The game is a bit over complex, in my opinion and has poor roleplay all around. I didn't like it there, personaly.
The developers of Harshlands have clearly worked very hard to make the game, and I would like to lend it my endorsement.
Unfortunately, I cannot lend it my endorsement. They were overly ambitious in the construction of the game. There were too many cities. Each city had too many factions. Each faction had too many cultures. Each culture had too many gods. Humans lived along-side too man other races.
Armageddon, by contrast is simple on the surface:
Two main cities - the North and the South, vie for control of a stretch of land known as the Known World. Four Great Merchant Houses serve as the profiteers in this struggle, supplying whatever they can to the Nobilities of these two cities. The Nobilities are policed by a group of Nobles known as Templars, who try their best to keep the corrupt leaders in line while extending their influence over a series of outlying villages, tribal communities, and the three main races, etc. Commoners pray to one of two gods and struggle to avoid the threat of crime, monsters and oppression in a violent land of poor opportunity, where water, metal and food are terribly scarce.
Note that the summary took me four sentences to accomplish, but that it's a pretty good summary. In broad strokes, it reasonably depicts the geo-political situation of the game.
I really couldn't manage to sift much out of all the docs about Harshlands.
Hopefully, this will serve as a lesson to the framers of Arm 2 about how
not to build a game.
EDIT: And the staff of Harshlands messaged me four times during my first hour of playing the game to correct my role-play. I really didn't want that level of over-parenting, either.