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Title: Henchmen & Hirelings: The Lost Secret of B/X Survival
Duration: 00:09:26
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Hey folks, welcome back to the tavern.
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Last Monday we talked about reaction
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roles. That tiny little 2d6 system that
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makes your world actually respond to
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your players instead of feeling
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scripted. Well, today we're taking that
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a step further because reaction roles
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don't just work on monsters. They're
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baked into a part of early Dn D that a
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lot of modern tables flat out ignore.
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henchmen, retainers,
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and hierlings. These aren't optional
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rules. They're a part of how BX and AD
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and D were designed to be played. So,
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let's break down how those often NPCs
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make old school gaming smoother,
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deadlier,
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and a hell of a lot more fun. So, let's
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start simple. We'll give definitions.
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Henchmen. These are full-on NPC
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adventurers who join for long stretches.
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Retainers
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are generally lightly trained allies who
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sign up for shares or small wages. And
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then of course you have hires. These are
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your torchbears, your portage, your
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locksmiths, your laborers.
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uh you know these
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general non-skilled individuals and
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here's why they matter.
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They expand the party without adding
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extra players.
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They make low-level plays survivable
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without tweaking encounters.
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They give your world texture. NPCs are
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actual people with loyalty, morale, and
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personality. They create drama. Someone
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might break, bolt, or step up like a
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hero when least expected.
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BX modules assumed this. You weren't
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supposed to explore the caves of chaos
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with four PCs in a prayer.
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You had help. What's up?
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Let's go and take keep on the
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borderland. every classic table back in
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the day had
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well you were going to hire probably a
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torchbearer
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uh a porter and maybe not for your first
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adventure cuz you were broke but the
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moment you could one or two men at arms
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maybe a guard dog
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and as you leveled perhaps a retainer or
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two and if you could hire a clerk
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that would be awesome.
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cuz honestly most of my parties never
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had a cleric.
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The game assumed
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more bodies. It assumed more morale
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roles. It assumed more loyalty checks.
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It makes charisma
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less of a dumpstat.
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And it's more living, breathing,
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unpredictable NPC behavior. And that's
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what makes OSR play feel like you're
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part of a world, not a pre-written
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adventure path.
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So, this is where the mechanics start
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singing. Henchmen and retainers, they
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will reaction decide whether or not
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they'll even work with you.
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All right? They have loyalty based on
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your charisma and how well you treat
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them.
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Interesting, right? Again, stop thinking
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of charisma as a dump stat. You roll
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morale in combat to see if they stick or
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break.
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They can gain XP and not the
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torchbearers,
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but the retainers, the henchmen, they
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can gain XP, but usually at a reduced
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share.
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And
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they judge
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you and the party based upon your
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actions, your party's actions,
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reputation, and how often you get their
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fellows killed. And every one of those
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roles creates a story.
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Will your retainer charge the ogre with
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you? Will your torchbearer panic when
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the skeletons rise? Will your new
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henchmen turn on you if the treasure
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split feels unfair?
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This is immersion without railroading.
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It's an emerging
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story.
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Hlings don't get enough love. They're
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not adventurers. They're the blue collar
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backbone of the OSR party.
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Portters keep you from drowning in
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encumbrance. You can actually bring your
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treasure back to town. Link boys or
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torchbears literally let you see.
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Men at- arms, they hold the line at
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level one, level two, when every hit
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point matters.
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Specialists like engineers or sages can
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solve problems without the DM needing
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new rules. They keep the expedition
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running so the end so the PCs can focus
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on the danger.
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Now, if you want to run OSR campaigns
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the way they were meant to be played,
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use this simple breakdown.
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Hirelings quick and dirty. Keep them
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lightweight.
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Armor class
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hit points,
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a simple [snorts]
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attack line,
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you know what they need to hit, AC0
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perhaps, and the weapon they using, the
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damage, a morale score, and uh a job
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skill if it's relevant.
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cuz yes,
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even your torchbearer is probably going
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to know need to know what their AC and
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hit points are.
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Um, retainers,
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kind of like your junior adventurers,
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all right, they're
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temporary, right? That you hire them on
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an adventure by adventure basis. They
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get a class, they get a level, usually
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first or second AC, hit points, their
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normal attack routine where they're
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attack usually with a range weapon first
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or, you know, are they the bowman? Are
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they uh a sword bearer? What is their
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main method of attack? You need to know
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how loyal they are, what the morale
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score is, and basic ability scores. If
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there is something that's above or below
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the average,
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their gear is assigned by the PCs.
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Okay? So, you outfit them as you expect
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them to be outfitted
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and they are, my opinion, give them a
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quirk, large or small, they should be
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memorable.
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And then you have henchmen.
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These are full NPC characters. They are
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going to return adventure after
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adventure.
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They deserve the works. Full ability
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scores,
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a proper class and level chart. You're
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going to keep their XP that they earn,
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their hit dice, their saving throws,
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um morale and loyalty, obviously
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full equipment. So yes, there's a little
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time involved in that.
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They have to get downtime and training
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in advancement if you're using those
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rules
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because here's the punch line. Herlings
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stay simple. Retainers get light stats.
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But henchmen
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statum like their PCs
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because in old school play
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they become a PC when somebody dies.
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they will step up and now you have an
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instant replacement for your deceased
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character.
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That was true then, it's true now.
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Using all three, hierlings, retainers,
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and henchmen doesn't just
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add bodies,
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it adds texture, it adds tension. It
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lets you play BX the way it was
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designed. deadly, dynamic, and full of
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unexpected heroes.
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So, let me know in the comments below.
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Do you still use henchmen and harlings
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in your games, or has your table
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forgotten
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this old school magic? Hit like, sub if
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you're new, and Friday's member only BX
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deep dive ties right into this topic,
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demihuman experience tables, why they
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existed, and how they shaped early
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edition pacing. God bless and I'll see
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you then.
