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Thursday, January 26, 2012

Back to Basics

Blame it on 5e. And the stupid thing hasn't even come out yet. Truthfully, 5e doesn't really deserve the blame--or WoTC for that matter. It's more about the state of gaming today. And truthfully what I'm going through isn't really a bad thing.

No, what I've been doing, is good for my gaming health. I've been rereading several of my rulebooks for other systems--GURPS, HERO, C&C, 1e, 2e, 3.5, 4e, HM, BRP, DCC RPG Beta, PF, et al--in an attempt to get "at" what rules I like and don't like. I'll admit there are some systems that really appeal to me, HM and DCC are all really close to my heart for several reasons. I like their tone, and what their playstyle implies.

In my studies I've tried to focus on mechanics instead of supps, modules and setting type stuff--because the decor of a game isn't necesarily bound by the core mechanics. Although it can be implied, as I mention above. We can play almost any setting regardless of the rules. It's just that some rules make it easier to do than others. So what I have been wondering is what the heck are the rules that I really need to play the game I want to play.

Some time ago I made the claim that I and my 1e buddies really did play 1e RAW, with most of the rules intact. I just assumed that was the way we played--it seemed like it was. That's the way I recall it anyway. Well, it's taken some time but I finally decided that was not really the case. We played with lots of flavor from the game--spells, magic items, character age tables, any extra race or class that came up and the like-- but you know what? I couldn't even prove that we used the racial limitations on levels or abilities! Let alone weapon speed, weapon armor modification, encumbrance, movement, and on and on. Geuss my memory aint too good, huh?

So that got me to thinking--what the heck am I doing with PF now? Am I really playing with all the PF rules? Or am I sort of winging it along in some kind of very basic simulation of D&D  with PF classes and stuff. I'm sure you can already answer the question. But after closely meta-analyzing our playstyle for the last 4 sessions I've come to the definite conclusion that the only consistently PF rules we are playing is the classes. I mean basically it's a super lite d20 SRD fantasy game with PF classes. Rarely will attacks of opportunity come up, or use of CMBs or CMDs, let alone movement, combat actions etc. etc. We do use PF rules on healing and have switched back to using PF crit rules--which I still don't like, even with the crit and fumble decks. But generally speaking it's just when we need to know some obscure ruling that we look to the book other than that we actually don't rely on the rulebooks alot.

I was blown away when I realized this. It seems so counterintuitive to me. I mean here I've been haranguing myself over rules, systems, versions and editions and none of it really matters! I'm simply playing a very lite and fast version of D&D the way I've always played it. In spite of the fact that everyone is carrying their PF books around and saying they are playing PF.

This is becoming a bit of a watershed moment for me. There are those times when you take a real look at yourself, and are surprised by what you see. You know, those life defining moments when you either realize you need to fundamentally change something in your life--or when you realize who you truly are in some aspect or other. This careful look at how we were playing did this for me. Or more properly said is doing it for me.

That being said what can I say I like and don't like? What have I really come up with in gaming terms? The following list is just a few of my tentative initial realizations. And please keep in mind that these principles may apply more broadly to gaming in general or just to me in particular.

  1. The core of D&D style gaming is very similar across platforms
  2. Classes are the most defining feature of the game
  3. The genie's in the details--the really fine ones
 Now I just need to explicate these, which I will do if I don't get shaken from my line of thought.

Tuesday, January 24, 2012

Another Hackmaster Fan

I'm always on the look out for people who are eloquent at describing their love of Hackmaster, which I am very fond of. I suppose the reason for this is that lots of people ask me why Hackmaster? Why do you like that game? With a sort of unbelieving look of befuddlement on their faces. I try and explain and usually I do an okay job. I think I've done so on this very blog o' mine. But occasionally I run across an excellent quote or two that captures someone elses wisdom about why Hackmaster is so awesome. And their words ring so true to me that it also captures my own fascination with this game on levels I have yet to express.

So today I was crusing around the gaming related net and ran across The Days of Knights Forum and found a post by a fellow Hacker called BattleMage423. The thread was asking why people preferred Hackmaster over D&D. His answer was well done and quite complete really, so without further ado I quote him in full here:

D&D over Hackmaster... a classic question, lemme think. First off, in no way am I putting D&D down; I was raised on that game, it's phenomenal. Hackmaster is awesome in different ways:


-Hackmaster is more real. When you're hit with a Natural 20, more happens than just double or triple damage. Last session I ran, my cousin Ish's character was critted in the chest and was paralyzed from the neck down. Also his lung was punctured, so while he was unable to move on the ground, his throat filled up with blood and he suffocated. That kinda stuff never happens in D&D! Also you have to keep track of spell components, and they're not always easy to find. In Hackmaster, magic is displayed as it should be; an unbelievable power harnessed by individuals with great skill. Spells shouldn't be tossed out like jelly beans in a parade. There's a whole lot more to talk about on realism, but let us move on.

-Comedy. I read an article about D&D the other day saying that comedy does not belong in the realms of high fantasy. Why not!? The game is serious enough with the threat of death looming all over, so why not make that threat something cool and humorous sometimes. My brother Robbie had a -8AC and got killed by a crit to the head from a Flying Monkey because he wasn't wearing a helmet. He learned a valuable lesson from a comedic beast; always wear your helmet.

-GM versus Players. I know when you play D&D everybody is trying to have fun. Well Hackmaster is no different, but the fun comes from survival lots of the time. As GM, it is your duty to provide fair dungeons and encounters for your players, if you're a wuss. What the GM's duty is, is to truly test the mettle of your players. Make them earn every last gold piece and magical item. And make no mistake, the players won't let you budge for an instant. If a GM is ever caught bending the rules for his monsters or NPCs he can be banned from ever GMing again!

-More things include Honor being the single most important thing in the entire TeraVerse of Hackmaster. If you got it you're the man, if you don't, you're spit on, or if you have too much people and monsters are liable to smack you down a few pegs. Alignment is more enforced with a handy-dandy but EXTREMELY complicated Alignment Graph. Try smacking a begger with your Paladin in D&D and you may get away with it, do so in Hackmaster and you might as well rip up your character sheet. But perhaps most of all, Hackmaster is a spin-off of 1st Edition D&D, which was in my opinion the best edition. I'm not actually old enough to have played in it, but I did play lots of 2nd and 3rd and read up on 1st.

I could go on more and more, as I've barely scratched the surface, but I'm kinda at work and I need to do my job. But if anybody has any questions, lemme know, I'll be glad to help inform you on the greatness of Hackmaster.
_________________


-Ernie the Fourth-
HMGMA# 10097
Reaper of H.A.C.K

"Knowledge, logic, reason, and common sense serve better than a dozen rule books."


-- E. Gary Gygax


Way to go Ernie. You've captured some of my own thoughts quite admirably. Long Live Hackmaster!

Monday, January 23, 2012

Legends Past

Meet Jener: 9th level AD&D fighter.

My friend Scott's favorite character. He commisioned old school artist Jim Holloway, of Oriental adventure fame (though he worked on many more pieces), to work up this character sketch. Set him back about $150, but well worth it in my opinion.

Brings back lots of memories.

Any of you guys ever have a famous RPG artist draw your characters? I never did, but another friend of mine commisioned Clyde Caldwell to do an oil of his female 6th level Ninja. But he never got past the pencil and ink sketch which cost him $100. The oil would have cost him about $500 if I recall correctly.

Cool stuff anyway you cut it.
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