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Harnmaster Piety isn't a characteristic of the character's personality. It's a measure of the character's favor with his god, which gets accumulated through participation in cult rituals and spent in order to power Invocations (religious magic) and calls for divine intervention-- something like the way POW gets accumulated and spent on divine magic in RuneQuest. There really isn't a stat in Harnmaster that measures what the word piety connotes in plain English. Personally, I really like the way Pendragon's personality traits work, and try to use them in all sorts of games, to an admittedly mixed reception. It's a concept that either clicks with a player or it doesn't; it really does with me. |
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It'a also very interesting that they have the game mechanic of this Morality already. I'll have to look into this! I owned the first edition of Harnmaster back in the days, but found the system a tad to much (then). But I've heard and read about the newer versions and find them very good from hearsay. Quote:
Erik Brickman.
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"I intend to live forever, or die trying" - Groucho Marx |
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You may want to look into kelestia.com if you haven't done so already. It's got more Robin Crossby Harn stuff. Quote:
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I'm probably going to use them in my upcoming Victorian-fantasy game, if that ever gets off the ground.
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However, personality traits for NPCs aren't an incentive the way they are for PCs, and I admit the limitations of my testing. That said, personality traits don't enforce honorable behavior (or indeed any sort of behavior) and work pretty well for modeling less honorable characters, you just need to define how different groups interact with the traits. Had I a scoundrel in the party, I might have created a list of traits that shady underworld types tend to admire (selfish, arbitrary, deceitful and valorous probably making the grade) and given a bonus to any scoundrel able to play that part with panache. Better still, I'd populate the Galactic underworld with organizations that value different things, and let the player choose what standards he wants to live up to. My untested rules were essentially for an all-Jedi game, though they would've worked well equally well for an all-Sith game; they were largely about how the personality traits interacted with the Force. |
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Thank you very much for this information !
The colonists in my Pharos IV-setting come from different planets with diffe- rent cultures, and I was looking for a way to "mirror" these differences in the character generation for quite some time. Attributes and skills did not really work, but traits could well be a way to do it, because they could directly influence the behaviour of the characters, not only their abilities. So, I will give it a try and design different sets of traits for the characters' home cultures. I think I will not use these traits in the Pendragon way, with dice rolls in game, but I will find some in-setting way to "reward" the players for adhering to their cultures' typical traits instead. Thank you again for a good idea. |
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