The background world for which it was designed is also probably the best around, at least if you're interested in a highly realistic, low-magic setting with excellent detail and atmosphere. Items have a SS requirement; if your SS is enough, it is assumed that you have the resources to pay for and manage the item. It certainly makes inventory easier, though it is occasionally a bit unrealistic. Characters have (on average) two Specializations each, such as Combat, Stealth or Lore.Some of the sites devoted to Hârn on the Net are listed below. ("What do you mean I can't carry a candle in addition to my dagger, ring, hat, earrings, walking stick, backpack, magic gem and 3 pieces of leather armor? Skills are learned more quickly in these specializations, and characters can double up.Back to the top of the page or back to So, why RPGs?
Few other systems even come close to it, in my opinion. There is no carrying capacity or endurance; every character can just carry ten items, regardless of type.When you read a book, you are forced to go along with the author's storyline; you can't tell the main character not to open that crypt or hit that big red button.In RPGs, though, you have exactly that kind of control.It is based on two kinds of magic, though: Elemental and Spirit.Elemental magic is the slightly more mundane kind, with Fireballs and Bridges of Ice and that sort of thing.