Hackmaster?

Crothian said:
It is not just a parody though. They improved it the way they wanted the game to go. I imagine it was just not the way trancejeremy wanted the game to go ;)

That's exactly right, and a great point. HackMaster is not "just a parody," and I maintain that anyone who thinks so really hasn't looked at the game very closely. The game really seems like what a 3rd edition of D&D might look like in a parallel universe. It just goes in a different direction than what was taken with the actual 3rd edition of D&D.
 

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It is basically a little house rules variation of 1e/2e with extra classes and races, everyone (PCs and monsters) getting +20 hp for more hacking fun, and extra things like crit charts, damage to armor and equip and honor rules.

I've got 1 monster book and the B1 Module.

I love the attitude of the books that death is a constant risk, that things are dangerous and the heroes are expected to hack hack hack their way through foes.

I dislike some of the humor themes, in particular the bathroom humor, the anachronisms, pure silliness (a drow advisor noted for the bells on his curly shoes), and the theme of DMs harrassing and embarrasing PCs instead of just challenging them.

I love the majority of the monsters. Nothing is innocuous in Hackmaster, even sheep are carnivorous. Monty Python's grail rabbit would fit right in next too the multiple beholder variations.

I love the Fraim brothers art. I love the gruesome violence with tons of blood or horrific devastation in almost every picture.

I would recommend checking it out.
 

I bought the Gamemaster book after hearing about it. Wow. The dense rules, combat charts, charts for EVERYTHING, and so forth didn't make me really want to run it. However, with that said, i would gladly play with a group who could launch me into the ruleset without me having to wade through alone. A very impressive book, i might add. I'm glad i bought and read it even if i'll never use it.
 

Nebulous said:
I bought the Gamemaster book after hearing about it. Wow. The dense rules, combat charts, charts for EVERYTHING, and so forth didn't make me really want to run it. However, with that said, i would gladly play with a group who could launch me into the ruleset without me having to wade through alone. A very impressive book, i might add. I'm glad i bought and read it even if i'll never use it.

That book especially is my favorite. The stuff you mention can be lifted and used in any edition of D&D, especially stuff like Smartass Smackdown table or the random tavern generation.
 

Evilhalfling said:
I got the hackmaster players guide, but found the rules to dense to inspire other purchases, and the whole monster manuals seperated by alphabet was a bad idea. Although could be funny. "No you can't buy horses, I dont have that book, how about Dogs, Riding? "
The idea of the 9-volume monster manual, divided out by alphabet was something from the Knights of the Dinner Table comic, as part of the parody.

It is somewhat amusing to read about the Knights talking about some obscure monster from Hacklopedia Of Beasts Volume Whatever and wondering if errata was ever issued, as a swipe at the myriad "Official" sources for monsters in D&D (multiple hardcovers, adventures, Dungeon and Dragon magazines ect.)

However, as an actual RPG product, it was a bit of a dud, to have to buy that many volumes of a book just to be able to really use it in an RPG. I think they later released a single-volume monster book that had just the most popular monsters in them.
 

wingsandsword said:
I think they later released a single-volume monster book that had just the most popular monsters in them.

Yes, the Field Manual. I like it, but it's been criticized for what I feel is a valid point - it presents a lot of the mainstay monsters, yes, but many of them have been modified from their basic form in the Hacklopedias proper by way of the Monster Matrix. Essentially, this is the 3e equivalent of putting templates on monsters and not presenting them in their original form. It's true those original forms can be found in the larger Hacklopedia, but that kinda undercuts the purpose of the one volume Field Manual, if one has to consult the bigger set of books anyway.
 


It's a... different game. I've been looking into getting a local Hackmaster game off the ground lately. I think everyone's alse descriptions have been pretty spot-on so far; it's a very rules-dense game that's definitly playable, but has a pretty steep learning curve. Our group like a very light, humor-oriented game so we're going to give it a shot and see how it goes. This thread has an ongoing example of a two-player hackmaster game that sums up the game pretty well.

So far, I've really enjoyed the few games I've played. The support materials are excellent, things like the GM's Screen and Combat Wheel make the game much easier to get a handle on.

Andrew Beard
 


grahamdrew said:
It's a... different game. I've been looking into getting a local Hackmaster game off the ground lately. I think everyone's alse descriptions have been pretty spot-on so far; it's a very rules-dense game that's definitly playable, but has a pretty steep learning curve. Our group like a very light, humor-oriented game so we're going to give it a shot and see how it goes. This thread has an ongoing example of a two-player hackmaster game that sums up the game pretty well.

So far, I've really enjoyed the few games I've played. The support materials are excellent, things like the GM's Screen and Combat Wheel make the game much easier to get a handle on.

Andrew Beard

Keep in mind that, just like any game, you can always ignore rules that might be too heavy for a light game. The Honor system, critical hits, etc could all be ignored for a less rules-intensive game.
 

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