Hackmaster 1e Module redos...

jester47

First Post
How are these? Are they any good? Are they just rehashes? Do they expand on the originals? Are they slap stick?

Whats the deal?

I have a lot of the originals, just wondering if the new ones might be worth checking out...

Aaron.
 

log in or register to remove this ad

I can't comment on most, since I don't have the originals.

However, their Against the Giants hack looks like a basement level has been added to the hill giant fort. Not 100% sure on this, but I've run the original, and when looking over the hack it was a case of, "hrm, I don't remember that."

I wouldn't call them slapstick. There are some silly bits in each one (I think a requirement of their deal with WotC), but if you want to run a "straight" game (D&D or Hackmaster), it's easy enough to just ignore the bits.

I think the hacks also flesh out the module quite a bit, in terms of discriptions and backstory. I'd page through one to get the feel for it.
 

The reason I am asking about all this module stuff lately is my excitement over C&C. C&C pretty much cuts down my prep time to zilch and conversion is a snap, so this opens up a lot on the module front. So I have been getting my bearings. If the HM versions of the adventures have expansions and say have more detail, I might be interested in picking them up. But then again maybe not...

Aaron.
 


I have both the basic set B1 and Hackmaster B1.

The hackmaster one develops the background story that was only hinted at in the original and adds in a bunch of extra bits of characters as well.

They include a bunch of crude humor, anachronisms, and adversarial DMing as well as some situations I would not want to run PCs through.

It has a lot of excellent parts that would be great imo if you ignored the above.

I've considered getting others, particularly Robinloft and White Plume just to read them. And I don't play or run Hackmaster.

HM as a system is very compatible with basic/1e D&D just add 20 hp to everything and you are set. Take away 20 from monsters and you could use the old rules no problem.
 

My Hackmaster GM of two years wrote CoB.

It's awesome gaming with the folks who write the books.

(and I mean Jeff Knight, not Rob Kuntz)

So I'm biased on that one...

We did spend 9 months gaming in "Little Keep on the Borderlands." Highly recommended. We didn't even complete half the module.
 
Last edited:


I have LKotB and I really like it. It has a cave complex much bigger than the original, and it has loads of illustrations in the back to show to players (something I wish modules had more of).
 

jester47 said:
Thanks for the info, I think I might check some of these out. Esp LCotB.

There are some things that LCotB does better than the original(s) (both B2 Keep on the Borderlands and D&D sequel Return to the Keep on the Borderlands), particularly with respect to the characters in the Keep and their motivations. I'll add my recommendation with the caveat that it gets way too tongue-in-cheek in several places for my tastes. You can, however, combine it with the KotB and RttKotB, taking the best of all three, and produce an excellent series of adventures.

FYI, I also have Smackdown of the Slavers. It's not bad, either, and it includes the same sort of pages of illustrations that LKotB does.
 

Beckett said:
However, their Against the Giants hack looks like a basement level has been added to the hill giant fort. Not 100% sure on this, but I've run the original, and when looking over the hack it was a case of, "hrm, I don't remember that."

I haven't looked at Hackmaster's version, but the original has a basement level. IIRC, there's a revolt brewing among the orc slaves down there, and a vaguely Cthulhoid temple tucked away.
 

Remove ads

Top