Showing posts with label Hackmaster Basic. Show all posts
Showing posts with label Hackmaster Basic. Show all posts
Monday, November 28, 2011
KenzerCo Cyber Monday Sale
I just wanted to stop in and let everyone know about the Kenzer & Company Cyber Monday Sale. Until midnight tonight almost everything for sale on the KenzerCo website is going to be listed as half off. So if you've been looking at the gorgeous Hacklopedia of Beasts, currently rated as the third best RPG book of all time over at RPG Geek, until the end of the day you can pick it up for only $30. Interested in trying out Hackmaster Basic? Pick up the book for only $10. And if you've always wanted to try the best Western RPG ever made, you can get the Aces & Eights PDF for only $12.50.
Sunday, June 26, 2011
A Toast to Those Who Hack!
We have a lot of love for Hackmaster here at the Labyrinth. Hackmaster Basic, a simplified version of the new system is a great game and can be had for under $20. Despite being both a great game and an affordable one Hackmaster hasn't spread like it should. When I talk with Gamers I am discouraged to find that many don't even know what the game is. That's why I love to see people spreading the word about the game and especially running a game for others to show them what Hackmaster is all about.
So Cheers to Troll and Flame who's proprietor recently ran what looks to be an awesome game of Hackmaster for a large group of people. A number of pictures are provided and show the DM using Heroscape terrain to great effect. Despite his concerns it looks like the game was a lot of fun. I know I wish I could have played!
Labels:
Hackmaster,
Hackmaster Basic,
Links
Thursday, April 07, 2011
Reimagining the Goblin
Let's face it, other than the Kobold the Goblin is the low man on the totem pole. You need a humanoid for your low level party to kick around? Goblins fit your need perfectly. They aren't all that dangerous, none of their abilities will frighten even a first level party. So unless you've plan on throwing a small army of Goblins at the party, don't expect them to put up much of a fight.
To my mind this is really kind of sad. Goblins are a central monster in a lot of folklore, and though interpretations vary widely in those tales Goblins are usually portrayed as both scary and possessing supernatural powers. The Goblin in D&D and other fantasy RPGs get's neither of those characteristics. In fact they are more akin to cattle being brought to slaughter than their supernatural predecessors. As I said, this is a damn shame. I think it is time we got back to basics and made the Goblin a monster again and not some weakling to be kicked around with ease.
| Scared? I thought not. |
Later works including the Orcs of Thar and the AD&D Complete Book of Humanoids gave the option to have the Goblin as a playable race. This kind of familiarity makes it even less likely that an adventuring party would view a small group of Goblins as a real threat, and increases the likelihood that Goblins would be looked at as just another race of people, much the way they are presented in World of Warcraft. This isn't what we are trying to accomplish here. In fact, it's quite the opposite. We want to make the Goblins monstrous, to dehumanize them to a point where one wouldn't stop to chat with a Goblin, they would either run like hell or try to kill it before it killed them.
We get no help in our quest from second edition. Hell they also present an option to play a Goblin as a PC in the Player's Option: Skills & Powers book. Third edition humanizes Goblins even more and makes them an even less formidable threat to a party, and 4e goes even further.
So it seems we will get no help from D&D on this. It looks like we are on our own. In my mind that isn't necessarily a bad thing. I think monsters are one of the things that GMs are least likely to put some of themselves into. They buy the Monster Manual and pick monster out of the book and plop them right into their games as is. Despite coming up with their own campaign setting, their own adventures, and their own NPCs, GMs will just use generic monsters time after time. I think this is a habit we as Gamemasters need to break. We put too much of ourselves games to shortchange them by using the same old creatures time after time.
Just to give an example of the same old monsters getting stale let me tell you a story about my own gaming group. For years and years we played only 3rd edition D&D, whoever ran the game used only monsters from the Monster Manual (Usually just the first one and not the four ridiculous ones that came after) and eventually everyone became very familiar with all of the "usual suspects" like Goblins. One of our members, Bear, seemed to know the MM backward and forward and would point certainly facts about the monsters that would drive other members of the group (especially The Professor) out of their minds. He wasn't doing it on purpose; for him it was just a reflex action. He had been fighting the same monsters so long that he knew them inside out.
When we switched the new edition of Hackmaster it was like hitting the reset button. Goblin stats were different and no one was all that familiar with them, but they still seemed to be Goblins in most of the same respects. They were still the same cowardly miniature creatures that we had seen in D&D, though the insane damage dice in conjunction with the exploding dice (called penetration dice) that Hackmaster uses meant that they were far more dangerous. That's half way there, but the Goblins still acted much as regular humans do, not in a kind of monstrous way divorced from human understanding. So even Hackmaster isn't going to get us where we need to be, it's time to branch out on our own and create a whole new breed of Goblin.
Let's recap our goals for this little project:
We get no help in our quest from second edition. Hell they also present an option to play a Goblin as a PC in the Player's Option: Skills & Powers book. Third edition humanizes Goblins even more and makes them an even less formidable threat to a party, and 4e goes even further.
So it seems we will get no help from D&D on this. It looks like we are on our own. In my mind that isn't necessarily a bad thing. I think monsters are one of the things that GMs are least likely to put some of themselves into. They buy the Monster Manual and pick monster out of the book and plop them right into their games as is. Despite coming up with their own campaign setting, their own adventures, and their own NPCs, GMs will just use generic monsters time after time. I think this is a habit we as Gamemasters need to break. We put too much of ourselves games to shortchange them by using the same old creatures time after time.
![]() |
| Silly tinkerer Goblins? No thanks. |
When we switched the new edition of Hackmaster it was like hitting the reset button. Goblin stats were different and no one was all that familiar with them, but they still seemed to be Goblins in most of the same respects. They were still the same cowardly miniature creatures that we had seen in D&D, though the insane damage dice in conjunction with the exploding dice (called penetration dice) that Hackmaster uses meant that they were far more dangerous. That's half way there, but the Goblins still acted much as regular humans do, not in a kind of monstrous way divorced from human understanding. So even Hackmaster isn't going to get us where we need to be, it's time to branch out on our own and create a whole new breed of Goblin.
| The 1st Ed. Goblin |
- Unfamiliar - Familiarity doesn't only breed contempt, it breeds comfort and that leads to a lack of fear which is something we would like the party to feel. Goblins are monsters and monsters should be scary.
- Dehumanized - Goblins that act like humans basically are human and their differences are more or less cosmetic. I have no interest in rehashing the moral dilemmas that come with basically seeking genocide against a race because their skin is different. Those kinds of ideas have been done to death, see Paladin and the Orc babies for details. These Goblins should be treated as less than human because they are less than human, no moral dilemmas about it.
- Dangerous - I'm aiming to make a Goblin the equal of a Dragon, but I want them to pose a danger to the party. As these Goblins are being made with Hackmaster in mind, this shouldn't be too difficult. The penetration dice make you wince when you get hit with even the lowly dagger (2d4p damage).
- Supernatural - These are monsters after all, so I want their origins to be supernatural. Again, I'm looking for them to be outside of the natural world and apart from humanity.
- Powers - In Folklore Goblins have powers. In D&D the Goblin's most effective power and running away screaming (sometimes called the French power). Ironically, even at this Goblins are hopeless as their short legs usually mean they get caught and butchered anyway. So the aim here is to give them some powers beyond the mortal man that make them more dangerous, versatile, and unpredictable than the run of the mill RPG Goblin.
- Balanced -While balance isn't our primary objective (See Game Balance & the Conformist Utopia) it is something to be considered. We want our party to be challenged by Goblins not wiped off the face of the earth. They should be dangerous, but not too dangerous.
| A little more mean looking, but still not quite it |
How about this? ...The very first Goblins were unbaptized children of early man who were led into temptation by Demons. They were lured away from their families to caverns which led deep under the earth. Once there the Demons tore out their unprotected souls and gave their bodies over to lesser demonic entities for possession. The Goblins then were left on their own to multiply by abducting other children in the dead of night and carrying them off to lairs beneath the earth where they practice their dark ritual and create more of their kin.
I like it. It really fits the campaign setting, piggybacks off of real world folklore, and fulfills goal #2 to dehumanize the Goblins. Now they aren't human or any other race of being they are the bodies of children that have been taken over by Demons.
Though their bodies were originally human they are now warped and deformed past recognition. Their skin has become a sickly gray/green color, their eyes a solid dark gray near black. They have razor shape teeth much like the way Demons are depicted in Renaissance art and they have elongated claw like hands with razor sharp talons on the end. These natural weapons help to make the Goblins dangerous and thus fulfill #3. The fact that they don't use forged weapons also helps with #2 as people would wonder where they got weapons if all Goblins were seen to carry them around. Bite and Claw attacks will work well and I think damage somewhere between a dagger (2d4p) and a short sword (2d6p) will work perfectly.
We have already made the Goblins Supernatural (#4) by making their origins tied with Demons. We can go further, and fulfill #5 (Powers) by giving the Goblins some supernatural abilities. First to make them creepier I think I'll give them the ability to sound like the innocent children they were made from. So an unsuspecting party might hear children crying or calling our for help only to find they they have been set up by Goblins. Secondly, since I don't think that leaving dead Goblin bodies lying around is conducive to goal #1 (Unfamiliar) we will have their bodies melt into a viscus liquid after they die. The liquid will seep back into the ground returning from whence the Goblin came. Traces of the liquid might be left on the weapons used to slay the Goblins and I think the liquid should be slightly corrosive which could lead to weapon damage. Goblin Ichor will be a potentially powerful component for spells and potions, making saving some before it seeps into the ground a valuable, if perhaps hazardous, venture. Finally, as these Goblins are creatures of darkness they would never willingly enter light of any kind. A party holding a light source is sure to hold Goblins at bay (#6 - Balance) but Goblins have the ability to dampen and even completely suppress smaller lights. For example, a party carrying a torch encounters three Goblins. Kept at bay, the Goblins remain on the outer fringes of the torch light but slowly the torch light dims until it is the light of a candle. After a few moments four more Goblins join the original three and the torch goes out completely. Now the party is in trouble. Alternately if a Mage is in the group and is using his magic to create light he may find the power of his spell fading as the group encounters Goblins. The more join the fray the more difficult it is for him to keep his spell shedding light (In game terms he needs to keep pumping spell points into the light spell to keep it active). Clerics might have to win constant turn checks to their any magical light they are producing shedding light. The party might just find itself in a precarious position, fighting in the darkness against creatures born of darkness, all because of a simple supernatural ability.
| Scared now? You better be! |
Labels:
4e,
DnD,
GM's Corner,
Hackmaster,
Hackmaster Advanced,
Hackmaster Basic,
House Rules,
Legacy DnD
Monday, January 31, 2011
Advanced Hackmaster Player's Hanbook Video
Fans of Hackmaster have been (im)patiently awaiting the release of Kenzerco's Advanced Hackmaster. Yes, we had Hackmaster Basic to wet our appetites, but I think we've long been ready for the main course! The Hacklopedia of Beasts, the Hackmaster Bestiary, is already avilable in PDF with a print copy to follow in March, but how long will we have to wait for the all important Player's Handbook? I don't know. What I do know is that the book looks amazing, just like the Hacklopedia. I know because Revil recently sent me a video that Jolly Blackburn posted of him working on the PHB.
Watch live video from KODT LIVE on Justin.tv
Gorgeous. I don't know what else to say, I just love the look. I'm very glad they are going with the same look as the Hacklopedia, both because it looks amazing and because I prefer a certain amount of continuity as far as look and layout go.
Labels:
Hackmaster,
Hackmaster Advanced,
Hackmaster Basic,
Kenzerco
Monday, October 11, 2010
Fal-Con Less than a Week Away
Middletown CT will soon play host to Fal-Con. I'll be running a` Hackmaster Basic game at the convention based on the 1985 film, The Goonies. It may seem a bit odd, but as we pointed out on one of our top 10 lists, this movie is teeming with with great gaming ideas!
If you are in the area you should come check out Fal-Con, and maybe ever stop by the table and say hello. For those who want to give HMB a try and/or love the Goonies make sure you sign up. There will be tricks, traps, treasure maps, and a good time had by all!
Speaking of treasure maps, here is a look at Black Rob's Treasure Map that takes center stage early in the adventure. There are two version I am deciding on before having it printed. One has fold lines while the other just has curling and aging effects. Let me know which you like better.
![]() |
| First up is the version with the agged folding lines. |
![]() |
| And Here is the one without. I think I'm leaning toward this one. |
Update:
Notable improvement by overlaying a parchment texture. Gives the map a more worn and aged feel.
Labels:
Convention,
Hackmaster Basic,
Maps
Friday, April 16, 2010
Hackmaster Basic Spell Cards
CEBrown over at the Kenzerco boards has created some spell cards for HMB. Though they are a work in progress I highly recomend you head over and check them out.
Tuesday, March 30, 2010
More Frandor's Keep Support
Support continues on Kenzerco's recently released Frandor's Keep. Check out these overhead maps supplied by Jolly.
This first shot is of the view from Reylfor's tower. It gives some great detail that you just don't get from the overhead maps.
This map here is of the middle bailey. It's a great aid to give your players as they are exploring this section of the keep.
The guys over at Kenzerco were also nice enough to supply high res versions of these that can be downloaded. Here is the tower view and here is the middle bailey map. More great aids for what is already an amazing product
. As I said in my review of Frandor's Keep, I highly recommend this product and it will only get better as more and more supporting content is released. I'll keep you informed as more updates become available.
This first shot is of the view from Reylfor's tower. It gives some great detail that you just don't get from the overhead maps.
This map here is of the middle bailey. It's a great aid to give your players as they are exploring this section of the keep.
The guys over at Kenzerco were also nice enough to supply high res versions of these that can be downloaded. Here is the tower view and here is the middle bailey map. More great aids for what is already an amazing product
Labels:
Hackmaster,
Hackmaster Basic,
Kenzerco
Monday, March 29, 2010
Mysterious Shrine
Kenzerco has continued to offer more free suppliments to Frandor's Keep. The most recent addition is Mysterious Shrine, an adventure opportunity in the area of the Keep. As it is 100% free you have nothing to lose, so head on over and check it out!
Labels:
Hackmaster,
Hackmaster Basic,
Kenzerco
Tuesday, March 23, 2010
Frandor's Keep Review
I've finished reading Kenzerco's most recent Hackmaster release Frandor's Keep, and as promised here is the review. I'll try to walk the fine line of keeping things spoiler free while giving in depth information to those of you on the fence about buying this product.
Chapter One: Introduction
Not much to say about this. It includes a quick little narrative, has an introduction, explains how the book is to be used, etc. They also mention the downloadable content and introduce the little icon that denotes when DLC is available on a topic or graphic.
Chapter Two: The History of Frandor's Keep
As the tittle indicates this chapter deals principally with the history of the Keep. It includes information on why the keep was built and the various events that have surrounded its bloody history. The history is interesting and well thought out, but is closely tied to Hackmaster's Official setting of Kalamar. That having been said, it wouldn't be too difficult to move the Keep and the surrounding area to your own setting while keeping most if not all of the history intact.
Chapter Three: The Earldom of Reyifor
This chapter deals with the Earldom that the keep is found in. Details on local towers, geographical information, rivers, and roads are all available here. Areas later featured in adventures are given a brief overview here. A quality map of the Earldom is included in this chapter.
Chapter Four: In The Vicinity
Chapter four presents the area immediately around the Keep. Another great map in this chapter provides a more detailed view of the few miles around the keep. This chapter introduces both major geographic features, such as The Shelf, as well as important man made sites, like the nearby Quarrytown.
Chapter Five: Quarrytown
Quarrytown is a rock quarry turned seedy town. Those unable or unwilling to reside in Frandor's Keep live here. The map of Quarrytown is a bit different from the others presented in the book, but no less useful. A vast number of rumors and NPC knowledge information is presented in this chapter. Each important building and person is gone into with a good deal of depth. One of FK's more interesting antagonists is intorduced here. His group, the Ravens, make excellent and cunning adversaries for the PCs. Quarrytown is an excellent addition that provides an alternative to the orderly environment of the Keep. I love the detail in this chapter, though unwary PCs will most certainly not.
Chapter Six: The Palisade
Chapter six is short and deals with the Palisade just outside the Keep where the Smithy and Stables are found. There is a map of the interior of the Palisade, but there isn't much to it. Info on guards stationed in the Palisade can be found in this chapter as well as information on the Stable Master, Markin Binsaro.
Chapter Seven: Frandor's Keep
By far the largest chapter in the book, Chapter Seven deals with Frador's Keep itself. The detail here is exquisite. It breaks down each section of the keep and offers in depth information of people, buildings, and even the history of the section. The map gives you an idea how much larger and detailed FK is than the old Keep on the Borderlands. A number of smaller maps of each section offer a three dimensional view of the Keep's various sections. One of my favorite maps is called "Elevations at the Keep" which is on page 45. It really gives you a three dimension picture of the keep and shows you just how high those towers are compared to things in the middle bailey. Like this map the whole chapter just flat out rocks. This is the reason I bought the book, and believe me I was not disappointed.
Chapters Eight though Eleven
These chapters provide the various adventure opportunities in and around the Keep. I don't want to say too much here because it would spoil things for players and GMs alike. The adventures range in length from very short single encounter opportunities to much longer multi-encounter full dungeon adventures. Some adventures are straight forward requiring the PCs to go and deal with the problem in a typical violent fashion, while others are far more complex giving the players multiple options for success and/or involving moral or political choice. There is a very good mix to ensure that things don't get monotonous and your players will be able to focus on the types of adventures that they enjoy. These adventures provide the PCs with more than enough experience to reach level five, as promised.
Appendix: New Rules
This section includes rules for a new monster. I won't say which one for spoiler reasons, but I will say that it comes with a good bit of info on the creature, a picture, and a stat block. The rest of the information provided in this section is a compilation of the various rules and info presented in Knights of the Dinner Table and the various Hackjournals. Rules provided cover Mounts, and expanded equipment list that includes trade goods, a new skill (Jewelery Making), Proficiencies, New Quirks and Flaws, and details on both Poison and Disease. I love the decision to put this info in the book as there is no guarantee that anyone who purchases FK would subscribe to either KoDT or HJ. Even those that do will likely find it useful to have all of the information compiled in once place for easy reference.
NPC Quick Reference Chart
I love this chart. With so many NPCs it can be difficult to keep track of them. This chart makes it infinitely easier to do so. It lists the NPC by location in the keep, and it also lists their Sex/Race, Location, Position, Information Known, Places Frequently visited, Associates, and the faction to which they belong. Did I mention I love this chart?
The Good
Just about everything. Frandor's Keep offers a lot for a reasonable price. At $24.99 it provides you and your group with an entire HMB campaign and leaves the GM with very little work to do. This is the best suppliment I have bought in a very long time.
The Negative
This book has very little down side to it. If I had to levy some complaints against it I guess I would start with page 95. Now, there isn't anything wrong with the content on page 95, my problem is with the lack of it. The entire right hand column is completely blank for some reason. Normally if there isn't enough text at the end of a chapter it would be filled up with pictures, but here there is absolutely nothing but empty space. Page 130 features the same problem, with the right hand column being empty for lack of content.
Some of you may wonder why I don't list among the negative elements the fact that Frandor's Keep is a softcover book, as I have been critical of many soft cover publications, especially Hackmaster 4th edition's core rulebooks, in the past. My answer is that this book costs $24.99, if it were hardcover that would have increased the cost around 10 dollars. Though there is a lot of content in the book, certainly enough to get characters from level 1 to level 5, it will not be used nearly as much as a core rulebook. Thus, I usually prefer softcover modules and supplements as it keeps the cost down. I would always prefer core rulebooks be in Hardcover. Now I may grumble about Hackmaster Basic
being softcover because mine is already falling apart, but with a price tag of $20 it's hard to grumble too loudly.
Overview
Frandor's Keep is an extremely strong product, with a wealth of content and a reasonable price tag. Kenzerco already has some of the promised online content available. With more on the way it's safe to say that this product will only increase in quality and support in the coming months.
Kenzer and Company could have just created a nice little homage to the original Keep on the Borderlands, more in the vein of their 4th edition parody
, but they chose a higher path. They chose to stay true to the feel of the original while creating something new and innovative. This product doesn't rest on its laurels, it get's up and charges forward down the path of progress. This is the kind of product that sparks the imagination and sends out a siren's song to those who's hearts crave adventure. In short, it is a product that original Keep on the Borderland's author, Gary Gygax, would have loved.
Labels:
Hackmaster,
Hackmaster Basic,
Kenzerco,
Module
Thursday, March 18, 2010
GaryCon This Weekend
GaryCon 2010 will be taking place this weekend. Every year I lament that I can't go to various convention and though I hope this is the year I finally break the GenCon barrier I know that GaryCon isn't going to happen for me.
Though I'll be missing out others will be attending what is by all accounts one of the best weekends of gaming available. Dave Kenzer has said that his team plans on running three to six Hackmaster Basic and Hackmaster Advanced games.
Sigh...
Well maybe next year. But those of you who are going this year I encourage you to pounce on a Golden Opportunity to play Hackmaster Advanced... and then tell me all about it! Yes that's right, I am serious. If you come back from GaryCon with a cool story and/or info on Hackmaster Advanced I invite you to email me and fill me in. Maybe it will make me less disappointed at missing out.
Safe trip to those heading out!
Labels:
Convention,
Hackmaster,
Hackmaster Advanced,
Hackmaster Basic,
Kenzerco
Monday, March 15, 2010
Frandor's Keep Has Arrived!
No reason to beware the Ides of March this year! Frandor's Keep was waiting for me on my doorstep when I arrived home today, two days earlier than its scheduled release date. I already begun to delve into the book and I am quite impressed with what I've found. The maps and the details of the Keep and its inner workings are fantastic. I'll post a longer review when I've had a chance to read through the whole book, but my initial reactions are very positive.
There are a number of previews and bonus downloads available through Kenzerco's website so head on over and take a look for yourself. The Keep map in particular is great and will really bring back memories for those who loved the original B2: Keep on the Borderlands and the map of the Keep found therein.
Labels:
Hackmaster,
Hackmaster Basic,
Kenzerco,
Module
Saturday, February 13, 2010
Frandor's Keep Encore
I know, I know... I said I was leaving. But I couldn't take off without showing you this. It seems Jolly over at Kenzerco took a video of him flipping the soon to be released Frandor's Keep, the Hackmaster version of Keep on the Borderlands.
Just when I thought I couldn't get any more amped for this product...
Just when I thought I couldn't get any more amped for this product...
Labels:
Hackmaster,
Hackmaster Basic,
Kenzerco,
Module
Friday, February 05, 2010
Hackmaster Website Levels Up
Kenzerco has updated their Hackmaster website. Though their former site was fully functional I find this new look to be much better. Head over and check it out!
Labels:
Hackmaster,
Hackmaster Basic,
Kenzerco
Saturday, January 23, 2010
Review: In the Realm of the Elm King
Reading through the most recent Hackmaster Basic adventure module, In the Realm of the Elm King, was yet another exercise in overinflated expectations. In some ways it was similar to my first viewing of the League of Extraordinary Gentlemen where my expectations, based on the Comic which is awesome, were far too high to be realistic.
The reality of the situtation is that, though the adventure is the first HMB adventure to cost money (White Palette Ivory Horns was the first published HMB adventure, but is it free.), it was only released in PDF. If Kenzer had more faith that Elm King was going to be an instant classic I'm sure they would have opted to distribute it traditionally.
Just so we are clear this isn't a review where I slam Elm King, it isn't a bad adventure. My expectations, probably because this is the first HMB module that I have purchased, was that it would be amazing, which it isn't. It is nothing more or less than a pretty standard low level adventure. It won't be the most memorable your group will run, but it appears to be a well balanced that will present your players with a challenge and save you a lot of time. Whenever running a new system for the first time it is often difficult to gage what will be a challenge for a group vs what will be overwhelming. If you are new to Hackmaster Basic you could do a lot worse than to run Elm King for your players and use it to get a feel for the system prior to creating your own adventures.
Labels:
Hackmaster,
Hackmaster Basic,
Module
HMB Combat Example
I came across a PDF of Hackmaster Basic's Combat Exaple chapter online. I didn't even realize that Kenzerco was hosting this on their website. For those who don't know, the Combat example chapter is a sort of Demo for HMB's combat system as told throught a narrative featuring the Knights of the Dinner table. It is both funny and entertainning while at the same time giving an excellent example of the fluid combat offered in HMB.
For those of you who haven't picked up the book and are on the fence about it you should check it out here, I think you'll like what you find.
Labels:
Hackmaster,
Hackmaster Basic,
Kenzerco
Hackmaster Basic now Available in PDF!
Do I personally think that if you purchase the book you should get the PDF copy for free? Sure! But that isn't very capitalist, nor very likely so head on over and pick up for PDF copy today!
Labels:
Hackmaster,
Hackmaster Basic,
Kenzerco
Friday, January 22, 2010
New Hackmaster Basic Adventure
Kenzerco has released a new Hackmaster Basic adventure, In the Realm of the Elm King. Here is the description straight from the horse's mouth:
"Though decorated for a festival, the village atmosphere seems ominously muted. Vendors relax in the shade but seem preoccupied with inner thoughts, showing little interest in you or the coins you might spend on their wares. You see no dancing and hear no song, and small groups of people only mutter as you pass, staring back at you with sad, deadened or suspicious eyes. You wonder what recent troubles hang heavy over this place..."
In the Realm of the Elm King is a new HackMaster Basic adventure featuring a variety of challenges designed for four to six 1st to 2nd level player characters (with options for higher level PCs included).
As well as detailed NPCs, monsters, maps and a battlemat, this adventure also includes a variety of hooks to draw PCs in from the village of Vew (White Palette, Ivory Horns), the mountain stronghold of Frandor's Keep or any other desired location. This allows the GameMaster to use In the Realm of the Elm King by itself or as part of an ongoing campaign.
Like all Kenzer and Company products, In the Realm of the Elm King was designed with you in mind. We prepare all the details so you can spend less time flipping pages and more time gaming. Gaming has never been so easy or so much fun!
In the Realm of the Elm King is a 23 page full color adventure that is available in PDF for $4.99. If you are interested head over get your copy here! I haven't had a chance to read through my copy, but hopefully later tonight or tomorrow I can post a review of the adventure.
Labels:
Hackmaster,
Hackmaster Basic,
Module,
RPG
Sunday, December 20, 2009
Rangers, Rogues, and Fumbles... Oh my
Kenzerco recently released HackJournal #31. HackJournals are usually very good products that you can get at a very low price. They only come in PDF so you can download them instantly and get your hands on all the cool info they contain. I am particularly excited about #31 because basically everything inside is something I have been eagerly anticipating.
First up is the Ranger. I haven't played a lot of Rangers, but they have always been one of my favorite classes, in theory and flavor if not in reality and execution. In most campaigns that I have played or run the Ranger fits perfectly. They are the men of the woods, survivors, guerrilla warriors, hunters, trackers, and guides. Like I said, flavor-wise they are cool, but in execution I never feel like they are done quite right. Take for example the duel wielding death machine that is the 3.5 ranger. Why would Rangers be experts at dual wielding long swords while living in the wild? I don't know... I guess we can thank Drizzt Do'Urden. Though dual wielding scimitars made snese given that characters upbringing I hardly find it to be typical for most rangers. Archery makes sense for rangers, and that is more the direction that the new Hackmaster Ranger goes.
Weapon specialization for typicaly hunting weapons (bows, javalins, thowing axe, etc) are even cheaper for the ranger than even the fighter. In other ways, attack bonus, speed bonus, iniative bonus, the Ranger progresses much like the fighter though their progression rate is slightly different. Rangers are heartier than their fighter bretheren so they get additional hit points in the form of better hit die progression. Instead of a new hit die every other level as is the case for the other classes Rangers get a new hit die in each of their first three levels before moving onto the normal hit die progression. Rangers also get a bonus to their fatigue that exceeds all other classes. Finally Rangers get some spells at high levels. Assuming they have a sufficient wisdom, high level rangers gain access to Druid spells at 15th level and beyond. Further, if they have a sufficient Intelligence score (13) Rangers gain access to limited arcane abilities. They get access arcane spells at high levels (16+) and also get free mastery in the Arcane Lore skill.
All of this makes the Ranger a very cool well excecuted class, except the Arcane abilities. There is actually a discussion over on the Kenzerco Boards about whether it makes sense to give arcane abilities to Rangers. Personally I just don't see it. Kenzerco has done a great job of building a Ranger class that makes sense but these arcane abilities make no sense and detract somewhat from what is otherwise an amazing class and perhaps will prove to be the great incarnation of the the Ranger.
The Rogue also was given some arcane magic, but before you jump to conclusions I should tell you that this isn't you WotC's Rogue! Hackmaster's Rogue, as one poster on the boards put it, is much more like the bard than what most gamers think of when they think Rogue. Unlike the Thief, the Rogue focuses on social encounters and the manipulation of others. They are also dabblers in magic and if they possess an intelligence of 13 or more they can cast some spells (up to 4th level spells at level nine). I don't nessesarily like giving them magic either, but really this seems to be a bard substitute so I can't say I am surprised. Rogues do not have a pool of spell points but memorize individual spells and cast them similar to the way a Cleric does.
The Critical Fumbles and Mishaps table presented in HackJoural 31 is very well done. The previous rules in Hackmaster Basic state that when you roll a natural 1 you suffer an immediate counter attack from the creature you were attacking. While this leads to some great back and forth moments one craves for more variety. Variety is exactly what these tables deliver. A d1,000 is rolled upon fumbling and added to a number based on how badly you missed your intended target. The result could lead to anything from a hyperextended right knee to blood or sweat getting in your eyes. The table has great variety and I can't wait to test it out in action.
There are some other goodies in HJ 31. The Lesser Ettin can be found inside, as can a preview for the upcoming Frandor's Keep. I highly recomend you check it out!
Labels:
HackJournal,
Hackmaster,
Hackmaster Basic,
Kenzerco
Sunday, November 08, 2009
Frandor's Keep Pre-Orders
Kenzerco is now taking Pre-Orders for Frandor's Keep! For those who don't know Frandor's Keep is the Hackmaster version of Keep on the Borderlands. The original, written by the Late Great Gary Gygax himself, is considered by many to be the greatest module of all time.
Kenzerco originally published Frandor's Keep for 4th Edition in an adventure suppliment called Little Keep on the Borderlands. Little Keep did a great job of staying true to the original while adding material of its own, including their Beneath the Little Keep addon.
Labels:
Hackmaster,
Hackmaster Basic,
Kenzerco
Thursday, October 29, 2009
Statistics In Gaming
I've always found statistics in sports to be interesting. The ability to step back and look at a large amount of data and draw conclusions that one might not have arrived at otherwise is interesting to me. So it follows that I also find statistics in gaming of interest.
I find that my interest is never so keen as when playing Hackmaster (4th or Basic). The various weapon selections and, perhaps most of all, penetration dice, really make the statistics of the game interesting. Recently, while making characters for our camping game, one of the members of my group made a weapon damage spread sheet to try to figure out what type of damage he wanted to use. He charted our the various weapons he was interested in, the types of bonuses he could expect toward damage, and also factored in the DR his foe would be receiving from the armor they were wearing.
Labels:
Hackmaster,
Hackmaster Basic,
RPG
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