HârnMaster

[1]: 183  Crossby created his own version of the game, Hârnmaster Gold (1998), using rules that he intended to increase realism.

[1]: 183  When the d20 System came out, Columbia reprinted some of their setting material including Trobridge Inn (2001) and Evael: Kingdom of the Elves (2002) with dual game statistics for Hârnmaster and d20.

[1]: 184  Keléstia Productions began publication with the Hârnmaster Gold Player Edition (2003), and additional rule books afte that.

Columbia Games HârnMaster 3rd Edition fixed many of the difficulties of the Core Rules while remaining compatible with the Magic, Religion, and other expansions.

In addition to the multiple versions of HârnMaster published by Kelestia Productions and Columbia Games, there are numerous house rules available through the dedicated fan community.

Penalties to skill or attribute checks- due to fatigue, injury, encumbrance, or other circumstances- decrease the 'target' number that the player must roll under in order to succeed.

More serious injuries introduce the risk of a character being knocked unconscious from shock, being instantly killed, or (optionally) losing a limb.

Permanent injuries- either in the form of amputated or otherwise lost limbs- or attribute penalties caused by poorly-healed injuries are also a possibility.

The magic system is based around six elemental principles: Lyahvi (Air/Light/Illusion), Peleahn (Fire), Jmorvi (Metal/Artifice), Fyrvia (Life/Growth/Decay), Odivshe (Water/Cold), and Savorya (Mind/Spirit/Knowledge).

In Issue 6 of The Games Machine (May 1988), John Woods was pleased by the quality of Harnmaster, commenting that "The layout of the book has a business-like feel that suits the style of the rules well."

Whilst the rules are exceedingly clearly written throughout, they will take time and effort to master, and compared to simpler systems will always require more work and thought from players and GMs alike in play."

Despite this, the clarity of writing and layout together with the sheer volume of ready made background and support material must make it an attractive alternative for those who like a wealth of detail but haven't got the time themselves.

Rolston called HârnMaster "a comprehensive, logical, authentic 'medieval' fantasy campaign setting [with] epic scale and original concept"; he considered it "state of the art" compared to all other major competitors.

Rolston's only criticism "was the absence of published examples of adventures", apparently "perceived as a virtue by Columbia Games."

In considering the adventure Araka-Kalai, Rolston commented that "The graphics are excellent, with color maps, abundant diagrams of locations and buildings, and appropriate, expressive illustrations of scenes, characters, and creatures.

And the campaign materials — well, they’re voluminous, historically and socially plausible, and full of dramatic fantasy adventure and thematic hooks."

"[4] In Issue 13 of Arcane (December 1996), Andy Butcher reviewed the second edition of Harmaster, and thought the streamlining of the rules, with complexities shunted off into an "optional rules" section made the game "easier to learn and understand, it gives referees the chance to customise the level of detail used in their games."

He concluded by giving the second edition of Harnmaster a below-average rating 6 out of 10, commenting, "A detailed fantasy system that's logically structured and well designed.