Introduction

Although the Burning Wheel rules are already well-suited for a quasi-medieval fantasy setting, such as Hârn, I believe that a few specific adaptations will help the rules mesh even better with certain unique features of Hârn's environment.

A proposed set of rules adaptations are described below and in the pages shown on the right.


Basic Approaches

Most of the adaptations required to make Burning Wheel appropriate for the Hârn setting are fairly common-sensical. For instance:

  • Rules relating to warfare technologies that do not exist on Hârn (e.g. firearms, bombs, articulated plate armor) will not be used.
  • Hârn-inappropriate lifepaths (e.g. “Wizard of War”) may not be taken by characters.
  • The Burning Wheel rules for Spirit Binding will be used for shamanic magic among Hârn's barbarian tribes.
  • The rules for summoning 'named' creatures (from the Summoning chapter of the Magic Burner) will not be used as they do not fit with the Hârnic magical environment.

There are other areas where the rules, while functional as written, require a bit more substantive modification to suit the Hârn-specific context. For example:

  • Burning Wheel rules for sorcery and spell abstraction need some modification in order to fit into the context of Hârn's Shek-Pvar magic.
  • Burning Wheel religion rules seem to propose a monotheistic or manichean universe quite different to the polytheistic environment of Hârn; some adaptation may also be required.
  • New lifepaths may be needed for Hârnic professions for which there is no exactly corresponding Burning Wheel lifepath.
  • Uniquely Hârnic monsters, such as Ivashu, will need to be developed using the Monster Burner rules.
  • Proposed modifications along these lines are discussed on the various pages listed above on the right.