Friday, June 14, 2019

Food for Powder, Food for Worms

The abusive behaviour of most players towards hirelings is well known in the community, with most DMs noting ruefully that while player characters may survive a dungeon, NPC men-at-arms and hirelings usually don't.  This is part due to the weakness of non-levelled characters lacking in hit points, but it's also because players tend to consider hirelings and followers as material to be spent rather than a resource to be preserved.

There are a number of reasons for this, beginning with the poor fighting quality and usefulness of men-at-arms, who are barely able to fight one-on-one with a lowly orc, what with penalties to hit and low hit points.  Both DMs and players running men-at-arms also set them up to die, having them rush directly into combat, traps, ambushes and what not, so that they are more like budgies in a coal mine than combatants.  Practically no effort is made to give a man-at-arms as much personality as the local grocer has, so that these persons are easily expendable in that they are faceless, replaceable fodder.  As such, many players don't see the point ~ men-at-arms are going to provide much benefit and they're just a pain to maintain or keep track of.

These issues evaporate in a grittier system, as players begin to understand that hirelings are highly needed in support roles, to carry gear, to hold the light sources, to drag the wounded out of combat and to serve as a last-ditch reserve when the combat goes sour.  Rather than sending in the fodder first, the support team of men-at-arms holds the rear while the main body takes the front blow.  To make this work, however, there have to be things for a man-at-arms to do.  If there are no encumberance rules, no wounds to bind, no attention paid to light sources in game and no chance of the party ever losing a combat, then they're right ~ a man-at-arms is useless.

Therefore, it's not surprising that the "reward" of retainers at a given level is often looked at by players as a hindrance rather than a boon.  They may be useful at some point, but probably not on the next adventure, where probably half of those or more that we brought along would be dead.  Better to record their number and leave them safe at home, where they can push around our peasants and make sure the taxes are paid.  And this is what my players have almost always done once my characters obtained retainers, for years and years.

My perspective is different now.  It wouldn't be enough any more to simply reach name level and expect 160 retainers to "show up."  A character would have to be a resident, would have to prove themselves deserving of local recognition, would have to receive some sort of recognition from the higher lords as well, for why should they part with some of their lands for the sake of interlopers?  I can see the players ingratiating themselves to a prince or a duke, but that would have to be role-played in a manner that impressed the upper noble.  The players could dive into the deep wilderness, trying to find themselves a piece of tillable land that no one else had thought to clear and plant on, but again, there'd have to be a reason why strangers would show up and seek to serve.  Providing land for them is a start.  If one were in America or the African colonies, a boatload of slaves or deportees might provide the basis of a retinue, if they were freed or otherwise granted status that won them over.  Whatever the method, the "adventure" would include demonstrating that the players deserved the retinue that turned up, by the way they played, by the choices they made as characters and by the arrangements they made with other NPCs, but below and above them.

Moreover, none of that needs to wait until name level, not in my game.  As far as I'm concerned, a 1st level party can strike out for some part borderland, arrange to purchase or "claim" land, build a farm, gain followers, build small scale fortifications, clear the land, wipe out some vermin or worse residents, adventure a little for a stake, build relationships with the local magistrate, then the baron, bey or rajah of the region, perform some services, gain more followers, pick up some henchmen, increase the number of their hirelings, gain permission to posses a heraldic sign through some deed, work their way up through levels and have the whole infrastructure perfectly in place so that, upon hitting 9th level, royalty or what similar force that exists would finally get wind of the situation and send out 150 soldiers or like supporters on cue.

And no, I don't see this as limited to some classes.  Why shouldn't a Bard establish a college, or a druid a gathering of forestals?  Why shouldn't a mage or illusionist establish a thaumaturgical school, with a set number of fresh new students being enrolled, who then become an important alumni?  Why shouldn't a paladin gain a pack of crusaders?  Why these classes, but not all the classes?

Obviously, I don't think that every class should get a raft of soldiers.  The cleric should get less soldiers and more zealots and believers, but probably this was a bit creepy for the 1979 company.  I'm not limited by such prejudices.  I can cheerfully allow an "evil" cleric player character to gain eighty or so deranged, murderous thuggees ready to konk women unconscious and burn them alive in monthly festivals ... because I just don't care.  This was done in reality, once; no reason it shouldn't be done in a player's imagination.

It would really be something to concoct 80 meaningful personalities for these retainers ... and I'm not talking about some silly list where "pious" or "slothful" count as a personality description.  I mean names, habits, persons you'd like to have with you in a given circumstance ... and 80 random collections of six stats that YOU, as player, would have full access to, so that you could choose the one with three 17s and a 16 to join you on your raids, while assigning the fellow with no stat greater than 10 to manage the gong pit.  You'd have full control; these are your retainers.  I think watching you manage them, get to know them, figure out how to delegate them into tasks and expand your personal control over a small fief (made of a number of hides, which could expand into a hundred), sounds like great fun as a DM.  And meanwhile, the ranger is managing a different crew, the paladin another, the mage another and the thief still another.  Crazy, wild, engaging stuff.

It doesn't sound like work.  It sounds like perhaps the best campaign I ever had.

It's nice to have friends.  Try to bring most of these back alive, hm?

6 comments:

  1. As someone who is running a bad version of the campaign you describe - players do enjoy it.

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  2. I think probably your version is not so bad as you think it is. We don't have a proper perspective on our own contribution.

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  3. I yearn for this kind of thing as a player. I'm currently stuck playing a character who should be dead (saved by DM fiat, and then basically guilt-tripped into continuing him when I asked to retire him). We're slowly building favour with the local notables through good deeds but I seriously doubt anything lime the above will happen. The DM has killed every NPC bar two that I've tried to befriend/recruit, and the two I managed to save and bring into our group are under his direct control.

    Sigh.

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  4. I run a campaign where the players are chaotic "Evil" and have a ship captained by retainers and is powered by souls. Whenever one of their crew die they can reanimate them for souls. This has been a great way to get players invested cause even if the retainer dies they can be brought back at a great cost.

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  5. One of my PCs was able gain possession of a fiefdom after helping to repulse a Magyar invasion into France in a historical campaign based in late 10th century Europe. We spent quite a bit of time managing that fief and organizing the rebuilding of it(it was one of the areas devastated by the magyar raids). The time spent working with local NPCs and building up a loyal following among them resulted in one the best campaigns I ever played in.

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  6. Another look at how logistics makes npcs more valuable for PCs.

    http://harbingergames.blogspot.com/2020/04/if-your-torches-burn-for-only-one-hour.html

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