Generally speaking going to an online forum results in heated discussions from ravenous fanboys. If you want to stir things up, go to a game forum and ask to be "sold" on a game system.
Please....don't be that guy!
The fine folks over at Kenzer & Company...yes, I'm biased since I like to play their game and know pretty much all of them personally, have given folks who might be interested a third option for checking out their game. They've just made a few pages from the HackMaster Player's Handbook available for review.
The is an illustrated example of play which is 12 pages of the Knights of the Dinner Table playing the new game. It is a great way to see some of the mechanics of the game "in action".
For some, HackMaster still has a bit of a stigma because many people just saw the 4th edition of the game as one big joke, which I just don't get. Yes, there were mandatory comedic elements in the ruleset as part of the license, but HackMaster 4th Edition was a very playable game that was 50% 1st Edition AD&D, 25% 2nd Edition, and 25% House Ruled Awesome.
KenzerCo has also made available a HackMaster History which goes into the backstory a bit better.
Introduction for the HackMaster Player's Handbook (by David Kenzer):
"Well met, friend. You’ve made it this far, so congratulations are certainly in order for you’ve chosen the greatest game ever developed by mankind: HACKMASTER. At this point, a fair warning is probably in order. In all likelihood you cut your teeth on another game system and have either picked this game up as a curiosity or plan to move to HackMaster as a temporary or permanent change of pace. The more you play HackMaster, the more you will come to realize that it behaves differently than other games. For most games, having some preconceived notion of what to expect or background experience makes the transition easier. This is often not so with HackMaster; in fact, complete gaming newbs sometimes command a distinct learning-curve advantage over their seasoned RPG counterparts. This is because while HackMaster plays like an old-school game, it more closely models real-life than any previous edition (old or new school), despite its fluid mechanics. So rather than spend the introduction to this exalted tome blathering on about how great the designers are or how devoted HackMaster fans are we will simply cover some fundamental differences with which you will need to become accustomed, all in the hopes of saving a few of your character’s lives. In other words, this might be the first useful introduction ever penned (being as how I haven’t read them all – I usually skip them – I cannot certify this as the strict truth). Here are some things you will find different about HackMaster than other games:
You needn’t ever wait for your turn – the whole game is based on the ‘seconds’ system, much like timekeeping in the real world. If your character wants to take an action or change his mind in the middle of an action, by all means, do it! No sense standing around.
Both shields and armor make it easier for foes to hit your character – they simply absorb damage and deflect blows, making your character less likely to be injured. Just like in real life!
Characters use an active defense (and roll to defend as well as attack); a low roll isn't the end of the world. So you rolled a six against that orc? Don't whine about missing until the GM rolls for the orc's defense. You still have a chance – he may roll a five.












In the end, the best advice I can give you is that HackMaster is a game of difficult choices. You will never have enough building points to buy everything you want (or even need). There is no one ‘no-brainer’ weapon that every combatant should use, nor is there one class that bests them all. The BEST advice is to just play the game with an open mind, ready to learn. Nothing brings out the genius of HackMaster like actual play. During play you begin to see how well the system flows and works. This is a Game written by people who love to play it."
You can read the forward to the book here.
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