The Hackopaedia of beasts
Initial View
A solid tome with really lovely production values again it contains
rather fewer creature listings than you might expect but it covers each
in considerable detail allowing a GM to fit each into his campaign in a
way where it seems to be a natural fit not something cast in the players
paths as something to fight & kill ten move on. The monsters
included cover the whole range of challenges as far as I can see
especially given the viciousness of the combat system & each feels
unique even those like goblins orks etc which we have met before in so
many other systems.
An appendix covers rules for leaders of monster groups further allowing
the GM for whom this book is intended to shape their encounters to
properly challenge the players.
In More Detail
Having now run a HackMaster game and having
as a result used this book quite extensively as you can see from the blog on
which this appears I would like to add a bit to my first view.
The detailed entries for each creature give you a
good feel as to how you should best use each in a game so that it fits and not make
it seem as to the player as if they are
just hacking your way thought a random menagerie. The thought put into the
monster entries is a great help in characterizing monsters something which is
particularly important in HackMaster where balancing encounters is so much
easier to do when you know what a monster is for in the greater scheme of
things. The games mater can as a result play the monsters plausibly and as a
player you can actually learn how a particular monster will likely react to
your actions, from the outcomes of the previous encounters.
I will still admit to not having used all of the
material presented in the book or to having mined all of its possibilities I
find it lives up to its initial promise and I would not be without it.
Good stuff indispensable for a GM interesting if
not essential to the player.
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