Any comments on Hackmaster?

Considering the delicateness of this common flashpoint, I will try to sum up my views in as non-accusatory manner as possible.

The joke issue: Some people call Hackmaster a joke, but HM fans venomously argue against this charge. It comes down to this: Hackmaster is based upon the subject game of a humorous comic strip, and has very many tongue in cheek attempts at humor interspersed throughout the rules. If such elements shatter the mood for you, you will find that the description of the "game is a joke" to be apt and will find it unplayable.

The "old school" issue: The precise sort of rules baroquenss that many of us ignored or house ruled around in 1e is the bread and butter of hackmaster. If you get rules heartburn from 3e (or 1e, for that matter), you really had better stay clear of HM. If you adore the sort of rule baroqueness that 1e had, or want a tuned up version of 1e, then HM may fill the bill.
 
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Hackmaster is notable because it is the only system I haven't found any loopholes in. Everything in character generation is random (straight 3d6 ability scores, random rolls for social class and quirks/flaws, etc), so it is extremely difficult to create an uber-character.

It's also a great game for oldschool gamers, since it is basically 1e with the good points of 2e tossed in and an honor system.

If for no other reason, get it because the books are great to read (like the "2e" Smartass Smackdown Table).
 

kengar said:
True indeed. Have you seen they make a "Kalamar" screen of similar design for 3e? A lot of it is setting-specific, but still usable for any 3e camapaign I would think.

Yeah, I have it. The setting-specific stuff is what keeps it from being in the same league as the HM one, in my opinion, plus it isn't as hefty. There's something about the heft of the HM screen that makes me laugh.
 

Psion said:
The "old school" issue: The precise sort of rules baroquenss that many of us ignored or house ruled around in 1e is the bread and butter of hackmaster. If you get rules heartburn from 3e (or 1e, for that matter), you really had better stay clear of HM. If you adore the sort of rule baroqueness that 1e had, or want a tuned up version of 1e, then HM may fill the bill.

I think that the sheer volume of rules in HM is, in itself, more an homage than something the designers really expect players to use. Just as with 1e, I think they fully expect people to House Rule the game to their taste. This is a gut feeling on my part, based on a reference to "renegade" HM players and their House Rules in the PHB - it's a brief, humorous reference, but it speaks volumes.
 

ColonelHardisson said:


I think that the sheer volume of rules in HM is, in itself, more an homage than something the designers really expect players to use. Just as with 1e, I think they fully expect people to House Rule the game to their taste. This is a gut feeling on my part, based on a reference to "renegade" HM players and their House Rules in the PHB - it's a brief, humorous reference, but it speaks volumes.

I think you nailed it on the head with homage. Anyone who remembers EGG's prefaces to the 1st Edition books will recall his comments on how the addition of house rules would result in a game that was no longer AD&D. Hackmaster just ups that a notch (with tongue in cheek, I'm sure), as it does with many other parallel elements.

I'll be the first to admit that I'm too big a wuss to run HM as written... ;)
 

I've played HM twice now and have enjoyed both sessions. As a "seasoned" gamer (read OLD), I enjoy the 1st edition flavor of the game, and while a bit campy at times, the humorous elements are a nice diversion when played out properly.
 

Psion's comments made me think about something I've seen addressed elsewhere: while HM fans repeatedly have to explain that HM isn't just a "joke," it's because the game (which means the game's designers) doesn't "break the fourth wall" enough to let the reader know that it all isn't a "joke." There are some attempts to do so, in the front of the books, but from then on, the game seems to strongly indicate that each and every bit of text is game gospel. This is, in fact, part of the satire and parody. That's all fine and dandy, but like many other HM fans who want to spread the good word without having to spend an ample amount of time with each discussion trying to get past the "joke" issue, it would've been nice if there had been, say, sidebars explaining many of the design choices.
 

I should add that there are elements of Hackmaster that are wonderful in and of themselves and could be useful in any campaign setting.

The honor system is the example of this that shines out most for me. That one rules addition impacted every aspect of the system in interesting ways and proved a very valuable encouragment to absolutely in character and setting role-playing.

I also liked all the legalism surrounding adventuring, but then I am of the adventurers should be professionals or at least dedicated amateurs school of gaming.
 

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