If a game sticks along long enough, it eventually becomes a parody of itself. In HackMaster's case, the parody turned into a real game. In 5E's case, you have a game that supposedly is as simple as BX, but it quickly grows beyond the complexity of HackMaster, and people quit at around level 8.
This is a game in the same "hobby self-referential vein" as games such as Dungeon Crawl Classics or even Munchkin, which embrace the hobby's absurdity and conventions. Yet it can flip right around and become a completely serious, non-humorous vehicle for storytelling. Think Robin Williams and comedy. There are moments when even the funniest comedian can flip right around and make us feel pain and cry.
D&D 5.5E, by comparison, is so self-important and full of itself that it borders on the unhealthy. As a lifestyle game, it refuses to have fun or admit to the absurdity of the hobby and its sometimes strange assumptions. It presents the fake as real, the pre-chewed superhero progression tracks of heroes that far outstrip monster power and are railroaded to level 20 on adventures carefully balanced to let the players win.
D&D 5.5E has no admission of the absurdity of "killing everything in the hole in the ground" as the way to solve problems in this world. There are no tense negotiations with kings and emperors in a throne room; any change in the world is effected through a boss fight on a battle mat. Combat, death, and killing with "my kewl powers" is the only way to create change.
I mean, if I wanted realism, I would be playing GURPS in Harnworld.
D&D 5.5E is, in comparison, one of those terrible superho games out of the 1980s where players use their powers to kill everything and everyone in the room until they get their way. Might makes right, and having power justifies using it.
Hackmaster is a lot like DCC. If you get the joke, it is hilarious. We embrace the absurd, the pedantic, the arcane crunch of rules, and the hypocrisy of the strange and unusual. In DCC, the rules are simple, and the world is unhinged and strange. In Hackmaster, the world is more normal, but the characters and their strange, odd, and incomprehensible rules are the unusual ones.
HackMaster is like one of those Flash games that presents a "walking simulator" where your analog sticks control each leg, and you are hilariously trying to make the stick figure walk to the other side of the room without dying. In HackMaster, just getting through character creation is the game, and figuring out how all this works in a typical medieval sandbox setting is the point of the joke.
Only, it is not a joke anymore.
In this case, the parody began to be taken seriously, and the game turned into a game, about as complicated as Rolemaster, that presents a method of playing fantasy adventures with. Could you get this with Rolemaster? Not really, being in on the joke is a big part of the fun here.
The absurd becomes the lingua franca. The joke becomes enshrined as the culture. The hypocrisy is the rules of the game. It is Monty Pythonesque, accepting the silly walk is the norm, and being shocked when anyone walks by normally.
Hackmaster is still a modern classic, fading a bit in relevance and popularity, an in-game for the in-crowd, but if you love DCC and other self-referential games where the absurd is enshrined and celebrated, a worthy read and inspiration for old-school chaos and inspiration.
We haven't heard much news, and the game feels like it is sitting in the doldrums. I am hoping this is just a low moment and that the game doesn't go away. The silly parts of our hobby and our addiction to the specific, minute details that make our "fantasy simulators" work need to be celebrated and embraced.
Even as a source of inspiration for old-school gaming, HackMaster is still worthy.