Showing posts from March, 2019

Peasants & Pitchforks: Part 2 — Gameplay

Note : This is part two of a series about my homebrew game system, Peasants & Pitchforks. In this post, we take a look at the gameplay mechanics.  Please see post number 1 to learn how to generate a P&P character. To recap from last post, every P&P PC will have the following written on their character sheet: Three stats (Handy, Tricky, Lucky) with values ranging from 1 to 6 (with a possible +2 in Lucky) Three descriptors: a physical characteristic, a character trait and an occupation One piece of gear With that in mind, let's move onward to the game mechanics: ~*~ ~*~ ~*~ ~*~ ~*~ ~*~ ~*~ ~*~ Doing Stuff Throwin’ Dice : During play, just  tell the   Elder  what you want your character to do. If it’s risky, you’ll have to roll for it: Roll  Handy  to perform most actions: Throw 1d8. You want to score equal to or lower than your Handy stat. Success only applies to your single action, and creates little extra benefit beyond that action. Fail and you just f

Peasants & Pitchforks: Part 1 — Character Creation

NOTE : This is part one of an ongoing series, and only describes character generation mechanics.  For gameplay mechanics, please see part two of the series . ~*~ ~*~ ~*~ ~*~ ~*~ ~*~ ~*~ ~*~ Peasants & Pitchforks  is a fun little gaming project I’ve been working on. The basic concept is very much inspired by Dungeon Crawl Classics’ zero-level funnels, except redesigned purely with one-shot or convention play in mind. If you don’t know about DCC’s funnels, basically instead of playing one character, everybody plays a crowd of super-weak 0-level characters who take on a super-lethal meat-grinder dungeon module. There are tons of hilarious deaths, and only a handful of characters come out alive. My problem with DCC’s funnel modules is that they’re meant to be used as campaign openers and are not really optimized for one-shots. You end up playing these weak characters with a whole ton of rules you have no use for running in the background. For con games, I prefer rules systems th