Turn Unhelpful like you Turn Undead
I recently ran Jason Thompson’s not-OSR-but-still Dreamland, which has social mechanics that lets players sway entire communities, even to the of becoming their king or queen. I think it’s a fun way to give dreamer PCs a lot of influence on the Dreamlands and their inhabitants.
But even in a more grounded, waking world adventure game, adventurers can be near-mythical heroes with great individual power but rarely any fixed address. You could see them having this sort of social magnetism. There are countless ways to do this with rulings but as a little challenge to myself, I will attempt to use the mechanic the B/X gods gave us for crowd control: the holy turn undead tablet. I’ll call this procedure turning the unhelpful (at least until I have a less ridiculous idea).
Variable prerequisites
How easy it is for adventurers to lead groups of commoners into potentially danger is up to your playstyle and your campaign world. You might only allow certain character classes or origins to attempt this — maybe only clerics can, or noble born characters, or redheads. You can also require that the party accomplishes a dangerous feat (ridding the region of a rampaging hydra) or that they are proclaimed Heroes of the Realm or Avatars of the Holy Faith. Learning that such a title or feat would let them enlist free flunkies or adopt adoring adepts would be a motivation for most, if not all player groups. Similarly, a single rousing speech in the town square might not be enough. Perhaps a feast would work, or specific gifts, or several days of alcove conversations. Don’t let this mechanic stop you from doing planning and roleplaying.
One cause, no more
In any case, the turn unhelpful attempt should have a single goal, even if that’s as broad as Stop worshipping toad demons or Set up a border patrol. It’s not a cheap substitute for hiring or attracting retainers.
Reading the table
Character Level: The party’s average level, taking any followers into account¹ Undead Hit Dice: Either the level of the community leader, or its social class: Example social hierarchy 1: Slave or serf 2: Commoner or day worker 2: Farmer 3: Burgher 4: Landed gentry or monastery head 5: Merchant or priest 6: Nobility or high clergy 7: Ruler or church leader² ¹ You can wield vorpal swords and cast chain lightning from the tip of your fingers, you’ll look less heroic when taking twenty crossbowmen into the dungeon.* ² A high-level campaign could use an extended table with 8 HD being monarchs or prelates, 9 HD being empresses and popes, up to demigods and the like.
Roll results
The players roll 2d6. A -1 or +1 modifier can reflect circumstances, payment, initial relationships, etc. but don’t add Charisma modifiers. The attempt targets 2d6 hit dice worth of NPCs who will follow, work, or fight, while most of the community agrees on the cause. In populated areas, the referee may count 0-level crowd members as 1/2 HD.
Failure: Uncooperative and possibly aggressive crowd¹
Near success (optional): A miss by 1 could mean payment or proof is required first
Success: Short term/low stakes. The NPCs will help for a couple of days, at no charge and as long as they’re not risking life or limb
T (Turned on): Long term/high stakes. The crowd will help for up to a few weeks, no matter the danger
D (Destroyed ego): Conversion. The targets are willing to do anything for any length of time. If they follow the party, they may require lodging and feeding ¹ The referee decides depending on the dice, or asks for a reaction roll
Okay, but what about reaction rolls?
I realise that widening the use of the turn undead table could narrow the application of the great reaction tables, which are commonly used as a social mechanic in B/X based games.
I will argue that not only are the applications different: convert/bully people into doing one thing, possibly independently from the party vs recruit a follower or convince an individual. I think you could also use the reaction table at the same time as the turn unhelpful procedure, to decide which approach should be taken. For example, a group of hostile lumberjacks would have to be bullied into leaving the druidic woods, while a well articulated speech and a keg of beer would suffice if they were merely indifferent to the party.