What is HackMaster???

Your argument is inconsistent and generally fuzzy. You say that others are obsessed by hard rules, but you make it clear that the 3rd edition mechanics some how violate your fluff? Let me make your original argument clear given that you seem to have forgotten it; you want the rules to enforce specific DND genre conventions.
Here's the sarcasm with which I entered this thread:
Because, as we all know, realism and slick universal resolution mechanics are by far the most important part of D&D, not cool concepts, cool spells, cool monsters and rules which reinforce roleplaying and a sense of fun in the game as opposed to reminding players of computer games.
Nowhere have I stated that the 3E mechanics "violate my fluff", although I did imply that some of the rules seem reminiscent of a computer game than did prior editions (I stand by this - take levelling, for instance). I suspect that you're reading stuff into what I'm saying that I don't intend. What I am trying to imply is that the flavour of classes, spells, monsters and magic items colour what D&D means to people. It's a grey area though; remove fireball, rangers and vorpal swords and a bunch of other flavour rules from the game and you'd still have D&D. Remove "dungeon culture assumptions" and you'd alter the default game as people know it some more, but it would still be recognisable. My point is that if you continued to remove this stuff, there would be a point of no return (which would differ from person to person) where it would become unrecognisable as D&D. Replace pure crunch, such as the "to hit" determination system and the like, and keep all the fluffcrunch intact, and it would remain recognisably D&D in feel unless you started doing stuff like killing off the archetypes or increasing the deadliness of combat with your new rules artifacts.

The hat trick which D&D seems to pull is that there is a default D&D setting which it implies, one with magic missiles and elves, planes and the underdark, all floating around a pulp swords & sorcery fantasy genre backbone. The clever part is that this provides a baseline which you can depart from. If you want to run a primitive, dinosaur-infested jungle campaign like RPGA's Living Jungle, you can throw away bits of D&D which don't fit (such as paladins, swords and elves), and hold onto the bits which do (wizards renamed witch-doctors casting magic missiles, for instance). Because you're borrowing bits of the default setting rather than creating it all from scratch, it's still recognisably D&D and you're saved a lot of work to concentrate on the parts of the game that inspire you. The rules fluff effectively acts as spacfiller for that which you don't want to create or replace.
Nice; i disagree with that sentiment, but that is not the point. You are infact rules obsessed. DND is abounding in fluff; just because the rules are now streamlined and balanced for tactical play does not mittigate that. Talk about limits in imagination, you want the rules to SPELL OUT your game for you beyond the broad genre elements. You are in fact focused on the rules, you just seem not to be very sensitive as to whether they are playable or balanced rules. Funny.
Er, no, you too seem to be assuming that I've taken an anti-3E stance here, and I'm not - at least not intentionally. I've re-read my posts above, and can see how the implication could come across, but I'm actually playing devil's advocate for what Hackmaster specialises in (flavour - often too strong) versus the basis on which it is being attacked. What I intend to imply:
1) D&D is defined to a high degree by the fluff inherent in the rules which provide a default setting and a set of default assumptions, such as the existence of archetypes such as wizards, the idea of magical flaming swords, and the assumptions such as the PCs will probably end up fighting monsters at some stage.
2) Following that, the details of "pure crunch" such as the to-hit system, define D&D less than does, say, things like beholders, traps that get disarmed by "rogues", wish spells and the idea that the game will contain magic items which the players will find. Once again, it's a grey area - take away all of the above and you'd still be playing something recognisable as D&D. You can even dispose of monsters, magic items and magic and fighting, and play a deep-immersion roleplaying historical-based campaign set in the Roman Empire. That said, a new player marching up to the game would be surprised by it's content if he was only told that it would be a "game of D&D", and had the default assumptions of the game in mind.
3) Hackmaster's strengths, according to me, do not lie in pure crunch, such as the "to hit" system. It does provide a strong flavour of fluffcrunch, though, with spells like Aura of Innocence and Saves vs. Apology. If this is your thing, and you dig it, then it can be recognised as a valid variant of D&D despite mechanical rules weaknesses such as racial level limits because, according to me, such flavour defines a game of D&D moreso than AC and THAC0. To turn it around, the highly flavoured fluffcrunch is why I think many people recognisably hate the system, which I can relate to as well.
With player/dm input, the current rules provide both the game and rp. The prior editions didn't have the former and rigidly framed the latter. Guess which package i'm going with?
Yes, that's a strength of 3E. It's also designed that way, which isn't surprising. As stated above, I have a few flavour quibbles with (for instance) the content of the MM, but there's ways around that - such as, don't use the monsters and buy more monster books.
 
Last edited:

log in or register to remove this ad



The comics were before my time, but I really liked the movie. Any movie about a talking duck who reads a magazine called "Playduck" gets points in my book.

Oh, and for the record, Hackmaster is kewl. I prefer 3E, but I definitely like Hackmaster as well. So there. :P
 

Griswold said:
WOW!

My thanks to you all for clueing me into what HM is all about I've found the discussion very enlightening. :cool:

Q1000 said: Hackmaster has a buy in price of over $200.00. The reason is that the monster manual is broken down in multiple sections. Thats right, to get all the monsters you need to buy about 8-10 of these books as the manuals are printed in alphabetical order, plus the GH and DMG.

I think this may be part of the parody that is HM. I was looking at my 2nd ed. and what's left of my 1st ed books, and there were alot of them. I suppose it's not as bad as the HM moster books but, well.. it was bad.

Gris.

Gris, I don't know if anyone has pointed this out, but you can get along very well in HackMaster without the Hacklopedia. Just use the old MM, FF and MMII adding the 20hp kicker to the monsters. Shazaam! Quality HACKING for about 60 bucks! :D
 


If it is some quality other than the old-school rules which generates this feeling of nostalgia...then I kind of wish Hackmaster was a fully-3rd Edition-compliant d20 book, so that whatever elusive Gygaxian spirit it captures could be shared with a wider audience.

It seems that maybe you really don't understand what Hackmaster is.

Hackmaster is not about the rules. But it can't exist without them.

For example, without building points and flaws, and Hackmaster's skill system... it wouldn't BE Hackmaster. Without the critical hit table and the class restrictions, it wouldn't BE Hackmaster. Without the comlieness score, it wouldn't BE Hackmaster. Etc. Understand, Hackmaster has existed long before the first word of the PHB was penned. In the minds of gamers everywhere, shaped by the comic and their own memories of DnD.

Hackmaster, as a stand alone game, is really just DnD. If you put out "Hackmaster D20", you wouldn't have anything. Just a printed out copy of the SRD with some attitude in it. Who would pay for that? Hackmaster HAS to be it's own entity, it has to exist seperate from that which it parodies. Otherwise you have nothing... a thin mask for D20, and it's worn for a while, it would fade away, leaving, really, just the core D20 once again.

It would be sorta like trying to make a D20 conversion of ODND (You know... Elf as a class DnD). Sure, you could do it. But why? Once you got past a few quirks, you would still just have D20... not ODND.

In short, I think I recognise the stuff HM does better than 3E, and vice versa. Maybe it doesn't for you, but at least please stop pretending that all who like the game are fanboys blinded by nostalgia. There's so much more to D&D than how you determine "to hit".

Well said!
 
Last edited:

Rounser, I feel that this is getting a lot more hostile than I intended.

I am a comic fan and a Star Trek fan. Therefore, I shudder everytime someone steps up with an argument about how the new version of X is not as good as the old version. And it's always a question of "feel."

And what happens? We see the fan base split. Never as dramatically as the Old Guard thinks, but we lose a few long-term devoted fans.

My initial post was basically to slap down Greylord [no offense], whose comments were typical of the Sulu fans or Hal Jordan fans or whatever who always seriously overestimate the ability of a handful of fans to keep everything they love preserved as they remember it. D&D3 has been an amazing success financially [and, in my opinion, an amazing success as a game], and I think it shows an amazing amount of hubris to think that the Disgruntled Old Guard should have been bowed to by WotC.

But again...if the kids today are really missing out on the "feel" of the old game, I really wish that the crew at Hackmaster was making d20 products to capture that feel. Because THAT will keep the spirit alive in the D&D game far better than catering to a select few with a totally separate (and not inexpensive) game.
 

JPL said:
But again...if the kids today are really missing out on the "feel" of the old game, I really wish that the crew at Hackmaster was making d20 products to capture that feel. Because THAT will keep the spirit alive in the D&D game far better than catering to a select few with a totally separate (and not inexpensive) game.

See my post on that.
 

Tsyr said:


See my post on that.

I think, though, that JPL has a point, and a good one, at that. HackMaster, as much as I love it, is very, very niche-y in its appeal. There's nothing wrong with that. However, it would be interesting to see someone - Kenzer especially - come up with a "HackMaster"-style d20 supplement. As I envision it, it would be almost a campaign sourcebook rather than a new d20 game. Basically, the reason I'd like to see it, is to see whether d20 can cover a lot different territory. Personally, I think it could handle a HackMaster-type of setting/game. A lot of the stuff you mention as being essentially HackMaster could easily be used in a d20 game - after all, most of it was created and grafted onto AD&D, and wasn't part of the original game.

I want to stress that I'm not saying to replace HackMaster with a d20 version. I'm saying that this would be in addition to HackMaster, and maybe it would help spread "1e feel" a bit further than HackMaster.
 

Remove ads

Top