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browse code, statistics, last commit on 2002-03-09 cvs -d:pserver:anonymous@hack-and-slash.cvs.sourceforge.net:/cvsroot/hack-and-slash login

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  • H&S at GameBlender.org

    Hack and Slash is on the front page of http://GameBlender.org today. Now the invitation to be involved has been extended to the blender gaming community at large.

    2005-03-17 06:45:45 UTC by bfgalbraith

  • Closed Forum: H&S RPS = MaM @ WikiRPG.com

    This forum is now closed. The Hack and Slash Role-Playing System is now called the "Mano a Mano Role-Playing System", and lives at WikiRPG.com (see news announcement here on the sf.net H&S site for details.) Further discussion about the system should take place through the appropriate wiki means at the new location.

    2005-03-17 06:41:38 UTC by bfgalbraith

  • MaM moved to WikiRPG.com

    The latest working version of the Mano a Mano Role-Playing System will be found at WikiRPG.com, until further notice: http://www.wikirpg.com/en/index.php/Mano_a_Mano:Table_of_Contents This WikiRPG.com Mano a Mano version is under the CCA-SA liscence. WikiRPG.com makes it faster for us to edit Mano a Mano. (Right now it is listed there under "Experimental systems.")

    2005-03-15 03:55:42 UTC by bfgalbraith

  • H&S Computer Game Developer release requires Blender

    The latest Hack and Slash Computer Game release is for developers only. It requires Blender to run and/or modify. It does not use any version of the Quake engine, but uses the Blender game engine instead. In some ways it is more advanced than the last stand-alone quake-based version we released (multiple player for one computer,) and in many ways it is less advanced. (It is not develped...

    2005-03-08 18:34:47 UTC by bfgalbraith

  • H&S RPS = MaM

    One of the previous names of the "Hack and Slash Role-Playing System" from the '90's, was "Mano a Mano". We have changed the name of the H&S RPS back to the "Mano a Mano Role-Playing System." From now on, when we say "Mano a Mano," you'll know we are talking about the paper&pencil side of the project. When we talk about Hack and Slash, you'll...

    2004-12-30 23:20:11 UTC by bfgalbraith

  • Followup: New Damaged Hit Points

    This morning we playtested a system that uses damaged hit points instead of damage points. The way it works, is that the old damage point pools are gone, and they are replaced by four new hit point pools: 1: Stuned Hit Points 2: Very Stunned Hit Points 3: Damaged Hit Points 4: Very Damaged Hit points It works pretty much the like the old system, except that stunned hit points become...

    2004-07-17 17:38:48 UTC by bfgalbraith

  • Followup: Theory

    ~Characters start off with their HP in the pools of their choice. ~Players do not even track rounds in this system. They just take turns in a circle (like most table top games,) so that it seems like a "turn only system" to the players. (In fact, it's not 100% clear just exactly which character goes first, but just that once the round is started, it no longer maters.) The idea...

    2004-07-03 16:53:56 UTC by bfgalbraith

  • Followup: Amazing Results

    This is the best round flow system we've playtested to date: ~Hit Points = double strength ~Each round, each character has one turn ~On each turn, characters MUST spend ALL Ready Hit points ~HP turns ready at the beginning of Each character's individual turn. ~ONLY the character's Strength* in Hit Points becomes ready each round. (*This is half of his maximum HP.) ~Stun is recovered into...

    2004-07-03 16:43:20 UTC by bfgalbraith

  • Followup: latest roundflow ruleset

    We did some playtesting this weekend, and this is what we used last, which everyone seemed pretty statified with: ~1 round = 2 seconds. ~There are two phases per round: the 1st Phase and the 2nd phase. ~Each character gets 1 turn per phase. ~On the first phase, all characters MUST spend the "small" half of their hit points.* ~On the second phase, all characters MUST spend the...

    2004-05-31 20:22:20 UTC by bfgalbraith

  • Followup: clarification on "default round structure"

    Two points of clarification here: #1: I think on the first turn, characters should only be able to spend up to half of thier hitpoints, BUT that on their second turn, they should have to spend all of thier hit points, even if it is over half of their hitpoints that are available. (This makes it thier "telegraphing" from thier first turn a little more profound.) #2: It's nicknaked...

    2004-05-25 00:27:24 UTC by bfgalbraith

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