I've been trying to put together a post that details - without going into too much detail, how The Black Hackack differs from other OSR style rulesets. From my personal impression, I think it would play out amazingly well in a convention or pick up game type of set up, as it looks to play fast and deadly. Still, putting the how and why into a coherent post hasn't been easy (possibly because putting together a coherent post at all hasn't been easy - heh).
So, what do I see in my email?
This nice little summary (and example of the layout of The Black Hack):
So, what can I expand upon?
Usage Die - awesome concept for consumables. Stop counting arrows. A quiver starts at a 1d10 and goes down from there. It may last 4 shots or 20 or more. I like it. It's used for rations, holy waster, oil, herbs, torches, wineskins - the consumables.
Out of Action - I'm yoking this flat out
Advantage & Disadvantage - borrowed from 5e but I'll allow it
Armor Points - feels like Tunnels & Trolls and I like it
I'm very happy to be in for multiple copies :)
Oh, yeah, the PDF is done. I have a copy. If I can get a playtest done before the Kickstarter funding runs it's course, I will but don't count on it. Work seems to be getting busier just as I'm running up to my retirement date. Go figure.
(The Black Hack, not The Black Hand. Warning, posting while your dog is incessantly barking for you to go to bed is dangerous ;)