Following on from my previous posts (here and here), I ran Hillfolk at Continuum. How did it play? In short – brilliantly. It was the best session of my convention.
It signed up fast. I mentioned that I was running it to a friend, and he immediately put his name down. There was interest among those (like me) who had backed the 2012 Kickstarter but had yet to play it. It wasn’t just me – three other players also had backed the Kickstarter.
I ran Hillfolk with five players, which seemed to be a good number. I don’t think I would have wanted to do it with six, but I guess I’ll find out one day.
As mentioned before, I used Jon Cole’s Hillfolk one-shot playbooks.
Character creation
For the first 45 minutes of the game, we created characters. It turns out creating characters is a lot of fun – part way through this session, the players were grinning as the conflicts they were setting up became apparent.
After introductions, here’s what we did.
- First, I gave a brief overview of Hillfolk. While most of us were aware of it, nobody was familiar with Hillfolk, and we had one complete newcomer.
- Then, I spread the playbooks out and let the players choose. I told the players that if one of them didn’t pick the chief, the chief would be an NPC (and weak). One player chose to play the chief.
- I asked the players to pick names and desires. I’d printed the list of names from Hillfolk (page 75) and the advice on page 13 on choosing desires.
- The players chose dramatic poles – examples were printed on each playbook, or they could create their own.
- The players then answered the playbook-specific questions.
- I then asked everyone to go around the table and describe their characters to everyone. (As they did, I wrote each name and role on an index card.)
- Then we moved to relationships – where the fun really starts. I asked each player to describe their character’s relationship with another character – and what they want from that relationship. The receiving player then declares why their character can’t meet that emotional need. (The only restriction I put here was to make sure that each character was only petitioned once.)
- We then repeated step 7 in random order. Again, I ensured nobody was petitioned more than twice to keep the characters balanced.
And with that, character generation was done. Our characters:
- Firstson, the chief
- Raven, clan elder and the chief’s uncle
- Copperhair, the curate (and the chief’s son)
- Dog, the warrior
- Hewer, the captain
As an example of the dramatic poles and needs and wants, Hewer desired respect and was torn between honour and savagery. From the other characters, Hewer wanted affirmation from Raven that war is good and to train Copperhair as a warrior. Meanwhile, Dog wanted Hewer to recognise that he loved him.
Actual play
I started the game with a conference scene, with the news that raiders from the Shining Scales had stolen the last of the tribe’s food. (This is as suggested by the guide in the playbooks.) The chief made a speech, setting the scene. Copperhair started to respond, but I cut him off and suggested we turned that into the first dramatic scene – which we did.
Then I used a small deck of five index cards to randomise the caller for the next scene. (I didn’t let anyone skip their scene – something suggested by the Fear of a Black Dragon podcast which seemed to work.)
Dramatic scenes work with the caller deciding where it will be, when it takes place, and who will be in it. They then petition one of the other characters for something. If the petitioner forces a concession and gets what they want, the conceder gets a drama token. If the petitioner doesn’t get what they want, they get the drama token. Drama tokens come from the other player (or the pot if that player has none).
Most of the game consisted of dramatic scenes, with the players trying to persuade other players to give them things they want (or do things they want them to). At one point, Dog ended up with four drama tokens, giving him great power over his next scenes.
I didn’t have to do much other than watch the awesomeness unfold. I kept an eye on the scenes to make sure they weren’t too long, and I had to check who got the drama token (sometimes it wasn’t obvious – and sometimes both players agreed neither was due one). But it was probably the easiest GM-ing I’ve done for a long time. (And certainly the biggest impact compared to the effort put in.)
Oh, and I managed the occasional procedural scene.
Procedural scenes
Procedural scenes are action scenes – they’re the scenes that most RPGs focus on. In Hillfolk, they’re important, but they take second place. A procedural scene might be an entire battle or a single spear thrust. But there’s only one chance to resolve it.
Everyone (including me) had three tokens for procedural scenes: red, yellow, and green. The tokens represent the strength of their commitment (green = high, red = low). Here’s how it works:
- Players state what they are doing and what their intent is.
- GM decides on the strength of the opposition (high/medium/low using one of their procedural tokens). They keep this hidden.
- GM draws a playing card and places it face up. This is the target card, and depending on the strength of the opposition, the players are trying to match its value, suit, or colour.
- Participating players spend tokens depending on the strength of their commitment: Green token – draw two cards, Yellow token – draw one card, Red token – draw one card and the GM eliminates one card
- GM reveals the strength of the opposition and determines if the action succeeds.
That’s broadly it. There are a few special cases for player against player and some rules for drawing face cards, but that’s mostly it. When I first read Hillfolk, I thought the procedural rules would be fiddly and unintuitive, but they made sense in play.
The twist with procedural tokens is that they don’t refresh until you run out (even between sessions). So before you can play a second green token, you must play your red token. Would that be an issue in a one-shot session? We had three procedural scenes:
The first was Raven the Elder’s peaceful approach to the Shining Scales tribe, trying to get them to give us food. I decided that the tribe’s negotiating position was weak and played my green token (high strength opposition, meaning the players had to match the value of my card). Raven’s negotiation attempt failed.
The second was when Copperhair tried to stab Raven with a spear. Luckily, Raven dodged out of the way. (In these player-v-player scenes, each player draws one [red], two [yellow] or three [green] cards, and the highest card wins.)
The final scene was the tribe raiding the Silver Scales and taking the food by force. This involved everyone. My best token was yellow at this point (matching the suit), and the players drew enough cards between them to match it at least twice. A success!
And there we drew the game to an end.
Overall
I found it so easy to run Hillfolk. The players leaned into the dramatic conflict, and everyone had a great time. (As GM, you get all the credit – even though you do so little!)
So, thoroughly recommended by me. And I’m going to do it again.
Appendix: Stuff for a Hillfolk one-shot
And here’s the stuff I took to Continuum for Hillfolk.
- The rulebook
- A deck of cards
- Counters and tokens – distinctive drama tokens (I used my fate points) and sets of red/amber/green tokens for each player (including the GM). I used counters from Pandemic Legacy
- Index cards (for table-tent name tags and a deck for me to randomise the next scene caller)
- The playbooks (downloaded from Pelgrane’s site)
- A printout of the map on page 68 of Hillfolk
- A rules cheat sheet (downloaded from Pelgrane’s site)
- A sheet of common names (copied from page 75 and pasted into a Word document)
- A sheet with advice on choosing desires (copied from page 13)
- Blank paper to scribble notes on