A good RPG is all about immersion. You don’t feel like you’re a group of gamers sitting around a table (or computers if you’re using a VTT), but you’re actually your characters out on an adventure. One of the ways to help with that is the GM creating deep an intriguing cultures for you to interact with. That’s just what Iron Crown Enterprises is here to help with. Their Folkways book is full of information about creating all sorts of civilizations. And while it’s designed for the High Adventure Role Playing system, it’s mostly rules-agnostic, letting you create cultures for your own systems.
From the release:
Iron Crown Enterprises are pleased to announce the release of a BRAND NEW rules supplement for High Adventure Role Playing (HARP) Fantasy: HARP Folkways!
HARP Folkways is not a re-make or a re-print of an older product, but a completely brand new product written by the brilliant Jonathan Cassie.
With HARP Folkways you can enrich your characters and your world with unparalleled cultural depth, explore the diversity of cultures across twenty folkways drawing upon our world and fantasy classics and make your own unique cultures by defining how they handle matters of kinship, authority and the supernatural, how they dress, what they eat, and more.
With roughly 70% of the book being rules agnostic, HARP Folkways is a great buy whatever system you play.
HARP Folkways includes:
The Twenty Folkways – a technique to create believable cultures for any setting
A cultural perspective on well-known fantasy worlds from literature
Practical examples of culture creation
Eleven new races
Six new cultural adolescence packages
Ten new professions
New skills and talents
Twenty-three new training packagesIron Crown Enterprises are currently running a promotion to buy the new HARP Folkways for just $10 from RPGNow. It won’t last forever though so buy it quick!