom...


The problem with #1 is that I often feel like changing my setting on a campaign by campaign basis..

sometimes i like a good high fantasy romp, with time travel, different planes of existance, elemental realms Gobling kingdoms, Lizardman Blacksmiths in highly populated cities..you know..the whole nine yards..

Other times i like a good dark and gritty humanity based campaign (as I am playing now) where other races (i.e. dwarves elves halflings) are extremely rare mythical creatures. Where magic is low and playing a Mage is to be considered something special and dangerous for the PC..

other times i like a nice bland mix..

That Disclaimer aside. I think that HARP does need a fully supported setting.. I really like Cyradon as a concept... personally It doesnt fit with how I want to run my game at the moment so Im not using it..  but i has a lot of potential,  the main thing that turns me off Cyradon is the whole refugee background.. Either you are going to like it or you wont. but once you go down a very distinct background like that you are dividing your player base..

Now what I would recommend would be to add a whole lot of source books about "the Old World" of Cyradon and allow campaigns and adventures to take place there too,  with such a stark difference in culture and technology (and ..well..everything. .) to the current setting it gives the flexibilty of option #2 all under the banner of Option #1 though leave nicely undefined areas with minimal details for Creative GM's to plop down thier own knigdoms.  Leave whole continents undeveloped precisly for this reason... If I know I have a core source book that I can just chuck my own created world into and not mess up the entire system then I will buy the book..

TL;DR

.

Title: Re: Settings for HARP
Post by: ironmaul on June 25, 2013, 04:39:37 AM
isn't Cyradon HARP's fantasy setting already?

it was a quick, off the cuff example.... Don't read anything into it.... nothing was intended
OK, no worries.
I think the ideal dream for ICE fans is to have other settings/genres besides the few current ones, but really how would this be possible anyway? Nicholas/GCP can only do so much.
Although I don't play anymore, not for wanting, my interested would be in illustrating covers for steampunk or dark faerie genres...not so much into horror but I could do it.
Anyways, I hope your curiosity has been satisfied ;)
Title: Re: Settings for HARP
Post by: PhillipAEllis on June 25, 2013, 04:45:25 AM
G'day, Ironmaul!

You're right: Nicholas/GCP can only do so much. I'm starting to do what I can to help get the material out there, in my currently limited ways. And I believe I'm not alone.

Just a thought: what do you think of players & GMs posting reviews in appropriate places, as another way of helping with the processes involved? They may, for example, help get word out as well as deliver feedback, especially if users can respond (eg. via blogs). And that should help with the publicity & promotion of the game & its settings, no?

:)
Title: Re: Settings for HARP
Post by: ironmaul on June 25, 2013, 05:58:47 AM
Usually when a product has been released I post it on my blog with a sample illo since I've worked on it...I do this on Facebook too(writing this has just reminded me).
I think reviews here has merit and certainly would help in sales. I know that I'm personally influenced by product reviews before I think about purchasing.
I think the trouble is people taking the time to actually write up a review, we are a lazy bunch us humans ;) I've done a couple of book reviews(none rpg related)
that I liked the product(or not) that much to write something up to share with others.
Sometimes it's hard to make a call on spending x hard earned/limited dollars on a product not knowing how good it is, thats what makes reviews valuable.


Title: Re: Settings for HARP
Post by: Thom @ ICE on June 25, 2013, 07:19:56 AM
First, reviews, blog postings, comments in other forums, etc. are always welcome.  Feel free to send either Colin or myself a link to it and we will do our best to social media it to increase viewing and contributions.

Second, Ironmaul did bring up a good point about Cyradon....  Cyradon is the HARP fantasy setting.  As for refugee aspect, that's mainland Cyradon and current timeline.  There are the Shatterlings, the rest of the Cyradon continent and other lands in that world.   

I'm not going to go back and revise the poll or anything, but I'd like to hear thoughts about using Option #1 with Cyradon (various lands and times) for general Fantasy and use Option #2 for other genres.
Title: Re: Settings for HARP
Post by: Luxferre on June 25, 2013, 07:22:12 AM
I'd prefer a dark, gritty, multiculti, lowmagic setting.
Icy north with grim dwarves, dark forests with even darker elves and many, many human cultures and races.

Do you know the setting from GEMINI, this small and unknown RPG from Norway? It's great!
What I also wish, is a little less. Less magic, less artifacts, less everything.
Low magic is great with HARP, because it offers the opportunity to develop or even explore the old "High magic" (what I call Arcane Magic). Magic Users are rare, maybe even hunted (religious or for experiments...).
Having no magic user in one group doesnt destroy the gaming balance, as it would in D&D/Pathfinder for example.

My 5 cents... ;)
Title: Re: Settings for HARP
Post by: Falenthal on June 25, 2013, 07:47:04 AM
What I also wish, is a little less. Less magic, less artifacts, less everything.
Low magic is great with HARP, because it offers the opportunity to develop or even explore the old "High magic" (what I call Arcane Magic). Magic Users are rare, maybe even hunted (religious or for experiments...).
Having no magic user in one group doesnt destroy the gaming balance, as it would in D&D/Pathfinder for example.

100% agree! Low magic makes the players use their minds and skills. Why develop Climb when you can fly? Why swimm when you can cast "Walk on water"? Why have a thief when you can "Open Locks" and "Detect Traps" without risk? Why bring a ranger in your travels when a cantrip can "Detect North" and you can create food and water from nothing?

Just as an example, using my favourite setting, in Lord of the Rings no character had a flaming sword o invisibility cloacks... and it wasn't a boring story at all. Sometimes defeating an undead is not so much a matter of owning a holy-lightning-axe, but of luring them into a river or being able to frighten them with fire.
Title: Re: Settings for HARP
Post by: Zut on June 25, 2013, 09:03:09 AM
I'm with darb and dagorhir: option 1! Lots of adventures! Campaign books are interesting, but I'm still struggling to go from source book to adventure design. I do have story ideas, but these would fit more as background stories than (interactive) adventures for players.

Before feeling confident enough to design my own, I would need adventures with specific HARP mechanics to get me started.

Cyradon fits me very weel as a setting. I'm not a fan of dark settings, or high magic ones.
Title: Re: Settings for HARP
Post by: GrumpyOldFart on June 25, 2013, 12:16:34 PM
So there are some of us out there willing to take on the process of setting &/or adventure design.

Sure. But please understand, when I said

Quote
Making the miracle actually happen is the problem of the cast and crew, not the folks in the audience.

that doesn't mean I'm not willing to be part of that cast and crew whose problem it is to make sure the miracle actually happens. That only means I consider the question to be asked of us in context of our role as customers, not as the folks who may (or may not) be recruited to write it. In short, I'm assuming he's asking what I and others would be interested in buying rather than what I and others would be interested in writing.
Title: Re: Settings for HARP
Post by: Thom @ ICE on June 25, 2013, 12:24:39 PM
Correct - what is your interest as a customer?
Nicholas would be the guy to speak to if you are interested in contributing.
Title: Re: Settings for HARP
Post by: dagorhir on June 25, 2013, 01:16:56 PM
Correct - what is your interest as a customer?

Adventures, adventures and more adventures. That's what keeps the players busy and can take so much of a GM's time.
Title: Re: Settings for HARP
Post by: WoeRie on June 25, 2013, 01:37:49 PM
Correct - what is your interest as a customer?

Adventures, adventures and more adventures. That's what keeps the players busy and can take so much of a GM's time.

Adventures are nice in addition to a full campaign to fully flesh out a setting. So, a campaign together with a setting and some additional supplements would be best and I would pay its weight in gold pieces!
Remember Echoes of Heavens? This was just what I was looking for but sadly it is not finished, yet.
Title: Re: Settings for HARP
Post by: ironmaul on June 25, 2013, 04:08:46 PM
What I also wish, is a little less. Less magic, less artifacts, less everything.
Low magic is great with HARP, because it offers the opportunity to develop or even explore the old "High magic" (what I call Arcane Magic). Magic Users are rare, maybe even hunted (religious or for experiments...).
Having no magic user in one group doesnt destroy the gaming balance, as it would in D&D/Pathfinder for example.

100% agree! Low magic makes the players use their minds and skills. Why develop Climb when you can fly? Why swimm when you can cast "Walk on water"? Why have a thief when you can "Open Locks" and "Detect Traps" without risk? Why bring a ranger in your travels when a cantrip can "Detect North" and you can create food and water from nothing?

Just as an example, using my favourite setting, in Lord of the Rings no character had a flaming sword o invisibility cloacks... and it wasn't a boring story at all. Sometimes defeating an undead is not so much a matter of owning a holy-lightning-axe, but of luring them into a river or being able to frighten them with fire.


Ok, as a customer I would buy this setting if it correlates with option 2. Several adventures or short campaign to run for my kids. If the material was there and guides to GM for a
HARP game then I would buy it. As others have said, we don't have a great deal of time on our hands and having everything in a "pick-up and play" module would be a seller for me...even have pre-gen characters. Most gamers here are rather experienced and don't need step by step instructions on how to play/gm a game. But if there was a product to help my kids run a game by themselves then that is a major plus for me because I'd like them to have the fun that I did when I was young. So I guess for me as a customer it's just not the setting but the target audience for a younger generation.

Title: Re: Settings for HARP
Post by: PhillipAEllis on June 25, 2013, 04:27:40 PM
As a customer I'd buy what I could, both the option 1 item (Cyradon) & option 2 items. The reasons? 1) To mine interesting tidbits for my campaign (set in the HARP equivalent of Rolemaster Rome). 2) To support the company. 3) To make sure my contributions weren't clashing or covering old ground. And; 4) To find inspiration & points of intertextuality.
Title: Re: Settings for HARP
Post by: Old Man on June 25, 2013, 09:09:53 PM

I'd be interested to see how well the various Pathfinder companies are doing with respect to single game world focus (Pazio has only Golarion, right? Kobold has Midgard). They do the main book and then issue adventure content (paths) and breadth (sourcebooks, city and castle guides, region guides for players, etc.).

The sense I get from my in-industry friends is that any ICE setting re-issue needs a filled pipeline for a year or so of content (say Cyradon plus 1/2 dozen to 1 dozen modules) else the interest will peter out.

Thoughts?
Title: Re: Settings for HARP
Post by: PhillipAEllis on June 26, 2013, 02:13:22 AM
I'll see what I can do to help supply material needed.
Title: Re: Settings for HARP
Post by: NicholasHMCaldwell on June 26, 2013, 06:01:42 AM
For Cyradon, I'm trying to expand it along three lines:
C) The Cyradon continent, so this is the refugee setup
A) Anias (the Old World), and I am in on and off email contact with someone who has expressed a desire to do some modules
S) The Shatterings, where different stuff can happen. Chris Seal's Wedding in Axebridge is being repositioned there in one of the chunky islands and his Caer Glais followup will be located.

C is where I'm trying to line up a flow of modules and sourcebooks at the moment. S will turn up as they are ready. A may need to wait for startup organisation until I've dealt with RMU.

Best wishes,
Nicholas
Title: Re: Settings for HARP
Post by: PhillipAEllis on June 26, 2013, 07:43:13 AM
Thank you for the update, Nicholas. I appreciate that you are among us and keeping us informed of things.

Ciao!

*waves*
Title: Re: Settings for HARP
Post by: sunwolf on June 27, 2013, 05:27:18 PM
I voted option 2 as that is probably the best over model if you have to pick from those three, but I would like to see a little extra support for one of the settings (Say Cyradon) and at least some limited generic expansion such as option 3 calls for.
Title: Re: Settings for HARP
Post by: Thom @ ICE on June 27, 2013, 06:59:47 PM
As Nicholas has indicated, Cyradon will definitely be further developed.  There will be additional products (like #3).   #2 seems to be an option of interest for many.
Title: Re: Settings for HARP, well how about a new Genre - like Horror and Pulp
Post by: area51games on July 28, 2013, 01:25:39 AM
you got Harp SF, Harp Fantasy- how about Harp- Horror, HARP-pulp adventure/thrillers/Western/Modern action
HARP Victorian Fantasy- HARP-TIMETRAVEL-Alternaty realities<history>
'ok just a few questions or maybe I should repost some of them else where?
Title: Re: Settings for HARP
Post by: Old Man on July 28, 2013, 08:00:37 AM

Hmmm take any/all GURPS supplements and substitute HARP? :)
(Seriously HARP-steampunk and HARP-cyber/near future might be fun.)
Title: Re: Settings for HARP-why can we not just ....
Post by: area51games on July 28, 2013, 07:01:25 PM
Here is a proposal or ideal. Can not the company start a book and let players submit works such as maps  and conversions and stuff they have come up with for thier own campaign and put one out as they collect enough material for as a pdf - allowing use as the fans to basically make what we want and them just do the layout and editing?
call it the Collective or Fans of ICE "F-I-C-E" Presents- ask fans to submit art and if it sell a few good books start offering prizes to best of or most requested or some such?
Title: Re: Settings for HARP
Post by: Wolfhound on July 28, 2013, 07:26:23 PM
What you are suggesting is actually a little similar to the Guild Adventurer:
http://rpg.drivethrustuff.com/product/23297/Guild-Adventurer-%231?it=1 (http://rpg.drivethrustuff.com/product/23297/Guild-Adventurer-%231?it=1)
http://rpg.drivethrustuff.com/product/50289/Guild-Adventurer-%232 (http://rpg.drivethrustuff.com/product/50289/Guild-Adventurer-%232)
http://rpg.drivethrustuff.com/product/60983/Guild-Adventurer-%233 (http://rpg.drivethrustuff.com/product/60983/Guild-Adventurer-%233)

It was originally intended to be a quarterly type of thing, but once Nicholas started to make the transition over to forming Guild Companion Publishing from his former role as one of the founders and the driving force behind the GuildCompanion.com (http://GuildCompanion.com) e-zine that project was put on hold. 

However I suspect that if there was enough interest and support for that produce that it might be possible for new editions to come out.  It's somewhat similar to the concept you suggested.
Title: Re: Settings for HARP
Post by: Old Man on July 28, 2013, 08:24:49 PM

Fond memories of Grey Worlds ...
Title: Re: Settings for HARP
Post by: area51games on July 28, 2013, 09:25:37 PM
thanks for the heads up, I figured there was already a wheel. I produce so much for my games, one ideal is in HARPS SF THAT THE player characters found a discount for a ship that was costumed designed after an old earth film, thier actually fling around in a reproduction of the MILLENNIUM FALCOM-lol

IS IT COPY RIGHT INFINGMENT to say someone built a replica of a famous ship - ? just curious? any one?
Title: Re: Settings for HARP
Post by: area51games on July 28, 2013, 10:41:17 PM
i have an old Horror setting; Named Gravequest
the premise is that high school and college student are being invited to a strange scavanger hunt, by a mysterous figure named the Grand skull keeper. student are grouped into small team and are given strange assignment to go stay in a cemetery or learn this chant and say it over a specific grave at the stroke of midnight- if they comeplet the task they are awarded  points when they gain enough point they make a rank they earn moeny and other prizes , more chants and more assignment. where is this leading? is it true some student have encountered ghost? or even worse? its said some are slowly being taught witchcraft and other have even been attacked by strange creatures or zombies. where is this heading and why only young people?
there a underground web sight and even a kind of manual to the game being handed out and found in photocopiers!
the police are investigating ever sense those student where killed at the old Bradley place, say they where play that game as well.
in the Manual it has the ranks
its warlock and witch
Knight stalker and Witch hunter
even the highest  rank is 
the highest rank is . . . . . . . Grand Skull keeper?
Title: Re: Settings for HARP
Post by: Thos on July 29, 2013, 05:25:29 AM
I voted for option 2. Cyradon hasn't really grabbed me as of yet (not to say that it won't after additional material is added), so I'd like to see some other settings to choose from.

I would LOVE a horror setting in HARP. Whenever I read Nightmares Of Mine (usually around Halloween) it makes me want to run horror games. I love the HARP system and would drool profusely (buy it as well) if a catch all horror game was made for it! I'm a huge fan of old WOD but not big on White Wolf's system. Nightbane by Palladium Books is another favorite of mine! Again, I prefer HARP as a system any day. I would also be happy with some kind of Horror Toolkit with guidelines and rules specific to HARP regarding the horror genre in multiple settings. Those are always fun!

Low Fantasy, as I have seen mentioned a few times, is also one of my favorites. I hate running a high magic game. I usually leave a huge portion of the spells out of the games I run. I like that kind of realism as it gives me more room to make a scary situation stay scary. When your character can't just cast a flying/ teleport/ walk through walls kind of spell, I have the ability as a GM to create a more dramatic situation with less. It makes that wall you've run into a possible plot device instead of just an easy snap of your fingers. This is just my preference/ style, but that is one major thing I look for when I personally think about buying a pre-made setting. Can the PC's just mount unicorns that teleport them to the other side of the world in time for breakfast with the king of the blueberry people? If so, I'm not all that interested. Middle Earth is a great example of what I am talking about!

I find Steampunk fascinating, but admit to not having much experience with it. It looks really cool but I'm not sure I actually get it. I really like the look and would probably enjoy it if it was explained clearly. :)