The campaign ran for 45 days, ending on September 10th. Now, a bit over a month later, we're starting to see a trickle of digital rewards. On the 15th the folks at Kenzer Co released their Alpha Version .001, billed as my gateway of Levels 1 thru 5. For those who don't know, HackMaster has long been the not-D&D played by the Knights of the Dinner Table, comic book characters that have been poking loving fun at gamers for more than 30 years and now for more than 300 issues of a (now bi-monthly) comic book.deaddmwalking wrote: ↑Tue Jul 28, 2026 12:22 amI don't know if we have a general thread about Kickstarters, but if we didn't we do now, and if we did, now we have two.
KenzerCo (publishers of Knights of the Dinner Table) have released a Kickstarter for the 25th Anniversary Edition of Hackmaster.
The game describes itself as the original 'Old School Renaissance (OSR)' game, and since it came out early in the 3.x era, that seems likely. I've looked at Aces & Eights, their Western RPG, and I'm fairly certain that it shares a lot of DNA with Hackmaster, including the 'count-down' mechanic of partial initiative. In the comic, saying things like 'bouncing Betty's coming online in 3 counts' can be pretty dramatic. While the Gaming Den crew typically doesn't overlap with the OSR folks, I thought this was interesting enough to mention. Kenzer and Co are good people, so that may be reason enough to support this effort. For me, it'll be worth it for some review materials.
D&D, at least prior to Critical Role, didn't seem to lend itself to dramatic stories, so Jolly Blackburn improvised and created more dramatic moments in the comic. Things like:
People enjoyed the descriptions, and Jolly and the team at Kenzer Co ended up codifying and playing HackMaster (or something very much like it) at their own table. These are definitely old-school gamers, who were familiar with multiple variations of what was nominally the same game and grew up with the assumption that the game would be incomplete and the GM would fill in as necessary - but in the comic, the game rules are treated as sacrosanct and all players faithfully abide by the minutia of the games. In the game, character deaths are frequent (conga-line of death) and making 'name level' is considered a major achievement.
This makes HackMaster a little difficult to categorize - it's like the Platypus of TTRPGs. There are features of lots of different things, and it's probably easy to find evidence that it is whatever you think it is. So for this review, we're setting aside preconceptions, we're reading a 225-page Alpha version 0.001, not to provide a comprehensive analysis of what's included, but to look at what the designers say they're aiming to do and look at the mechanics and try to judge them against those design goals.
Let's get started!
So, what is the design philosophy anyway?
Whew! That's a lot (and there's a lot more in the Foreword), but I think that provides the gist. While HackMaster was the Origins Game of the Year in 2001, it was not the Best Role-Playing Game - that honor went to Adventure! by WhiteWolf. There was no Game of the Year award in 1999 or in 2000 when Dungeons and Dragons won RPG of the year. There was no Game of the Year award in 2004 (but there was in 2005). After HackMaster, MechWarrior and HeroClix won in the following years. I don't mean to demean the prestige of the award - simply to provide some context. I don't know how a game is considered for Game of the Year and if that automatically removes it from consideration in the category it represents. But it does mean I'll try to review ADVENTURE! if I haven't already...Designer's Foreword wrote: In HackMaster, your characters don't begin as powerful warriors, masters of the arcane, or larger-than-life adventurers capable of wading through a dozen enemies without breaking a sweat. They start from humble beginnings, with limited options, plenty to learn, and a very real chance of getting in over their heads. That's the point.
The journey from commoner to renowned hero is one of the great pleasures of role-playing. You earn your victories. You learn from your mistakes. You discover what your player character (PC) can do and when it's time to let someone else take the lead. That first hard-won victory over a dangerous foe can mean a lot more when it wasn't all but guaranteed before the dice were even rolled.
Kenzer & Company has spent twenty-five years honing that philosophy through HackMaster, winning Game of the Year in 2001 and signaling to the world that old school gaming was thriving and ready again for popularity. HackMaster is a beacon of the old-school approach to role-playing: meaningful choices, tactical challenges, resourcefulness, teamwork and consequences that can't simply be brushed aside with raw power. We believe that the player should have a chance to outthink monsters, not just rely on their character's impressive powers to carry the day.
That philosophy extends beyond combat and character advancement. HackMaster is about exploring a world, not just flexing in it.
When we take a look next time we'll be in the Introduction, looking at 15 ways the designers identify that HackMaster is different than other games... At the same time, I'm looking for ways that it is meaningfully different than the 2001 version. If any.
From the Kickstarter Campaign:
This read-through will probably not have daily updates. I have a few other more pressing matters, but when I manage to take a break from real responsibilities, this will be what I try to spend some time with. Hope this ends up being as fun for you as it is for me!The newest edition of HackMaster (HM XXV) seeks to expand on and enhance several areas of gameplay from past editions:
-Better balancing of core abilities (Con, Int, Cha improved and better aligned), as well as species and classes
-Skills revamped (all rolls are now competing, high is always the target, streamlined list)
-Tons of new talents and modifications to the originals
-Proficiencies expanded (many skills have become proficiencies, new specializations available such as shield and weapon types)
-Unarmed Combat and Fatigue both overhauled
-Combat has certain modified rules (e.g., ties go to the attacker half of the time, armor coverage makes it more difficult to be stung and bitten)
-New spells and spell lists as well as tweaks to, and re-leveling of, some of the classics in addition to a retooling of spell mishaps
-Completely new social engagement rules
-Revamped Quirks and Flaws and two new categories (Imperfections and Idiosyncrasies) for improved roleplaying opps -- even Paladins can have them!
-New magic items, new special items charts, and MORE LOOT!
