Sunday, April 26, 2020

D&D for hobos but hopefully not murder-hobos

Hobos probably have access to pencils, paper, and playing-cards. So that's what we'll play with. Also, the rules are short so you don't need to have them written down.
 

Storytelling is very important to the hobo-tradition. If your characters tell a room full of hushed NPCs of their exploits and then each draw a card higher than their current level, they level up. You start at level 0. No story may be told more than once.(Each player draws separately.)


Chargen: Draw a card for each stat. Royalty count as 10s, and aces count as ones. The stats are murder, defend, breathe, consciousness (awareness), and brilliance.

Tests: When you try to do a thing, draw a card and if the drawn card is equal to or less than your stat, you do it. In this case, the royal cards all count as 11 when drawn, and spell a fumble. Aces mean you do critically well. Jokers mean a success, but something odd is also ad-hoced by the HM for the players to deal with.

Dying:
You can take a number of hits equal to your level without much consequence. When you take a hit beyond that limit, you draw a card and apply it to a stat. As long as that card is equal to or less than the stat, you can keep going, but keep the card. If the cards applied to a stat ever exceeds it, you lose access to that stat and fail all rolls with it (failing to breathe is deadly, so only an ace or joker can save you if you lose that stat).

Classes: Choose a class. Each class may have abilities or advantage on draws. Advantage means you draw twice and take the more advantageous card.
  • Fighters have advantage to murder, defend, or breathe. They play harmonicas.
  • Stabbers have advantage to murder and consciousness. They can sense traps are present without a check. They can play Three-card Monte with the Hobo Master to do legerdemain. They play mouth-harps.
  • Wizzers have advantage to brilliance. They may cast spells (or use psionics); they draw a card each morning and have that many spells to use that day. Spells are made up on the spot, but if players wish for the moon they'll get a monkey's paw. They play banjos.
  • Hippies have advantage to breathe. They have a faithful mutt with its own stats. Hippies can scrounge up either a day's rations or healing erbs (remove 1 card of damage from someone's stack) each day (player has to choose which). Such food or herbs don't last more than a day. They play cowbells.

Monsters are all unique. When one is generated, the HM draws a card for each stat and keeps it face down until it is tested (not even the HM knows how tough a monster is). However, a monster reveals a new weird ability each time it acts, or uses a previously revealed one. Monster abilities just work, and the players have to deal with them, usually with defense draws.

Initiative is done by drawing cards. Lowest cards go first (aces are ones). Starting with the HM, a player will reveal their initiative card and declare an action. Any player (including the HM) may interrupt another by revealing a lower card; otherwise the action is tested for success or failure, then play proceeds to the left until everyone has done an action. Running about it an action.

Will work for food: The world is one in which your characters are misfits and outcasts. But it is the kind of world with monsters and other problems that need to be dealt with. People post jobs, bounties, and commissions to bulletin boards that anyone can peruse. There is competition, so if you pass on a job, it's likely gone forever soon.

Hobomasters: The totality of your game prep should be writing interesting jobs to put on the boards. Each situation should have a number of steps equal to a card you secretly draw and note. If the players have done that many rooms/encounters/traps/&ct, or if they seem bored, wrap it up and get them back to the barrel-fires where they can spin their tales for the other adventure-hoboes.

This post was inspired by another dude's post.
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Share good posts with good goblins. Claytonian at the gmails.

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