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Messages - Mr_Pleasington

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1876
Role-Playing Games / Re: Hackmaster
« on: August 30, 2002, 11:41:13 AM »
I've got to chuckle a little when I hear complaints like this about the game because they're based on early misconceptions that a lot of people took and ran with.

Make not mistake, the game is complex...but not overly complex (at least not in most areas, some rules such as Fatigue seem to be there just to complicate things).  Character creation is initially intimidating but once you get the hang of it your realize that it's one of the most extremely flexible class based systems on the market.  Even more so than 3E.  The players need to know no more than they did in 1st and 2nd ed. AD&D and that info is covered thoroughly in the PHB.  Complication increases exponentially for GMs as there is a ton of paperwork to do to keep track of things like honor and alignment.  The GM has a LOT of work to do and a lot to keep track of, but players do not.  While this is not a game for someone new to roleplaying, veterans should have no trouble learning the game.

Also, you don't need all 10 core books to play.  Not in the slightest.  If you're a player then you need the Player's Handbook.  That's it.  If you're a GM you need the PHB and the GM Guide.  The Hacklopedia of Beasts series is recomended (and required if the GM wants to get sanctioned), but is by no means necessary.  I own 3 HoB and I don't plan on buying any more.  If you run Kenzer modules they have your covered anyway as they print the stats and battle sheets in the module itself.  You could pick up B1: Quest for the Unknown and have enough monster stats to last a long time.  Also, if you have any of the 1st or 2nd edition AD&D Monster Manuals those monsters can almost be directly ported to Hackmaster.  Just give them the 20 hp kicker and you're done.  You could get those books via WOTC ESD for like $4.00.   So to merely play the game price is not prohibitive.  If you want to be a sanctioned GM there's quite a bit more investment, unfortunately...but how many people are going to become sanctioned GMs (though my GM is sanctined :).

I hope this cleared things up.  As a fan of the game since its release I get frustrated at many of the misconceptions that are perpetuated about the game on the net.  I thought winning Game of the Year at Origins would clear up a lot of the talk of Hackmaster being a "joke."  While parts of the book is written with a tongue in cheek style to emulate what's already known about the game from Knights of the DInner Table, the game itself is real...and extremely fun if you can get into the old school player vs. DM mindset.  

Hackmaster quickly took the spot as my 2nd favorite RPG...right under Deadlands.

1877
Role-Playing Games / Re: Hackmaster
« on: August 30, 2002, 01:25:51 AM »
Well, we just got done with the first session and had a blast.  We're playing through Little Keep on the Borderlands and spent the entirity of the first session roleplaying in the Keep and getting a feel for our surroundings.  We also interviewed a few NPCs to see if they'd cut it as hirelings/party members and none had what it took.

Of course, we were passing ourselves off as "great heroes of the north" when we had just set ourselves adventuring a few months back.  We've even named our group already: "The Iron Trifecta"

Of course is anyone else joins we'll have to pull a KODT and be "The Iron Trifecta +1"

The session ended as we were ambushed by orcs while seeking out a mine.  Quite the cliffhanger.  

It's also a really fun experience finally getting to play through Keep on the Borderlands (though in its new, more detailed form).  There's so much history to this module.  Kenzer does quality work and they spared no bit of detail for this module.  

Just thought I'd share some post-session excitement!

1878
Role-Playing Games / Hackmaster
« on: August 28, 2002, 09:23:37 PM »
Nice review.

Hackmaster has been one of my favorite games since it's release and I'm a big supporter of it.  While it's not made for those new to role playing or those who favor fast-and-loose systems, it is bread and butter for any fan of old-school gaming.  I mean they took the best parts of first and second edition AD&D, streamlined them, and added all these new crunchy bits to come up with a great system...if it is a little complex.  I can't imagine running this game without the DM Shield (24 panels in the area of a standard 4 panel screen!!! A feat of engineering!).

I ran a game right after the GM Guide was released which ended up being a gruesome TPK (total party kill), but was fun, nonetheless.  Actually, I play in a new campaign starting tommorow and I can't wait!

This game has something that 3E was missing: Heart and Soul.

As for the lingo and grammar in the book, remember that the game was designed to be the same game that the group plays in Knights of the Dinner Table, so there was some things Kenzer was locked into.  Then again, I frequent the Kenzer boards and they all tend to type like that ("Kewl" "Gawd" Etc).  

I'd like to see a review of the GM Guide sometime.  One of the most complete and informative gaming books I've read.  


1879
Movies and TV / Re: Interesting Movie Facts and Rumors
« on: August 26, 2002, 12:06:09 AM »
An interesting fact I found out this weekend (that kind of goes along with some of the discussion in Books): Terry Pratchett co-wrote the screenplay for Muppets Take Manhattan.  

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