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HACKMASTER PHB


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Hackmaster Player's Handbook
Game Type:
RPG, Players reference for the Hackmaster game system.
Publisher: Kenzer and Company
Writers: Jolly R. Blackburn, David S. Kenzer, Steve Johansson and Barbara Blackburn
Medium: Paperback
Price: $29.99
Reviewer: Larry Pryor

The Hackmaster Player's Handbook is the reference for players in the Hackmaster setting. Together with the Hackmaster Game Master's Guide and the Hacklopedia of Beasts represent the complete game system.  The Hackmaster system is a parody of the the original Advanced Dungeons and Dragons system that found widespread fame and attention as the gaming system used by the characters in the Knights of the Dinner Table comics.
This Player's Handbook has everything that a good player's guide should. For your good hard earned money you get a nice hefty book with character generation rules, a literal plethora of magic spells and a nice and detailed overview of the combat system.  In short everything that a player worried about keeping his skin in tact and having fun should and would be concerned about
The Hackmaster system will be familiar to anyone who has ever gamed in the original AD&D system.  If you grew up gaming with the original AD&D this is like a return to the past and if you've never played it look up an old gaming geezer like me and ask me about it. Hackmaster is definitely for the gamers like me.  It's a nice return back to the original days of gaming. But Hackmaster is not just a simple rerelease of the old AD&D. Oh no. New character classes, new spells and a spirit of role playing that brings fun and a certain as the French would say "I don't know.".

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    Beyond rules what really distinguishes an RPG is the setting and the atmosphere for the gaming group.  Hackmaster is not your typical fantasy setting.  Yes there are Elves, Dwarves and other demi human races that we're all used to in a fantasy setting.  And there are the character classes that we're all used to fighters, clerics, magic users, thieves and their subclasses. Thankfully in addition there are also new classes such as the BattleMage, the Dark Knight, the Knight Errant and a Bard that is actually worth playing.  Actually the best way to describe this setting is the typical fantasy setting that actually takes into account how the world would change if there were many organized parties seeking adventure in the hills and under them. In Hackmaster these changes are reflected not just in new character subclasses, but in the new magic spells available, the legal system and many other changes in the fabric of this society. Even the honor system and the threat of alignment audits are nice touches that give you a reason to role play your character a certain way and face the consequences when you don't abide by how you've chosen to lead your character's life.

    A very nice feature to the Hackmaster universe is the HMA or HackMaster Association. This is one of those gaming geek fantasies come true. Joining gives you (and three of your characters) a tie into the Hackmaster universe at large. One thing I've always liked is the feeling that even when you are gaming in a local setting that you are connected to the the gaming universe at large. Besides you've got to love an organization that promises to give you coupons to use during play sessions, a sheet of which come with the Player's Guide.

    Overall the Player's Guide is an indispensible reference for players in the Hackmaster universe. All of the information you need to create a character, outfit him and play in Hackmaster adventures are here. The information is presented in an easy to use manner and there's enough chuckles and moments of saying to yourself 'that's a good idea' to make it a good read as well. If you're looking for old school role playing this is the system for you.

    Ratings (out of 5)
    1. Playability: 
    2. Combat System:
    3: Magic/Tech System:
    4. Character Creation and Advancement:
    5. Setting:

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