Gonna keep it short, since as a Hackmaster GM since the game came out I could tell anyone more about this book then they would want to know.
Anyone who has played AD&D for any amount of time will recognize this game. It is in essence 1st Ed. AD&D with new rules added on and more attitude.
The attitude and new rules come from 2nd edition AD&D, the Knights of the Dinner Table comic (this being the main game the Knights play), and the twisted minds of David Kenzer, Jolly Blackburn, Brian Jelke, Steve Johannsen, and a horde of their associates, all of whom have their levels and classes listed in this book.
The core of the system is the original AD&D, a system which though less than perfect, is one of the more beloved fantasy systems out there.
Hackmaster complicates the original AD&D game by adding more detailed rules and a more complicated view of society. Sections such as getting your party charter in order, economics, and other matters make it clear that Hackmaster is supposed to be a gameworld in its own right. The base world is Garweeze Wurld, which the Knights play in, but you can make your own world. Equipment has availability codes, so you can't just find that elven chain your battlemage so desires. Keeping the racial limits of original AD&D but adding new races and classes makes the game very interesting, but also gives everyone a reason to consider playing a human. Humans are overall the most superior race, but other races such as pixie-fairies, gnomelings, gnome titans, and grunge elves can be very effective characters.
The major rules mechanics added were: the addition of quirks and flaws, which are
mental, social, and physical problems that can hinder the characters (and also lead to interesting stories like a PC in my game who has all the flaws, including a delusion that the character is an animal, that indicate he must be a brass dragon). Building points allow you to buy talents and skills. Talents are ability enhancers and skills can be learned at any time, a major improvement over prior versions of D&D. Unlike the d20 system, which makes prestige classes more important than regular classes, the prestige classes in Hackmaster, the Hackmaster classes or Hackclasses, are near-impossible to attain. Furthermore experience points needed to obtain a level are based on class; if you like each class to have its own powers, you'll like this part of Hackmaster. A major addition is honor, and Jolly Blackburn and David Kenzer have a great story about what Dave's Knight Errant did to maintain his honor. Honor is a motivational tool to keep the PCs acting appropriate to their class and alignment, to kick some tail and take names, and to not let NPCs push them around. Hackmaster players quickly learn the importance of Honor.
Hackmaster embraces the idea that the world is harsh and the GM should be so, but that the most important rule about the conflict between the players and the GM is that it should not be personal. GMs are to construct level-appropriate encounters that can kill the PCs, but not just kill them on a way; this comes from the KODT Rules of Fair Play.
Despite the claims of others that Hackmaster is a game with a great deal of errata, I find this not to be the case. Hackmaster is a game with a lot of details, and the Hackmaster player's handbook, as well as numerous other Hackmaster books, really don't have that many errors. However, since the spirit of the game is "Darwinism on overdrive," both players and GMs are out to make sure any rules loopholes are interpreted in their favor or at least in some sensible manner.
Furthermore, the jokes are funny. Of course, I enjoyed Gygax's writing style in the old-school D&D material and I like KODT. If you like those in-jokes, you'll find the parody element of Hackmaster funny. See Hackmaster is a playable game and a joke.
As for cost, the Hackmaster PHB costs the same as most other main gaming system books. You really don't need to buy everything to play, as most of the Hackmaster monsters can be easily added to the system (and are being converted to d20) and the older DMGs will work well for many aspects the Hackmaster GMG.
About my only complaint is that the book is not in hardcover; my softcover Hackmaster books fall apart too rapidly but it might be that they are heavily used.
I rate this product five out of five and urge you to take a look at it instead of just dismissing the game as a joke. You might find some good material for your 3e game in it.
Andrew Wayne Franklin
HMGMA#OK-1-00193-01