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  #1  
Old 07-12-2004, 01:00 AM
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[RPG]: HARP: High Adventure Role Playing, reviewed by Eyebeamz (3/4)

http://www.rpg.net/reviews/archive/10/10442.phtml

Eyebeamz's Summary:

This is a good game for folks who want blood and guts, unusual backgrounds and epic protagonists. You’ll want to bring your own world to the table though – and give it a couple of reads first.

Go to the full review for more information.
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  #2  
Old 07-12-2004, 07:52 AM
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Corrections! Apologies!

Post originally by Eyebeamz at 2004-07-12 06:52:31
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1) That's Tim Dugger, not Duggert!

2) Anyone can take Universal spells, not just mages!

3) You can get talents at any level!

My apologies to the fine folks at ICE for these points of muddiness and error.
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  #3  
Old 07-12-2004, 11:09 AM
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RE: Corrections! Apologies!

Post originally by Wes Johnson at 2004-07-12 10:09:09
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Very solid review and I mostly agree. Nicer still to see someone else reviewing ICE stuff.

I just picked up Martial Law last week and hopefully will post a review in the next.

Cheers,
Wes
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  #4  
Old 07-13-2004, 06:09 AM
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RE: Corrections! Apologies!

Post originally by tetsujin28 at 2004-07-13 05:09:07
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Nice review! I'd give it a shot, were it not for the fact that my group gets surly if anything approaching character classes are mentioned...
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  #5  
Old 07-13-2004, 12:28 PM
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RE: Corrections! Apologies!

Post originally by Wes Johnson at 2004-07-13 11:28:13
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Why is that? I thought the HARP character classes were generally well done.

--Wes
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  #6  
Old 07-13-2004, 01:30 PM
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Not Classes - Professions

Post originally by Dark is Guiness, Light is ... at 2004-07-13 12:30:38
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Although the distinction may seem minor, the char creation is structured in such a way that the character's choice of what skills they want determines what they get called and not the other way around. Does that make sense? They remind me more of the Warhammer Fantasy Roleplay professions. You where trained like this but everyone does their own thing. It is pretty different than the D20 methods of classes since the professions give mostly skill sets and not "abilities". Switching proficiencies is easy. And "warrior-mage" is it's own profession. Check it out.
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  #7  
Old 07-13-2004, 03:50 PM
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RE: Not Classes - Professions

Post originally by Balbinus at 2004-07-13 14:50:09
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Great review, very informative and fun to read.
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  #8  
Old 07-14-2004, 01:49 PM
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HARP settings/comments

Post originally by camazotz at 2004-07-14 12:49:52
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I think it might have helped if they had included an adventure in HARP; that's always nice, but I liked the fact that the book was setting-free, and very "customize it to your taste" friendly. That was a big selling point; it felt very old-school in that manner. (And yeah, I'm one of those who wish Greyhawk was not rife throughout D&D 3E core book materials).

A note about the art: too much pencil art in the book; it doesn't work as well as cleaner inked art.

But all in all, I am someone who hated Rolemaster, but loves HARP. It manages a fine walk between detail and simplicity that works very well for a gamer who's grown tired of D20 all over the place.
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  #9  
Old 07-16-2004, 03:09 PM
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RE: HARP settings/comments

Post originally by Pasta at 2004-07-16 14:09:11
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About the topic of no adventure in Harp book two things can be said.

There is a campaign world for Harp in the pipeline called Cyradon. I think ICE intend to start the pdf sales in august.

Also the Harp homepage has a couple of fan made adventures that can be downloaded for free.
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  #10  
Old 08-27-2004, 02:51 PM
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Chartmaster?

Post originally by James A Beggs at 2004-08-27 13:51:40
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Hi;

friends of mine and I used to call Rolemaster Chartmaster, due to the layer of complexity.

So this is a stripped-down version of Rolemaster - does that bring it to the complexity of other, "normal" games?
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