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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 beyo...

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 s...