Hackmaster. Please explain.

Aaron2

Explorer
Teflon Billy said:
I wait with baited breath for the release of "Garweeze Wurld", the setting supplement used in KoDT.

I'd love it if they would release this setting for d20. Its weird how it is so different from Kalamar. I with the Kalamar screen used the hackmaster screen art. Oh, well.


Aaron
 

log in or register to remove this ad

Dogbrain

First Post
Tewligan said:
thing. But, in addition to that, they have CONTRADICTORY rules and charts between the books, to keep players on their toes?


That certainly speaks for the extremely low intelligence and maturity they think their target audience has.
 

Tsyr

Explorer
Dogbrain said:
That certainly speaks for the extremely low intelligence and maturity they think their target audience has.

No, actually, it is something directly taken from the comics.

In the comics, the hack master assosiation (Kinda like the RPG) certifies certain people as DMs. These people are allowed to read all of the rules. People who aren't certified are not, and it's a very, very big no-no to read the DM rules if you aren't supposed to. And much like the explanation in the hack master guide IRL, in the comics, it's done so that the players dont always understand every little detail perfectly, to prevent people like Brian, in the comic (Brian being an exception, because he's actualy a certified game master, he just doesnt GM anymore).

It's not speaking for anything.

It's also, by the way, something a lot of people, myself included, found interesting as a concept. Because while there has always been kinda the thought that a player probably *shouldn't* have the DMG memorized, and if he does, he shouldn't act on it... Lets face it, tons of people never cared one way or another, and every power gamer under the sun has the DMG memorized back to front. But since so much of the DMG can either be found, or at least is implied in, supplements meant for players, this was sorta an invisible problem... That is, it was a problem, but you can never be sure if they player is just *really* savy with the rules they are supposed to know, or if they are going by the DMG.

Conceptualy, hackmaster removes this uncertainty, if you choose to use it in that fashion. If a player starts to quote GMG-based rules, you know how they learned them... Because they will be clearly at odds with what they 'should' know.
 
Last edited:

Henry

Autoexreginated
Tsyr said:
Conceptualy, hackmaster removes this uncertainty, if you choose to use it in that fashion. If a player starts to quote GMG-based rules, you know how they learned them... Because they will be clearly at odds with what they 'should' know.

While intriguing, it's a crazy concept to me. Does anyone know WHAT rules differ? Certainly not things such as Character Creation, I should hope?
 

PugioilAudacio

First Post
No no no, of course not. As stated before, the game is %100 stable and playable. The only changes (and I've read through both manuals and not noticed any) are very minor. I was actually looking for stuff like that and I still didn't notice much. Yes some of the rules are open to interpretation, but the system itself is very stable.

I think actually the whole point in changing 1 or two very minor things was to let the players know that the rules might be changed. They don't have to actually differ (much), just that the players think they do. That way the players will never know for sure. Again, if you don't like this aspect, allow the players to read the GMG (I do not reccommend this). However, the rules changes are so minor that this shouldn't really be a problem.
 

Dogbrain

First Post
PugioilAudacio said:
I think actually the whole point in changing 1 or two very minor things was to let the players know that the rules might be changed. They don't have to actually differ (much), just that the players think they do. That way the players will never know for sure. Again, if you don't like this aspect, allow the players to read the GMG (I do not reccommend this). However, the rules changes are so minor that this shouldn't really be a problem.

I thoroughly (as a GM) dislike the whole "players are the enemy" attitude behind this.
 

Sarmaga

First Post
Dogbrain said:
I thoroughly (as a GM) dislike the whole "players are the enemy" attitude behind this.

It's done in a very friendly fashion. It's a very gamist sort of game that one plays with the knowledge that that is exactly what it is. It's pretty fun with a good group. I don't think I'd want it to be my only game experience, but many people are happy with HM and HM alone. Many of those people are people who played AD&D 1st ed and feels that HM evokes the feeling of that game well.
 

nsruf

First Post
Dogbrain said:
So, you're saying that it is a very faithful rendering of 1st and 2nd edition AD&D.

In the over-the-top, exaggerated sense, yes. While I never played 1E, I played 2E for quite a while, and I don't consider it a complicated game. At least not if you play with the PHB/DMG only. HM, OTOH (don't you like abbreviations), is an unwieldy beast right from the beginning.
 

Keeper of Secrets

First Post
I don't own HackMaster but would love to play. I did buy one of the moduals a few months ago for some maps I thought would be good for another game. The one I bought was RobinLoft, the parody of Ravenlift and reading through it (a) I was amazed at how close it mirrored the original modual and (b) I was amazed at not only how funny it was but also as well written as it was, too.
 

diaglo

Adventurer
EricNoah said:
...is an alternate-universe AD&D 3rd Edition (what might have been if D&D hadn't been retooled into the D20 System).


ha. you haven't read the books i see.

HackMaster is 4ed. it says so inside almost every guide. ;)
 

Voidrunner's Codex

Remove ads

Top