This Is No Joke—The Search for My “Grail” Fantasy RPG is Over
I truly thought I was happy playing D&D 4e. I was running a weekly game and my players initially seemed to enjoy it as well. However, as time went on, our group began to notice some things we didn’t like:
- Combat was taking forever. We were spending 2 hours on the average fight. Our progression through the adventure was painfully slow.
- We had several older teenagers playing and I noticed they would tend to take their turn in combat and then “disengage” on their cell phones for the next 15 minutes, until their next turn came up.
- While I liked the “power” system, I began to become somewhat disillusioned with 6-page character sheets and a feeling I needed to pay for a monthly DDI subscription to make character generation manageable
- Many things in the game seemed too “gamist” and lacked verisimilitude, such as healing surges and warlords yelling at people.
- The characters in our game seemed very powerful and relatively difficult to harm. Although I sometimes love a good “kick butt and take names” superheroic play style, the danger and mystery I used to feel in my early RPG days just wasn’t there any more. Magic items felt bland, monsters didn’t seem scary, combat wasn’t really threatening, etc.
All of these issues, along with a feeling that Wizards of the Coast had completely failed to keep many of its promises (especially in the digital space), caused me to begin my search for a new fantasy roleplaying game for our group. I still liked D&D 4e, but wondered if I could do better.
I looked at Pathfinder but just could not bear to DM D&D 3.5 again—I found it too time-consuming and difficult. I made a vow never to GM a game with spells lists in the monster stat blocks again. I was too spoiled by the ease of DMing D&D 4e.
I tried the first couple of D&D Next playtests, but I was generally unimpressed. I am aware that D&D Next is still early in its design process, however, and I will continue to keep an eye on it. I really wanted something solid we could play right now, not in two years anyway.
I also looked at Dungeon Crawl Classics, GURPS Dungeon Fantasy, Tunnels & Trolls, Warhammer Fantasy Roleplay, Fantasy Craft, Rolemaster, Runequest, Radiance, The One Ring, High Adventure Roleplaying, Basic Roleplaying, Dragon Age, and Castles & Crusades. Despite the fact that all of these games are awesome in their own unique way, for one reason or another, none of them felt like the “perfect fit” for our group. I was becoming discouraged and wondered if my expectations were just too high. I began to resign myself to never finding my “grail” game.
Then, I finally stumbled upon HackMaster. The only think I knew about HackMaster was that it was a “joke game” based on AD&D. I had no interest in a parody game but read enough to learn that the new version (5th edition) of HackMaster was not a joke game—it was a completely serious new fantasy RPG, re-built from the ground up. As I learned more, I became intrigued by HackMaster’s history. Kenzerco, the creator of HackMaster, had a license with Wizards of the Coast (which was apparently granted as the result of a copyright infringement issue) to publish a parody version of AD&D. Before the license expired, Kenzerco began working on a completely new version of HackMaster with most of the silly stuff stripped out.
The marketing materials for HackMaster were very different. I wasn’t exactly sure what to make of statements such as “Congratulations! In a world where this is no shortage of mediocre games, you've managed to find one of the true gems.” It was clear to me that the people who created this game were extremely passionate (and perhaps a bit overconfident) about it. I read several online reviews and found that the fans of this game seemed equally passionate about it. Because of this passion, I decided to take a chance and order the Player’s Handbook. I got a copy on eBay for $45. Admittedly, this felt like a risky (and potentially expensive) gamble at the time. If I didn’t like the game, I was out $45. There was a $20 “Basic” version (levels 1-5) available, but I had read that the production quality of the Basic version was quite poor compared to the outstanding production quality of the Player’s Handbook, so I decided to just “bite the bullet” and go for it—a decision I would not regret.
Fortunately, the Basic version of HackMaster can now be downloaded for free from the Kenzerco website—allowing people to try before they buy. There is also a Basic Plus version (levels 1-10) that is available electronically for only $10. I would highly recommend downloading the free Basic version to get a feel for the game.
Impressions of the Game
After reading the Player’s Handbook and playing the game, I absolutely fell in love with HackMaster. Our gaming group decided to stop playing D&D and switched to HackMaster. Here’s why:
Character Generation is Fun
Although it takes awhile, character creation is really fun and entertaining. You start by rolling each stat using a straight 3d6. You also roll a d100 to determine how close you are to the next higher stat level. For example, you might roll a Strength of 12/90. This means you are only 10 percentile points from a 13/00. Players are rewarded if they stick with their stats as rolled by receiving more Building Points (BPs). BPs can be used to increase stats, purchase Talents, Traits, or Skills, or to re-roll undesirable rolls during character creation.
One of things I enjoy is that players can choose to roll on a Quirks and Flaws table in order to receive bonus BPs in exchange for weaknesses. They can roll multiple times but quickly begin to receive diminishing returns. If they really hate what they roll, it is possible to re-roll by spending 1 BP. When my wife made her first character, she rolled Superstitious. Then she rolled a d100 on a table to learn what she was afraid of. She rolled “Afraid of anything having to do with death or dead bodies.” She told me her character was going to be in big trouble if the party ever needed to go into a crypt or fight the undead. We had a good laugh about this. During our first game, the party encountered a pile of bones in a cave and, like the good role player she is, her character decided to panic and flee the cavern. Whenever a player does a good job roleplaying their PC’s class, alignment, or quirks and flaws, they receive an award from the GM known as Honor Points (which will be discussed later). The nice thing about quirks and flaws is that they really add “depth” to a character—making them much more 3-dimensional than the D&D 4e characters we had been playing, none of which had any known weaknesses or flaws.
I have always enjoyed roleplaying games that “make sense” logically and don’t feel completely “unrealistic” to me. Strict realism, however, can be boring and tedious, so a balance of verisimilitude and fun game play is what I am looking for. HackMaster is right in the “sweet spot” for me when it comes to verisimilitude. The rules just seem to make sense and don’t jar my sense of plausability in the way something like D&D healing surges do. They do a great job modeling reality without going overboard or becoming too complex (at least in most cases). The following are examples of rules I really enjoy because they match my viewpoint on how things should function in my game world:
- Everyone can move simultaneously in combat
- Weapon reach makes a significant difference
- Realistic critical hits and fumbles—makes things exciting
- Height and weight tables for each race based on Body Mass Index
- PCs have to train to level up, it doesn’t just occur in the middle of dungeon
- You can only improve skills you have actually used
- Shields and armor make you easier to hit but reduce damage
- Shields make a huge difference in combat, unlike D&D
- If an opponent hits your shield hard enough it can shatter and/or you can take concussive damage
- Shields, armor, and weapons can be damaged or break
- Characters make an active (rather than static) defense
- With great (penetration) rolls, a weaker opponent can take out a tougher foe; David vs. Goliath was possible
- Being surrounded or outnumbered is a very bad thing
- Each hit is tracked as a separate wound (but in a simple way)
- Opponents are knocked backwards when you hit them with enough damage
- A significant wound may take you out of the fight for awhile because you are in too much pain
- Intelligence increases your chance to hit in melee
- Called shots to specific body parts are possible
- Non-magical healing takes a long time
- Special combat maneuvers, such as Hold at Bay, can be attempted by anyone
I realize many people will judge the rules of HackMaster too crunchy or fiddly but, for me, they were just right. It is not a “rules light” game but, once you get the hang of it, it plays very quickly and does not require frequent rulebook checking.
Exciting, Engaging, and Quick Combats
The combat system is where, for me, HackMaster really shines and rises above most other roleplaying games. It is truly different, innovative, exciting, quick, and deadly. Most importantly, it resolved specific problems I was having at my table—namely players “checking out” when it was not their turn and not feeling any real sense of danger or excitement during combat.
In HackMaster, combat is measured in seconds, not in artificial units such as rounds. The GM “counts up” beginning on second one. Players roll for initiative (modified by relevant attributes) and this determines on which second they can first act. Lower is better/faster. Characters who are trained to react quickly, such as rangers, roll one die smaller than everyone else (e.g. d6 instead of d8). Being surprised increases the initiative die type, meaning you will stand there like a slack-jawed fool much longer, trying to figure out what is going on. This makes ambushes particularly interesting.
Each creature can move a certain distance each second. This means everyone moves simultaneously each second. At the beginning of each second count, everyone moves their miniature(s) at the same time, including the GM. So, does this get chaotic? Yes, a bit—but in a very good way. My players absolutely LOVED this aspect of the game because everyone was engaged every second and no one was waiting for their next turn. The texting and “disengagement” I had been experiencing with D&D stopped. Everyone was excited to move again the next second. More importantly, it felt like melee—uncontrolled, dangerous, and spontaneous. It is very easy for a character to suddenly realize that the front line is collapsing and they are now vulnerable or that the monsters are flanking them and they are trapped. The GM determines the pace of the “count up” so he can keep things moving and not give players a lot of time to strategize or “count spaces.” They have to react more in “real time” to the chaos that is happening on the battlefield. It’s hard to explain, but my players exhibited much more concern, excitement, and anxiety when they didn’t take carefully segregated turns where everything else was frozen in place—like a battle from Final Fantasy. “Crap was going down” each second and they had to quickly decide what they were going to do and how they were going to react. For example, my wife’s poor ranger had a huge orc barreling down on her and she was trying to decide if she could wait the 4 seconds necessary to carefully aim her arrow or if she needed to just do a less-accurate “snap shot” before he got to her. Candidly, now that I have experienced this type of nail-biting combat, I don’t know if I could ever go back to rounds where each PC takes a separate turn while others look on. That approach just seems so boring to me now.
Another thing I really enjoy about the combat system is that characters get to roll an active defense against each attack. I notice that this approach, while perhaps adding a bit of extra time, kept my players much more engaged and actively involved while being attacked. It felt much more exciting than having the DM roll against a static AC and just informing a player they have been hit.
Each character can move each second and, when two opponents get within reach of each other, they can attack. The combatant with the longer “weapon reach” gets the first attack. The combatant with the shorter weapon is able to attack the following second. If two opponents have the same weapon reach, they can attack at the same time and, yes, it is possible (although somewhat unlikely) they could kill each other simultaneously. Once engaged in melee with a foe, each character can attack again in a number of seconds equal to their Weapon Speed. This is based on the type of weapon they are using (larger weapons take longer to swing but do more damage) and their relevant attributes and training. It is possible to specifically train (spend BP points) on attacking faster, defending better, doing more damage, etc. with each type of weapon. To help keep track of which second a character can next attack on, our group used poker chips placed next to each miniature. So, if a PC has a weapon speed of 6, we place 6 poker chips down and remove one each “count” so it is very easy to remember when he gets to swing again. I use a small handheld “counter” to keep track of which second we are on. It can be easy to forget if you don’t keep track somehow.
Combat in HackMaster also has special combat maneuvers that help to create a very dynamic battlefield. You can give ground, scamper back, press your attack, choose to fight more aggressively or defensively, etc. Some of these rules are clearly labeled as “advanced” and are not necessary unless you want to add more detail and options. It is perfectly acceptable to keep things simple and to choose not use them. The system is designed to be modular and is not disrupted by choosing not to include advanced options.
A few more things that stood out were the knockback, threshold of pain, and morale rules. When a character takes enough damage, they are knocked back (and perhaps knocked down). When a PC takes more than 30% + 1% per level of his hit points in one hit, she has to make a Constitution-based check to avoid falling to the ground in pain for a certain number of seconds. This can be quite deadly. In one combat, 3 of 5 PCs were rolling on the ground in pain during the combat. Monsters are subject to morale checks when certain conditions occur. Each monster has a Tenacity rating which indicates how willing they are to continue a fight. Many creatures, interested in preserving their hide, will run away as soon as they take any substantive damage. Others will fight to the death. The end result of the “real time” combat system and these types of rules (threshold of pain and morale) is that combat moves quickly and can be over quickly. No more 2-3 hour combats. Combats are still exciting but much shorter. This is exactly what I was looking for.
Overall, I am extremely pleased with HackMaster’s innovative and exciting combat system. I believe it is the game’s most unique and outstanding feature. Even if you don’t plan to switch to HackMaster, you really should get the free Basic version and try playing a combat just to have the experience of something very different.
Clerics are Truly Unique
I absolutely love the way clerics are portrayed in HackMaster. A cleric who follows one god is usually very different from another cleric following a different god. Each Church has its own unique spell list. Each Church (I believe there are 23) is almost an entirely separate class. Evil clerics don’t turn undead. Nature clerics play almost like druids. Healing clerics are better at healing than any other class. There is a ton of variety within the cleric class. I was so tired of all clerics looking and feeling the same in D&D—no matter which God they followed. HackMasters treatment of this class is truly a breath of fresh air and provides a huge amount of options.
Characters are Adventurers, Not Superheroes
HackMaster does “zero to hero” far better than most games. It isn’t quite as deadly as the 0-level “funnel” in Dungeon Crawl Classics, but HackMaster characters start out pretty weak and the power curve is far more gradual than D&D. The rulebook says that one level in HackMaster equals about a half-level in other games. I found this slower power curve is perfect for our group. There is a real sense of danger if you engage in risky behavior. I sometimes enjoy the “kick butt and take names” play style offered by D&D 4e, but I also like a more challenging play style where the PCs are not superheroes and really have to think smart to survive. When you triumph in HackMaster, you really feel like you earned it and this can be very satisfying.
Monsters Have Depth but Are Easy to Run
The monsters in HackMaster are scary—even the traditional D&D “cannon fodder” monsters such as orcs. As my players recently learned, orcs are more than a match for level 1 characters. During one test combat, I had 4 orcs go up against 5 level one characters. The characters got slaughtered. They all had a surprised look on their face that communicated, “We aren’t in Kansas anymore, are we?” Even though they died, they loved the challenge and wanted to try again. Who knew that a TPK could hook a group so thoroughly? I eventually discovered that this encounter was twice as difficult as recommended for level one characters. Goblins, giant rats, and kobolds are more appropriate for a 1st-level party. Because HackMaster combat can be so unpredictable, anything is possible and even weaker creatures remain a potential threat to higher-level characters.
The Hacklopedia of Beasts (aka Monster Manual) is the most amazing monster book I have ever seen. It does not treat monsters like a collection of combat stats. Instead, it goes into painstaking story detail and background on each monster. It shows what their tracks looks like, how big they are compared to a human, what they eat, what their sleep cycle is, what magical properties their body parts have, and where they are found on the default setting map. There are “journal entries” from adventurers who have encountered the creature—along with advice on how to best deal with them. In addition to all the background information, monsters are amazingly easy and simple to run. HackMaster uses a “combat rose” which graphically portrays all of the information a GM needs to run a monster on the fly with little effort. Ease of running monsters is a requirement for me because this is something I really liked about D&D 4e.
Mechanics Encourage Good Roleplaying
For the most part, I really like the “honor system” in HackMaster. When a PC plays true to their class, alignment, or quirks and flaws, they receive honor points from the GM. These points can be used in desperate situations to force a re-roll of a die. Being allowed to sacrifice honor to save yourself ofers a bit of “insurance” against the normally deadly and unpredictable nature of HackMaster combat. This system mechanically reinforces good roleplaying without being too heavy handed.
Kenzerco describes HackMaster as a “game of hard choices.” There are no “dump” stats. Even Intelligence affects your ability to hit an opponent. Player’s never have enough BPs to get exactly what they want. The game keeps you feeling like you are making progress but never quite reaching your destination. It leaves you lean and hungry, relying on your wits, rather than just on your stats, to survive.
HackMaster is designed to confound “min-maxers” and power gamers. The fact that you randomly roll your stats with 3d6 and then receive a huge reward in BPs to play those stats as rolled, strongly encourages players to “play what they rolled,” rather than go to the Char Op boards to see which new is the most broken and exploitable.
Old-School Feel with New-School Mechanics
HackMaster somehow manages to retain an extremely “old-school” feel while using modern, streamlined, and innovative mechanics. I really like the old-school feel, but I often don’t care for clunky old-school mechanics. In my view, HackMaster offers us the best of both worlds. When I play it, I feel the excitement of playing games when I was younger, but I also don’t feel like I need to endure nonsensical mechanics (like I do when playing some other old-school games).
Mages cast spells using spell points. I love spell point systems. In addition to casting vanilla spells, mages can pump additional spell points into a given spell to increase its effectiveness—similar to (but much simpler than) the metamagic system in D&D 3.5. This approach to casting arcane spells really works well for me.
Classes Seem Unique and Relatively Balanced
The classes in HackMaster all play very differently but seem relatively balanced. I have not played a high-level game yet, but I am told by experienced players that it does not suffer from the “quadratic wizards, linear fighters” problem of D&D 3.5.
Comprehensive Skill System
HackMaster offers a comprehensive list of skills and excellent guidance on setting difficulty levels for skill checks. It also clearly identifies what kinds of things a PC is able to do with a certain level of mastery in each skill. This makes things very easy on the GM when administering skill checks.
Magic items in HackMaster are rare, special, and unique. Magic spells can be potent but don’t dominate combat. Because of this, magic seems much more interesting and mysterious when it is encountered. I very much enjoy the game’s low-magic, high-wonderment approach. When your character is carrying around 15 different magic items in D&D, it eventually gets to the point that magic becomes routine and boring. Not so in HackMaster.
Perhaps the biggest surprise I experienced with HackMaster is that, given it has such a violent-sounding name, it truly focuses on story and good roleplaying just as much as combat. The game recommends that half of a PC’s experience points should come from combat and half should come from story-based awards. Story awards are given out for successfully completing quests/goals and do not necessarily require combat to achieve. I was pleasantly surprised that storytelling and roleplaying were held in such regard by the designers. Despite its name, HackMaster is not just a game of “kill things and take their stuff.” The experience and honor point mechanics back this up.
HackMaster has two official periodicals supporting it—HackJournal and Knights of the Dinner Table (on which the game was originally based). These magazines offer new rules, monsters, options, adventures, etc. on a regular basis to keep your game fresh. I like to order them as downloadable PDFs.
The physical quality of the Player’s Handbook and the Hacklopedia of Beasts is off the charts. Kenzerco really outdid themselves. The books have luxurious leather covers that make them look and feel like something really special. The artwork is great in some places, good in others, and not so great in a few cases. Overall, these are just beautiful books. They are heavy and feel very substantive. When you heft them, you really feel like you are picking up ancient tomes full of secrets. Several years ago, I purchased the D&D 3.5 special edition Player’s Handbook for around $75 and it was not even close to the quality of these manuals. I am truly impressed by what you get for your money with Kenzerco. They just don’t skimp on quality. I also noticed that the HackMaster Player’s Handbook has been out for several months now and there is only very limited errata. I believe this is because, in addition to using professional editors, Kenzerco decided to “crowdsource” proofreading and rules checking to its highly devoted fan base. These fans worked hard to ensure that the books are nearly error-free. The books really feel like a “labor of love” by both the designers and fans. Some have complained that the books are too expensive. Once you see the quality of the books, you will understand why they are such a great value.
My experience has been that the HackMaster community forums
at kenzerco.com are very friendly and welcoming. This is great place to ask questions and meet new people who share a passion for HackMaster. The game designers are frequently on the forum boards (especially Jolly Blackburn) and seem very willing to respond to questions and feedback. How far back in time does one need to go to find the D&D designers actively engaging fans on the WotC or Enworld forums? Being part of a smaller gaming community definitely has some advantages.
Nothing is perfect. Despite my overall love for HackMaster, there were a few things I was less pleased with.
The Less Good
Too Much Focus on Evil PC Options
I like my players to be heroes, not villians or “murder hobos.” I would never run an “evil campaign.” In my view, HackMaster spends a few too many pages talking about options for evil characters—particulary evil clerics. I realize that, for many players, this is a feature, not a bug. I just wished there were a few more good options and a few less evil options. I suppose the evil options are always useful to create villians.
There are some references to rape, torture, and prostitution in the core rules and adventure modules that, while probably realistic, made me a bit uncomfortable. I play the game with my kids so I prefer not to have mature themes so prevalent. When my 11-year-old rolls that his character is the product of rape on the Birth Legitimacy Table, I cringe a bit inside.
No Quick, Random Character Generation
While I love HackMaster’s detailed character creation rules, there really aren’t any great options for just quickly rolling up random characters. Unless you decide to just use a pre-gen character (several of which are included in the Basic version), you will need to set aside an hour or two to create your first character. With understanding of the rules, this time is reduced dramatically but it would be nice if there was a way to just “roll and go,” if desired.
Slow Release Schedule
One thing I have learned about Kenzerco is that they take their sweet time to release materials. The focus is definitely on quality rather than quantity or speed. This can result in long, painful waits for promised books and adventures. Currently, the third “core book,” know as the GameMaster’s Guide, is not yet available. This means that a GM does not yet have access to all the rules—such as for poison, traps, magic items, etc. There is enough information in HackMaster Basic to play the game but, until the Gamemaster’s Guide is available, a GM will need exercise some creativity and “make stuff up” until more official rules are released. The upside of the slowness is that you don’t feel pressure to constantly buy the latest and greatest monthly release.
You Can’t Change Your Class
Once you choose a class, you are “locked in” and it is nearly impossible to change your class. You can “multiclass” by choosing a mage/thief or a mage/fighter class, but you can’t change these classes either once you select them. I don’t want crazy min-max multiclass options like Wizard 1/Rogue 1/Paladin 2/Cleric 1 (yes, I am looking at you D&D 3.5), but a little more flexibility to dabble in other classes might be nice.
Uses the AD&D Alignment System
HackMaster uses the old AD&D alignment system—which D&D Next is apparently going back to. I am just not a big fan of this system. Others love this system because it definitely has an “old school” vibe.
“Honor” for Evil Acts
The “honor” system seems a bit off to me, at least when applied to evil characters. The concept of honor in the game is that you receive honor points when you play true to your class, alignment, quirks, and flaws. Perhaps it is just the terminology, but an evil character “gaining honor” for committing evil acts (true to his alignment) just doesn’t feel right to me. The term “honor” makes perfect sense when applied to good character performing good acts but I personally struggled to apply the same concept to evil.
I have never been a fan of Vancian magic. HackMaster goes part of the way in getting rid of this system, but not far enough. The game uses spell points (which I love), but it still hangs on to memorization of spells in addition to utilizing spell points. Mages can cast any known spell but it costs less to cast memorized spells. I wish they had just gone all the way with focusing on spell points and not held on to the old-school memorization requirement. I know many people will appreciate that they didn’t do completely away with memorization.
The rules in HackMaster are extremely well thought out, internally consistent, and intuitive once you put them into play. However, they are often hidden in “walls of text” and not always placed in a completely intuitive order. Some additional rules editing and “instructional design” would have helped with rules comprehension, especially for first-time players. Fortunately, the examples provided are excellent. To help myself and my players, I pulled the key rules for combat out of the many paragraphs of text and placed them in a bullet point summary that highlights the most important elements. This Combat Reference Sheet (which can be downloaded here) helped me learn the rules and apply them much more quickly. I recommend this resource to anyone who is trying to learn and remember the HackMaster rules.
Unarmed Combat is Complex
The unarmed combat rules are very “realistic” but also feel overly complex to me. I believe this is one area where rules realism trumped ease-of-play a bit too much. My brain hurts every time I try to read this section of the rules.
Weak Starting Mages
Level 1 mages are incredibly weak. They typically only know a few weak spells and, chances are, none of these spells will be very helpful in combat. It was hilarious to watch one our mage PCs try to figure out how the spell he rolled, Know True North, was going to be helpful in combat. Like in AD&D, mages are fragile but become truly powerful at higher levels—if they survive. Protecting the mage in your party until he advances to a higher level is essential. I found myself wishing that mages started the game with a little more offensive firepower.
Even though most of the “silly” elements of HackMaster 4e have been removed from 5e, there is some residual goofiness that slipped through. There is some “Garyspeak” in the Player’s Handbook that can come across as arrogant, self-righteous, and silly at times. I think this tone will turn some people off. I know it is meant to model the kind of prose Gary Gygax used to write in AD&D, but it didn’t do much for me. Many people love this aspect and feel like it makes the books feel like a game rather than a dry textbook. I found a few things, like Gnome Titans who all have “inappropriate use of humor” and “groin stomp” as racial attributes, to be a bit silly and over-the-top. A few of the spell names retain a silly element—such as Skipping Betty Fireball. This is not a huge issue because it is very easy to rename such things (or drop them) if desired. It is very easy to run HackMaster as a serious game if this is your desired play style.
Even though HackMaster has a few flaws from my perspective, none of these issues comes close to dampening my overall enthusiasm for the game. I also realize many of my perceived weaknesses will be seen as strengths by others.
Simply put, HackMaster is now our group’s game of choice. I am glad I didn’t “judge this book by its cover” and pass it over just because of its parody-based past. This is the most exciting RPG I have played in 30 years. It really “brings the magic back” for me and reminds me why I got involved in roleplaying games to begin with—to face difficult and scary challenges with courage, determination, wits, and a bit of luck. If you have not yet downloaded the free Basic version, you owe it to yourself to do so. Well met and happy hacking!