hackmaster

daelfslayer

First Post
I am looking for some info on Hackmaster and was wondering if anyone could tell me anything about it. I really would appreciate any info on how ot compares to d&d and how it came into existance, etc.
 
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IIRC, Hackmaster is basically AD&D 1st Ed, and its purpose is mainly to go into a dungeon, kill a lot of stuff, take their loot, and hear the lamentations of their women (uh.)

AR
 


I dont' play it but as I understand the it is basically AD&D, with each character/monster has 20 more hit points (hence the 'hack' factor). There are also some rules for honor.

Most hackmaster products are deliberate spoofs of specific AD&D products, for which Kenzer Co have a license to do exactly that. Many classic AD&D modules have been 'hacked'.

You can get more info at kenzer's website, www.kenzerco.com
 

Let me throw a little more color into the picture... :)

The truth is (I own the HackMaster Player's Guide) that Hackmaster is at its base the 2nd edition AD&D rules, with many variant rules added on, and including some material for humor value. Many variant rules are very fun and palayable (the talents you can purchase at 1st level, the percentile method of incrementally improving ability scores, the fact that bonuses start at 13+ instead of 15 or 16 on ability scores). Many other rules seem to be unwieldy (the small, medium, and large weapon damages for each weapon, the honor system, the "dibs" rules on treasure, etc.).

It's got some humor built in, with a built-in assumption that players should not take a game system deadly seriously (it is meant for fun, after all), and as proof you have such items as battle mages (who put their spells "on line") and berserkers (who can't go a day without combat or risk penalties) as character classes, and races such as Gnome Titans and Grunge Elves, and Pixie Fairies to add some fun in the normally staid diet of Dwarves and Elves. Plaster on things such as "Skipping Betty" Fireballs, Spells that explode your eyes, and low-level raise dead spells that give you a random number of deformities. :)

In short, if you have a character that made it to high level, it's a freakin' accomplishment, not just because your DM took it easy on you and let you get there because the story wouldn't be told without you. ;)

Fun game, to me it's massively overpriced for all the supplements, but if 3E and d20 seem to you and your group to be too little fun and too far away from those great days of chaotic gaming with friends in a dorm or basement, then it definitely calls to you more than d20 does.

Now I'm sure a solid lover of Hackmaster will feel free to correct me. :)
 

I've been gaming for over 21 years, and have played through every permutation that Dungeons & Dragons has gone through. I run a weekly 3.5 campaign, and have recently started a monthly Hackmaster campaign, so I think that I can give a fairly unbiased opinion.

Hackmaster is indeed a parody, but I find it to be much more than that. Hackmaster is 1st/2nd edition, pushed forward in the direction it may have taken if 3E hadn't changed the game mechanics. Yes, there are plenty of silly items in the game, but there are some really FUN serious game mechanics in there. The critical charts (while they sound overwhelming) are actually easy to use when you become familiar with them, and add a substantial element of danger back into the game. My players cringe when I start rolling on the chart (and equally, they cheer when they get to use it). In my last session, a hill giant hobbled the group's half ogre barbarian when his knee was broken by a hurled rock. Good stuff.

For me, Hackmaster is incredibly nostalgic. It reminded me of the elements in D&D that my campaign was missing.

It's a solid game system. There will, of course, be those that complain about the rules being unweildy...and they won't be completely wrong. My group jokingly calls it "Chartmaster". There are A LOT of rules for the GM to remember. Luckily, it's a bit easier on the players. In all though, I believe it is the GM's discretion whether or not to include certain rules...the point is that the rules are THERE, and they will help flesh out almost any situation. I will also say that their books could use a bit more organization. I've had to dig for certain rules at times.

So, that being said, I find the game to be incredibly fun, nostalgic, and well-made. At the same time, Kenzer & Company are incredibly devoted to their fans. Hence, they have a pretty loyal fan base.

My recommendation is to definitely pick up the Player's Handbook. It's a great game, and a good read.
 

Altamont Ravenard said:
IIRC, Hackmaster is basically AD&D 1st Ed, and its purpose is mainly to go into a dungeon, kill a lot of stuff, take their loot, and hear the lamentations of their women (uh.)

AR

If that's how you want to play it, it will certainly allow for that.
 

I'm going to chime in here, commenting on what others have just said. I'm sure Hackmaster fans will attempt to lynch me for this, but...

I hate the game. It's not because it's built primarily on the old rules set--I prefer 3.5, but I played 1st/2nd edition for long enough that I can at least understand the appeal. It's that Hackmaster can't make up its mind what it wants to be.

The humor built in? It's either too much or not enough. The idea that people shouldn't take a game deadly seriously really depends on A) the group, and B) the way the game itself is built. Hackmaster's jokes and goofiness are too ingrained for a serious game, but the game actually takes itself too seriously for a parody. It tries to be a serious, playable game with parody worked in, and that--to me--makes it fail on both counts. (For a perfect example, see the module "Quest for the Unknown." It's a serious module, except for the occasional goofy crack that totally breaks the mood and the flow. Too serious for one, too goofy for the other.)

Frankly, if you're looking for an old-school D&D feel, you'd do better finding some cheap 1st edition D&D books at Half-Price Books or on EBay. You can always add your own humor if you feel it's necessary, and it doesn't interrupt the flow of the game or the text as it does in Hackmaster.
 
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I've heard there are charts with evil things DM's can do to their players, and they have optional rules that make it sorta like "Player Vs. DM" Sounds like fun...mwahahahahahaha
 

Altamont Ravenard said:
IIRC, Hackmaster is basically AD&D 1st Ed, and its purpose is mainly to go into a dungeon, kill a lot of stuff, take their loot, and hear the lamentations of their women (uh.)

AR

Wait, isn't that what 3E is? Back to the dungeon and all? :D

That said, Hackmaster is a brilliant parody, and quite fun to play. It has the feel of an old friend, but who just got a new haircut, goofier personality, and improvements that make them more fun. I have played about a dozen sessions of Hackmaster in a short campaign, and while its definitely more tongue in cheek, we had some really good, serious roleplaying sessions with it as well. And best of all, "balance" doesn't mean squat in Hackmaster (meaning there isn't the obsession of 3E with making everybody equal at most all things or strictly mapped out treasure GP value/level tables). Some characters in Hackmaster simply ARE better than others are many things, but come up severely lacking in other areas (similar to 1E/2E). Despite that, the character customization allows you to come up with some really interesting characters. Pick up the Player's Handbook and read through it- I don't think you'll be disappointed, and probably be laughing a good part of the time.
 
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