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19 February 2010

Today’s Tabbloid
PERSONAL NEWS FOR riorio2@rogue-games.net

ROGUE FEED name, focus more on quickly generating a character rather than teaching
you how to play the game. Because of their brevity, characters generated
REVIEW: Hackmaster Basic according to the quick start rules lack many elements of the full
FEB 18, 2010 02:29P.M. character generation system, such as racial ability adjustments and the
like. The full character generation chapter takes up 13 pages and that’s
not including specific treatments of important character-related topics,
such as honor, quirks & flaws, skills, talents, and proficiencies, not to
mention the descriptions of the game’s four character classes, which
alone require more page count than the character generation chapter
itself.

I mention this not to damn HackMaster Basic, which, as you’ll see, I


think is a very well designed RPG, but to point out that it’s “basic” only in
the sense that it’s less complex than the forthcoming Advanced
HackMaster. It’s certainly not basic compared to any edition of D&D,
including AD&D First Edition, whose Players Handbook included three
times as many class descriptions in fewer pages than HackMaster Basic
manages. To put it inelegantly, this nearly 200-page book provides the
rules for “Basic Advanced HackMaster” — a cut-down version of what is
sure to be lengthy and complex set of fantasy RPG rules.

When you hire legendary gaming artist Erol Otus to do the cover for a HackMaster Basic characters have seven ability scores: the six traditional
new RPG rulebook with the word “basic” in its title, it seems pretty clear D&D ones plus Looks. Race options are the classic four: human, elf,
to me that a big part of your sales pitch is nostalgia. For gamers of a dwarf, and halfling. Class options are likewise the classic four: fighter,
certain age, the 1981 Basic Rulebook for Dungeons & Dragons will always thief, mage, and cleric. Alignment is the ninefold style of AD&D and its
be the definitive version of the game, the one that not only initiated them descendants. Basic makes regular — some might say too much — use of
into the hobby but also shaped their notions of what an introductory random rolls in character generation. In this respect, its old school
roleplaying game should be. Given that, I expected Kenzer & Company’s heritage is clear. However, randomness can be mitigated through the use
HackMaster Basic to draw heavily on D&D Basic for inspiration. Other of “Building Points” (or BPs), usually used to purchase skills and other
than its title and its cover illustration, that’s not the case. Whether one secondary abilities. For example, spending BPs allows a player to
views this as a good thing or a bad thing depends, I imagine, on one’s rearrange or swap randomly-determined ability scores, while keeping
feelings about what constitutes a “basic” RPG, a topic to which I’ll return them as rolled earns one additional BPs. Likewise, while each race can
throughout this review. take any class, choosing a class “against type” — a halfling mage, say —
costs more BPs than choosing a class more in keeping with the race’s
Let’s talk briefly about the physical appearance of the book itself. At 198 archetype. This is an interesting design choice that I think goes part of
pages, HackMaster Basic is a large book, its two-column text being dense the way toward addressing the usual whines about old school
and chart-heavy. The text reads well, lacking the grating “gamer macho” randomness without reducing HackMaster Basic to yet another bland
tone of HackMaster 4th Edition, but still possessing a unique — and point-buy system. At the same time, keeping track of Building Points can
occasionally still grating — voice of its own. That said, Basic isn’t generic; be somewhat tedious and I can’t help but wonder if the character
it’s very clearly its own game, with its own style, and, while that style customization they offer is more than offset by the bookkeeping they
isn’t my cup of tea, I nevertheless appreciate a game that knows what it’s necessitate.
about and makes no bones about it. The book is well illustrated
throughout, with art ranging from the cartoony to the realistic. A number And bookkeeping seems an integral part of HackMaster. There are many
of pieces explicitly recall classic images from early editions of D&D, once stats, derived scores, and calculations involved in not only creating a
again playing the nostalgia card. All in all, Basic is a well put together character but also leveling him up. A quick look at the downloadable
book that’s easy to read and, thanks to an index, easy to navigate. character sheet makes the point better than I ever could. Ability scores
not only include multiple columns of modifiers associated with them, but
The book begins with 6 pages of “quick start rules,” which, despite the each ability also has a fractional score as well, such as Strength 15/45 or

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Today’s Tabbloid PERSONAL NEWS FOR riorio2@rogue-games.net 19 February 2010

Wisdom 13/98, which shows how close they are to increasing that ability speak louder than words.
to the next whole number, much like Cavaliers in Unearthed Arcana.
Characters also have an Honor score that goes up or down based on a Rounding out the book are chapters on dice and the “proper” use of them
player’s adherence to his character’s class, alignment, and so on. Some in the game (11 pages in length), monsters, treasure, and a cursory (2
will no doubt find the concept of Honor a heavy-handed way to enforce pages) presentation of the “canons” of conduct for a Game Master, such
“proper” roleplaying and so it is. For myself, its looseness reminds me as “The GM is Always Right” and “Let the Dice Fall Where They May.”
uncomfortably of 2e’s XP awards system. It’s difficult to tell whether these canons are meant seriously or as a joke,
but, like most things associated with HackMaster, it’s probably not an
As I noted earlier, HackMaster Basic includes not only quirks and flaws either/or proposition. The monster section is solid and includes a good
(minor advantages and disadvantages), but also skills, talents, and stable of creatures to use, while the treasure section is a bit spottier,
proficiencies, each of which is subtly different in concept and mechanics. which I suppose is to be expected given HackMaster Basic‘s focus on
Skills are much as you’d expect, while talents are similar to what D&D III levels 1-5. The rules heavily imply a “proper” amount of treasure and
called “feats.” Proficiencies mostly pertain to weapons and armor use. magic items based on a chart that reminds me of D&D III‘s encounter
Taken together, it’s all a bit much for my tastes, but, like the random levels — indeed, the term “encounter levels” is explicitly used — so that’s
detailed character backgrounds (height, weight, handedness, family ties, worrisome but easily dispensed with if one is so inclined. Unless I missed
etc.), these things do add a kind of goofy depth that I associate with the something, XP is gained solely through defeating opponents.
Silver Age of D&D. Indeed, HackMaster Basic feels very much like a
product of that era and I suspect one’s opinion of it will depend greatly And that, in a nutshell, is HackMaster Basic. It’s difficult to do full justice
on how much one liked late 1e. to this game in my review, however lengthy and detailed I made it and I
have certainly overlooked and maybe even misrepresented some aspects
Character classes are fairly straightforward, each with its own feel and of its contents. That, to me, is its great glory and its great
mechanics. I appreciate the lack of homogenization here, with the fighter disappointment. Its glory is that this a game you can really sink your
being the simple hit-stuff-until-it-dies class suitable for newbies, while teeth into; it’s not an airy, calorie-free indie game but a super-sized
mages require more cleverness and skill to play effectively. Arcane magic bacon cheeseburger of the old school variety. Its disappointment is that
is somewhat different than in D&D, with spells costing Spell Points (SPs) it’s neither a good introductory RPG in its own right nor even a
to cast. Spells can still be memorized and doing so halves their cost in particularly good introduction to HackMaster for those not already well
SPs. Clerics, on the other hand, differ much less from their D&D versed in its idiosyncratic ways. The game is needlessly complex and
inspirations, although Basic presents several generic religions — The arcane for anything calling itself “basic” and I think that’s a pity, because
True, The Caregiver, The Overlord, etc. — that dictate what spells, I can see how one could really enjoy a game like this. As I said, it’s meaty
weapons, and special abilities a cleric can wield. and flavorful and probably one of the more cleverly done D&D pastiches
in a hobby filled with them.
All classes are much beefier than their D&D counterparts, starting with
hit points equal to their Constitution + Hit Dice. New Hit Dice are gained I doubt I’d ever play, let alone run, a HackMaster Basic campaign; it’s, as
every other level, with “dead” levels granting a re-roll of current hit I said early, “too much” for me. Still, in the midst of an old school
points in order to improve the score. Again, I’m of multiple minds about renaissance that’s made “rules light” (or whatever other phrase we’re
this, but, ultimately, I find it mildly baffling that game like HackMaster, using these days to describe do-it-yourself gaming) a singular virtue,
which claims to be “hard hitting old-school gaming” should care much HackMaster defiantly hoists the flag for the days when calculating the
about the supposed fragility of low-level characters. (In fairness, I should bone density of giants and arguing over terminal velocity in order to get
add that dice “penetrate” in HackMaster, which means you get to re-roll your falling damage article published in Dragon was the cool thing to do.
and add if your first roll is a maximum result. This process is open- That it does this without pretension or self-seriousness and without
ended, so it is possible to kill even the toughest character with a single descending into parody is a pretty remarkable thing. Again, it’s not for
stab from a dagger, even though it’s extraordinarily unlikely) me, but then I’ve already got plenty of games that are. For old schoolers
who prefer their fantasy a bit more “buff,” though, HackMaster Basic
HackMaster Basic‘s claims to basic-ness is sorely tested in its combat may be just what they’re looking for.
rules, which is lengthy and complex, with lots of sub-rules, special cases,
and exceptions. Granted, many of these could, as in D&D be safely Presentation: 7 out of 10
ignored, but I have to wonder why an introductory game includes them Creativity: 8 out of 10
at all. Wouldn’t things like knockbacks and trauma, to cite but two Utility: 6 out of 10
examples, have been better saved for Advanced HackMaster? I ask,
because the underlying combat system, consisting of opposed rolls Get This If: You’re looking for an alternative to the “light” old school
between an attacker and a defender, is simple and reasonably intuitive RPGs out there these days.
(though the same cannot be said for its initiative system, which Don’t Get This If: You don’t like random chargen, derived statistics,
reminded me unhappily of Champions, though that’s probably unfair). complex combat systems, and fantasy that doesn’t take itself too
The game does include a helpful 9-page, text-heavy Knights of the seriously.
Dinner Table comic strip to show how combat works. Again, pictures

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Today’s Tabbloid PERSONAL NEWS FOR riorio2@rogue-games.net 19 February 2010

They found evidence of molds, fungi, and lichens running riot


throughout the place — all in unnatural colors and shapes but seemingly
ROGUE FEED harmless. They also came across dead or dying “mutant” plants,
including mushroom people, who attacked them with great ferocity
Dwimmermount, Session 31 under the leadership of a strange tree-like being, who escaped the PCs’
FEB 18, 2010 09:29A.M. onslaught. These creatures gave some evidence to support the notion
that someone, whether in the past or the present, had been using azoth
Last weekend’s session of the Dwimmermount campaign was a good, in order to warp the development of plants in unwholesome ways.
solid one, even if it felt a little underwhelming compared to the previous Needless to say, this concerned the PCs, who had long been wondering to
week’s revelations. Brother Candor decided to forgo the question of how what end the azoth still being processed in Dwimmermount was being
to deal with Xaranes’ request to him, waiting until he’d had more time to put.
think about the matter. Furthermore, he felt that the party should
explore more of Dwimmermount itself before making a decision. So, they The session concluded as the party entered what seemed to be the room
returned to Muntburg, connected with Iriadessa and the hirelings and of some sort of magical supervisor of the azoth experiments, judging by
henchmen, and re-supplied themselves before heading back into the its contents. They were attacked by an animated statue of Turms
dungeon. Termax, which acted as the room’s guardian and which they dispatched
comparatively easily. Grabbing the contents of the room, they PCs
One of the terrific things about the detailed maps Dordagdonar keeps of decided to return to Muntburg and then possibly to Adamas in order to
Dwimmermount is that the characters know very well what avenues of decide what to do next.
exploration they have no yet taken up. Though the sub-levels associated
with the Temple of the Iron God had been fully explored, there were
many other areas the PCs had not yet entered. One such area was
reachable by a set of stairs the characters had avoided earlier in the belief ROGUE FEED
that it led to a level of the dungeon too difficult for them to handle at that
time. Now, months — and experience levels — later, they felt better Vargold: The Wolf-Time
equipped to handle what dangers might lie ahead and descended into the FEB 18, 2010 09:13A.M.
depths.
An old Internet acquaintance of mine, Rob Barrett, has started up “a blog
According to Dordagdonar’s maps, this new level was beneath the azoth for barbaric gaming” dedicated to his just-started Barbarians of Lemuria
processing machine they’d encountered some time earlier. Sure enough, campaign and related thoughts. Barbarians of Lemuria is an RPG I’ve
the first room they entered included an elaborate mechanism that had my eye on for a while, but I’ve never gotten round to looking at it
seemed to be an azoth “pump” of some sort. The pump was connected to closely. Perhaps Rob’s new venture will give me reason to do so.
a series of metallic tubes that ran along the ceilings of all the chambers
and corridors of this level. These tubes had crystalline tops, allowing the
characters to see inside of them and, from the looks of it, they once —
and recently — contained azoth, as there was obvious residue of the
magical liquid in the tubes (and in the pump itself). Every so often,
typically in corridor junctions and large rooms, the tubes were fitted with
devices that looked as if they were intended to “mist” azoth into these
areas, like water sprinklers but with much finer nozzles.

Seeing that the pump and these devices were no longer functional,
Brother Candor surmised that the Thulian vampire Cyrus may have been
involved. He’d learned earlier that Cyrus had returned to
Dwimmermount in order to effect some sort of revenge against the cult
of Turms Termax responsible for his state of undeath. He also learned
that Dusty and the other cats inhabiting the dungeon had seen the
vampire heading down into lower levels, although for what purpose they
did not know. Originally, the PCs thought he might have been heading
into the azoth-filled caverns they never explored, but now there was
evidence that he might have headed into this level instead (or in addition
to).

The small section of the level the party explored was very odd, feeling
slightly warmer and more humid than they expected given its depth.

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