![]() The "trouble" with some earlier free form incarnations of D&D and it's subsequent simulacra is that the "free form" nature of those games can be a huge pit into which players and GMs alike can fall. In speaking of the HackMaster Basic game "While simpler and smoother-running than the other major games out on the market, HackMaster can seem daunting because of its free-form play (you needn’t ever wait for your ‘turn’ again, just like in Aces and Eights) and myriad of combat options and tactics (which mirror real-life situations and require true decision making and trade-offs in combat)." But I will give you my feelings on certain select quotes. I won t be quoting wholesale-for that check out the article itself. ![]() Since it's said so much better in the article itself I'll take a few snippets to which I refer. Something that I knew all along I wanted and believed in, but have never had adequately explained to me. ![]() ![]() Yes, its adversarial, yes, it promotes killer GM mentality, yes it promotes players desperately trying to outwit GMs but here in the pages of "A History" is laid forth something even deeper. Honestly I have loved the whole ethos of HM since it came out. But first and foremost right now is the gaming ethos presented within its pages. There are numerous things I love about this retrospective on the development of the HackMaster Game.
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