What is playing a role with a high adventure (Harp)?
Playing roles with high adventure, more often known as Harp, is a system of playing roles in tables. Harp is characterized by other popular games such as the D20, its flexibility in character creating and relatively access to light rules.
Harp is produced by Iron Crown Enterprises (ICE), a game company founded at the age of 80. Although ICE started creating accessories for other popular games, he eventually released his own game system: Rolemaster System. The Rolemaster was somewhat popular, but ICE remained an increasingly known company until it has obtained a license to produce a role playing game directly based on Tolkien's central country. This game, playing the Middle Earth, was only in the second place in the Dungeons and the TSR dragons in popularity. Finally, in 2000, Ice was forced to declare bankruptcy itself, in the process of losing VŠINSE to produce playing roles in the middle country. At the end of 2001 ICE was purchased and revived. Immediately focused on the rebuilding of their existing system, the Rolemaster SystemAnd in 2003 they released a simpler version of this system: Harp.
Harp uses professions-karsé are roughly equivalent to classes in many role playing games-K painting a wide picture of what the character can do, but there is a lot of space for personalization. The races are similar to races in many fantasy games and include traditional people, elves, dwarves, half -and -dwarves, as well as a unique ORC race. The game mechanics is based on percentage roles, with core attributes in the range of 1 to 105.
Harp has gained many critical praise since its release, in any small part due to the amazing amount of adaptation that is possible. The variation is known for its strong balance between high resolution and easy to create for characters, allowing new players to enter the game in less than an hour.
Many people who enjoy the Rolemaster system for its depth and scope but considerIt is overloaded with rules and graphs, consider harp an ideal compromise. Harp games tend to be liquid and easy and one benefit that fans often praise is the ability to run interesting and engaging combat scenarios at a pace that makes it pleasant and more suitable for the ongoing event. In its core, as the name suggests, there is a Harp about a high adventure, and it seems that the rules and mechanics actually support this level of epic narrative rather than prevents it from the name of balance or detail.