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by Gary Jackson©
© 1992 Gary Jackson
All rights reserved
with minor contributions by
J.R. Blackburn, S. Johansson and D. Kenzer.
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GARY
JACKSON'S
UNDERSTANDING HACKMAGICK
PART IV: MEGA-CAPACITY
MAGIC ITEMS
Thus far in this seminar, we have covered the
underlying
mysteries of such magic items as intelligent
swords, chained-spells, and battle magick. Now, gentle
reader, let us turn our attention toward those items which
are listed in the HM-DMG appendices under the head-ing,
Mega-Capacity Storage Devices (MSDs)
Of all the HACKMAGICK
™
items thus far presented in the
rules, these items by far are among the most misunder-stood
(and the most abused) by player and GM alike.
Judging from the questions we receive here at the
HardEight studios there seems to be a great deal of
confusion concerning these items. Fortunately, the $237
tuition you shelled out for GameMasters Camp has
proven to be a wise investment on your part. For you are
about to learn one of the best kept secrets of the
HackMaster multiverse.
DISPEL CONFUSION
I had every intention of presenting a very detailed
explanation of MSDs in HackMaster 3rd edition, but the
inclusion of several new chapters to those books
(Chiefly, “Dwarven Metallurgy” and “Small Kingdom
Administration”) forced me to make some tough editing
decisions. My editorial staff talked me into pulling the
material at the last moment prior to going to press — It
is a decision I soon lived to regret.
Shortly thereafter, some scurrilous individual here at
our studios (who, incidentally is no-longer in our employ
and has since moved on to the illustrious job title,
“Assistant Deep Fryer Attendant” at a local fast food
eatery) , leaked portions of my notes to several
HackMaster newsgroups on the usenet.
Immediately, numerous “unqualified” and “inept” rule-hacks
took my stolen notes and expanded upon them.
Then these same morally-destitute slime-weasels
‘reposted’ the revised material and attempted to pass it
off as my own work with the implication it was somehow
‘official’. [Incidentally, Hard Eight is offering a $1,500
reward (in product) for any information leading back to
these perpetrators. Please e-mail
Antignanobro@machine.com for more information.]
Like a nagging mother wagging her finger, I have
warned both GM and Player alike, repeatedly that they
should avoid the plethora of unofficial hackmaster news-groups
that infest the internet like a plague. (not to mention the hundreds of bbs sites that have cropped up inthe last few years).These groups have become nothing
more than thieves markets where bootleg copies of
HardEight product are electronically exchanged. Much
of this ‘illegal’ material has been altered from the original
- hopelessly contaminated with homebrewed rules.
The end result of all this unofficial material being
churned out on these groups? The fragmentation of the
game we all love so much. There are now dozens of dif-ferent
schools of thought on the nature of MSDs and just
how they work - all because of the aforementioned mate-rial
which is being proliferated by rule-hacks. Are you
angry yet?
You should be. Those who would do harm to the game
ultimately do harm to Joe Gamer. And that, dear reader,
greatly offends me.
One poor player discovered my intolerance for such
rule-hacks while I was running a tournament module at
GaryCon last fall when he had the audacity to question
a ‘call’ I had made regarding a Bag of Hefty Capacity.
“On what basis are you making your challenge?” I
asked incredulously.
When he began quoting the illegal material I men-tioned
above, I was compelled to thoroughly lambaste
the ignoramus without mercy and I continued to do so
until he broke out in to tears. (As for the rumors that I
slapped the bastard - they are untrue. Though I do regret
a missed opportunity to do so.)
Tears, dear reader, do not move me and I must con-fess
it gave me great pleasure to tear his character sheet
into tiny pieces and run his ass off the premises. ( all of
this, mind you, took place in front of his wide-eyed peers
who most certainly learned a valuable lesson by his
example.)
My only regret was that we weren’t playing in some
southeast Asian country where the laws on whipping and
caning are a little more lax than here in the states.
I am quite sure the individuals who write and spread
such material under the delusion that they are somehow
‘qualified’ to ‘tweak the rules’ are very pleased with
themselves. Sadly, some Players and even a few
accredited GameMasters have been duped into using
this material thinking it ‘harmless’ to do so.
The fact of the matter is this — these rule-hacks
have done a terrible disservice to HackMaster players
and GMs everywhere. They have blurred the rules and
by doing so have created chaos.
Gary Jackson’s GameMaster
Camp 1992
Page 25
Not to worry gentle reader, my original notes on
mega-capacity magic items will be published in the next
revision of the HackMaster rules (4th edition - still sev-eral
years away.) Then, almost as if a global “clarity
spell” had been cast, the record SHALL be set straight
and the rulehacks silenced.
In the meantime, stalwart GameMasters, what follows
is a greatly condensed version of my notes.
A NOTE OF CAUTION
Everything presented here is ‘official’ HackMaster
and can be used/acted upon accordingly. I caution, you
however — do NOT divulge this information to your
Players. Let them glean what few details they can dur-ing
the normal course of play - that’s fine, but guard the
knowledge you are about to be given. Do not hand your
players the mattock with which they will bring your cam-paign
crashing down around you.
For there is a great risk, as will be pointed out, of
player-abuse of what’s presented here. With that warn-ing
in mind....
TYPES OF MEGA-STORAGE DEVICES
So what is a mega-storage device? To quote the
HackMaster’s GM’s Guide
™
an MSD is “a device/con-
tainer into which other items can be placed (stored) and
later retrieved. The device itself is a ‘portal’ into another
dimension through which a nearly limitless number of
items can be placed.”
What this means to the player is he can throw a LOT
of junk in an MSD without affecting the device’s size or
weight. In short it’s a damn good way to haul around a
lot of crap without regard to one’s own encumbrance or
carrying ability.
However, not all MSD’s were created equal. There
are two basic types of mega-storage devices in
HackMaster; Non-Dimensional Basedand Trans-
Dimensionalbased.
Type I. Non-Dimensional Space.
Most of you are only familiar with the Non-dimensional
type of MSDs. These are the simpler and most common
of the two forms. As such there’s really no need to
devote time talking about them here other than briefly
retouching on them and pointing out their differences
from the Type II variety.
MSDs of this type basically represent a ‘closed system’.
The portal (mouth of the bag/container) opens up a bit of
non-dimensional space which has a specific (fixed) volume.
(i.e. there is a limit to what you can place into it.) The
amount of available storage space in these types of MSDs
varies from bag to bag but each particular bag’s capacity is
‘fixed’ and can’t be altered.
One of the main differences between Type I and Type II
MSDs is that a Type I bag or container can be turned
upside down and its contents will pour out. Indeed, this is
the surest and quickest way to identify a bag’s type.
There is a great risk, as will be pointed out, of player-the
mattock with which they will bring your campaign .
Type II. Trans-Dimensional Space.
An MSD of the Trans-Dimensional variety works on an
entirely different set of principles than the Non-Dimensional
variety and is based on an ‘open system’.
An MSD of this type, when opened, creates a portal into
a specific alternate plane of existence. The size of the bag
dictates the size of the portal only. The size and dimension
of the bag itself is of no import. It is the actual mouth of the
bag, or the opening, which is the portal.
For purposes of this article we will call this plane, Bag
World.™ (So far only one trans-dimensional plane has
been associated with type II mega-storage devices though
it is certain others exist.)
Every Type II MSD, when opened, creates a portal over
a specific and precise point in Bag World. This point is
known as a ‘ bag zone’. (Note: No two Type II MSDs have
the same bag zone.)
Fig. ADistance not to scale. Distance
between most bag-zones would
be hundreds of miles.
Figure A illustrates how Bag World is set up. When a
Type II bag is opened, the portal (or aperture) opens up
over its designated bag zone. The number of items placed
in the bag is limited only by the owner’s reach. (more on
that later) If one were to step inside a Type II Bag of Hefty
Capacity he would find himself standing in a world of sub-dued
light. Without the aid of any form of artificial light, visi-bility
is about twenty feet. Anything beyond that appears to
be swallowed up by the the darkness.
If the bag is opened, a bag-traveler (Figure B) would
notice an aperture suspended in the sky This aperture
would appear to be anywhere from 40 to 100 feet in diame-ter,
depending on the actual size of the bag. The aperture
would also appear to hover anywhere from 100 to 400 feet
above the surface of Bag World (Making it impossible for
the bag-traveler to step out of the bag unless aided from
the outside, or if he were somehow flight-enabled).
There is a 1:100 size difference ratio between the
‘Outside’ world and Bag World. Thus, if the bag traveler
were six feet in height in the outside world, to an observer
outside the bag peering in, he would appear to be roughly
Page 26 Gary Jackson’s GameMasters Camp 1992
3/4 of inch tall (.72 inches) To a bag-traveler inside the bag,
the observer, peering down at him from the sky, would
appear to be giant sized.
This size-reduction, (which takes place when placing an
item into a Type II bag) only takes place once a person or
object passes ENTIRELY through the aperture. If ANY por-tion
of the person/object lies on the other side of an aperture
no reduction in size takes place. (the same being true in
reverse when removing a person/object)
For example, if you were to swing one leg into a bag of
holding you could stand with one foot on the outside-world
and the other leg on the surface of Bag World.
There is a great risk, as will be pointed out, of player-abuse
of what’s presented here. Guard the knowledge
you are about to be given. Do not hand your players the
mattock with which they will bring your campaign .
Once swinging your other leg into the bag you would be
standing in Bag world but your upper body would still be in
the Outside world. To an outside observer you would appear
as a normal sized person standing chest high in bag. To
someone inside the bag (in Bag World) you would appear as
an enormous giant - two towering legs stretching upwards
and disappearing into the aperture suspended in the sky. To
fully enter Bag World you would have to kneel. Once your
head cleared the aperture you would instantly be reduced to
Bag World dimensions.
Likewise, when you reach into a Type II bag to grab an
item and pull it from the bag it remains in a reduced-stage
until it fully clears the bag’s mouth whereupon it would return
to its full size.
Bag Zones: As I already mentioned, each Type II bag
has its own ‘bag zone’ in Bag World over which it opens.
A bag’s aperture is ‘fixed’ over its zone and, with the
exception of a phenomena known as ‘shuffling’, (see below)
cannot be changed.
A bag zone has no physical boundaries. It is normally
defined as being the area within ‘arms reach’when placing
items into, or removing them from, the bag. Thus, it is possi-ble
for a person to climb into a Type II bag and travel
between bag zones. Such a person would have to be well-provisioned,
however. Typically, bag zones are separated by
hundreds of miles (1d10x100 miles).
So, it is possible to enter a Type II bag and journey within
Bag World until the bag zone of another bag is located (And
actually loot any contents/treasure found there).
In fact, many notorious individuals in Garweeze Wurld
™
have learned this secret and have exploited it to the fullest
(See Bag-Raiders).
There is a great risk, as will be pointed out, of player-abuse
of what’s presented here. Guard the knowledge
you are about to be given. Do not hand your players the
mattock with which they will bring your campaign .
There is a great risk, as will be pointed out, of player-abuse
of what’s presented here. Guard the knowledge
you are about to be given. Do not hand your players the
mattock with which they will bring your campaign .
It is also possible to
enter a Type II bag,
journey within Bag
World to the bag zone
of another bag, and (if
aided of course by
someone on the out-side)
exit Bag World
from that bag. Keep in
mind that the bag you
entered and the bag
you exited could be
separated by thou-sands
of miles in the
Outside World, while
in Bag World their
respective bag zones
could possibly be only
a few hundred miles a a part.

There is a great risk, as will be pointed out, of player-abuse
of what’s presented here. Guard the knowledge
you are about to be given. Do not hand your players the
mattock with which they will bring your campaign .
Shuffling: Shuffling results when one Type II bag is
placed into another. (Type 1 bags appear to be immune.)
This causes the bag actually being placed into the other to
disappear in a flash of blinding light. The second bag’s aper-ture
(into which the first was placed) immediately jumps to
another random point in Bag World where a new bag zone
for that particular bag is established. If the new bag zone is
already assigned to yet another bag - that bag’s zone is
bumped and another random zone is assigned for it. This
often creates a series of bumps and bag zone reassign-ments
affecting dozens or even hundreds of different bags.
(Hence the term ‘shuffling’).
So it is quite possible for a Type II Bag owner to lose the
contents of his bag when its bag zone is bumped or shuf-fled.
Likewise, it is possible for an owner of such a bag to
open it to find his own belongings gone, only to be replaced
by those of the bag which his bumped in the shuffling
process.
Bag Raiders
Because of the nature of ‘bag zones’ and the fact that it
is possible for a group, or individual, to travel between such
zones, there are many enterprising individuals who have
attempted to exploit what they see as an opportunity for ill-gotten
gain.
The most famous of these ‘bag raiders’ is Jonid
CoinCrawler. (Yes, this is ‘Jonid’s secret’ which I alluded to
in the NPC notes of Module V7: Let’s Make a Steal.)
Jonid learned that a Type II Sack of Enormity was not
only useful in making quick escapes but was an excellent
way to traverse great distances in Garweeze Wurld quickly
with the aid of a Bag Zone Mapcharted by the grand-sage
Maltardigun the Younger. (When a great ‘shuffling’ occurred
in the year 875 Jonid’s map was rendered useless.)
For many years Jonid raided hundreds of bag zones leav-ing
more than one bag owner scratching his head as to
where the precious contents of his bag had gone. I’m sure
Fig. B
Portal created by
mouth of Bag of Holding.
To an Observer inside the bag the
Portal would suddenly
appear in the ‘sky’ anywhere from
200 to 400 ft above.
Gary Jackson’s GameMaster Camp 1992
Page 27
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