There was some discussion in Jason Morningstar's AP thread about how to handle hirelings, and Tony never came back to talk about how he's been doing it. Recently I had some thoughts about general rules, which don't really address the questions from that thread, but I figured if I posted my ideas here, that might coax Tony out of the woodwork to talk about it, and also I could get some feedback on my ideas or give others some food for their own thoughts.
I originally posted this on my LiveJournal (
http://philaros.livejournal.com/166680.html); I'm leaving out the introductory stuff.
As a player, I've felt frustrated a few times in past games, not really having a good idea what abilities the hirelings have or how to get them to use those abilities on my behalf. So here are a few things I'm thinking.
Following on the model for gangs, hirelings should come defined with a few basic stats and traits, which provide guidance to both the player and DM how to use them in the game. As with monsters, the basic stats for a hireling would be level, hit points (or hit dice), armor, and damage caused by an attack. Additionally, hirelings should come with at least these three tags indicating their traits:
class,
price, and
weakness or failure condition.
- The class trait indicates the basic class moves that this hireling has access to. So a fighter hireling can Bend Bars or Lift Gates, a cleric hireling can Turn Undead and Cast a Cleric Spell, a ranger hireling can Hunt and Track, and so forth. A hireling can be expected to use these abilities as appropriate during the adventure, such as in combat, or the player can specifically order the hireling to use the ability. I think that although hirelings can be higher than level 1 (or can advance in levels through adventure), by default they never have access to the advanced class moves—those are advantages for full player characters.
- The price trait indicates what the hireling needs to be paid on a regular basis for services. It's similar to the surplus trait that followers and holdings have in Apocalypse World. By default hirelings have a price of gold, probably something like 10 gold per level per day. As long as you're meeting the hireling's price, you have access to their class moves.
- The weakness or failure trait—and I'm not sure what's the best name to call this—indicates how the hireling reacts when the price is not met or as a result of a failed Order Hirelings move. It's similar to the want trait that followers and holdings have in Apocalypse World. By default hirelings have a weakness for desertion, and will flee if confronted with a situation beyond their price ("man, I'm not getting paid enough for this!"). Other possible weaknesses include treachery (attempt to secretly betray the players), mutiny (openly rebel), or despair (do nothing but cower and wait until it's over).
Maybe hirelings should have a fourth basic trait,
mercenary, indicating that they're only in this for the money. Then there could be class-specific moves that could replace that trait and also change the price: for example, a paladin might get one that replaces
mercenary with
loyal and changes the
price to
upkeep (providing food and shelter). Or maybe just a general special move open to all players, Retain Hirelings, that lets them pick an option when attempting to hire hirelings.
Combat-wise, follow the general Apocalypse World rules for NPCs or gangs. (That's all I wrote in my post; essentially, use hit points and taking damage the same way you'd do it for anyone else. But it'd be nice to have a more abstract and easier way to handle that for hirelings.)