Hell's Rebels: Weekend Warriors


Hell's Rebels


Hey there. Although it's, for now, probably quite a bit into the future, I'm planning on DMing Hell's Rebels.

Now, I was thinking of how to work with the Rebellion system, and how many missions players could do in a week, etc etc.

And here's what I came up with. The players, as (most likely) citizens of Kintargo, will have a life built up here, including a full time job to support that life.

So I thought: Maybe, in order to fit the earlier campaign's small scale of the rebellion, I could let the player characters work full-time, then gather, do missions, in their free days, which would be on Sunday and maybe Starday as well.

This way, players get to do about 1-2 missions per Rebellion system gathering, which I think is a nice balance. Not only that, but players will have some extra chance for depth with their character.

Any thoughts?


In that case I'd use the downtime rules from Ultimate Campaign for the other 5 days. I thought about doing something like this in my game, but really, once the players start doing quests, that's usually what they'd prefer to do instead of rolling profession checks or crafting. I have just let them go with it. Instead of doing one mission a week, it's more like one a day. They have been paying for healing at the Temple of Shelyn as necessary. There's more than enough gold to bankroll that in the beginning missions. I suspect the first book is going to take them somewhere around 2-3 weeks of game time.


Oh, I definitely agree. I don't essentially want them to spend session time on jobs and such, but really, I kinda want to ensure a bit of a slower pace through the missions and a few weeks of Rebellion System before they head for the Monastery.

It's nice to hear how other people's in-game pacing is taking, and I must admit I didn't even think about healing, ahaha-

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