Monday, October 1, 2018

October 6: Hackmaster

Saturday, October 6, 2018 at 5:30:00 PM Level One Gameshop 400 Grand Blvd #420, Kansas City, mo

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; its fluid mechanics more closely models real-life than any previous edition (old or new school).

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!
• 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.
• Characters use an active defense (and roll to defend as well as attack) reflecting the fact that you would actively try to dodge a blow in combat, not simply hope your opponent misses.
• 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 on his defense.
• Going first and fastest is not always best. Charging into a group of surprised foes may be great for the first strike, but it may also be a way to find yourself surrounded if your allies aren't as quick as you.
• Being surrounded or even outnumbered is a very bad thing. A large group of orcs will be a tough fight even for high-level characters, when in other games this would be a cakewalk.
• Ranged weapons don't work quite as well in real-life (or for low level characters) as they do in most recent RPGs.
• Individual characters cannot do everything and no character is an island. You need a TEAM of characters with complementary skills and abilities.
• Each character class has a specific role. Fighters fight. Mages should be kept out of melee at all costs. Thieves should be ready to let the fighters take the lead in combat. Clerics are the party's support. Each role is important to party survival. Playing a thief (or worse, a mage) like a fighter just gets the character… and sometimes the party… killed.
• All the min/maxing during character creation doesn't mean a thing if you don't use your brain during the game. That spreadsheet that managed to save you 4 BPs on your mage/thief's Skilled Liar skill doesn't mean much if you try to straight-up melee a troll.
• In fact, there are no perfect characters. There is no chart that shows you how to pick the best skills or choose the best weapon – it's all a matter of preference.
• 3d6 in order does NOT mean you usually get an unplayable character – HackMaster drags the average 3d6 character ability back to 10-11 from 15-16.
• Intelligence is important in melee – it increases your chance to hit an enemy. That's why the stupid giant can be defeated by the clever warrior.
• You can never tell the outcome of a battle before it starts. Just because your fighter is at full hit points, killing that goblin with the spear is never a sure thing.
• Simply because you've encountered goblins/kobolds/zombies in other games doesn't mean they're just as easy to defeat in HackMaster.
• The GM is not out to kill you – he's out to kill you if you are foolish.

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. There is no one 'no-brainer' weapon that every combatant should use. The BEST advice is to just play the game with an open mind. Nothing brings out the genius of HackMaster like actual play.

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