One
of the greatest challenges with making new options for Pathfinder
games is making those options stand out, making them memorable and
different from what has come before. The sheer volume of books
available for Pathfinder (especially when you include all the
Campaign Setting, Player
Companion, and Adventure
Path books) can be intimidating
and it makes it difficult to remember every single new option
available. Most end up forgotten and never used. Even when they are
remembered, it’s difficult to remember which book to find them in.
Several recent Pathfinder books have done well in presenting new
options that really stand out. From the Alchemy Manual to Inner Sea Combat and Inner Sea Gods, these books use
their new options to develop the campaign setting, drawing on the
setting’s flavour to enhance the mechanics, and using the mechanics
to enhance the setting’s flavour. And now, The Harrow Handbook adds on
to that list.
The
harrow has always been one of the defining aspects of Golarion. Every
campaign world has fighters and wizards (well, the vast majority of
them, at any rate), but no other campaign world has the harrow. Of
course, as the harrow is based on real-world tarot, other settings
could certainly have tarot-like cards and fortune telling, but they
would have their own versions and something quite different from the
harrow. But the harrow is more than just Golarion’s version of
tarot. It is uniquely tied to the mechanics of the Pathfinder game
itself. Harrow cards have six suits. These suits represent in-game
characteristics, but also the six basic attributes of all Pathfinder
characters. The cards are also tied to alignments—a system that is
very defining of Pathfinder and its progenitor, Dungeons &
Dragons. By tying the harrow so closely to metagame mechanics as well
as in-game aspects, you have something that can be exploited by
players for their characters—and with that, an opportunity to
create some truly original characters not seen in any other campaign
world.