Let’s Try Hope Inhumanity Again

So I figured that the reason I got a total party kill in Hope Inhumanity was because I had too many characters. The game’s pacing is dictated by how many characters are in the game. The fewer characters, the faster the game goes. I even tested this out by playing with one character and after five turns, I won, albeit starved and crippled.

So, I decided to play with the minimum count of characters, which is three. Like with the other game, I’ll keep track of them via a chart that’ll update each round. Scenario will switch to Zombie Apocalypse that the party has the cure for. Our characters will be a family. A couple of newlyweds and their son, who has a secret to share with the wife.

The cast is:

  • Magnus, the Father.
  • Cyrus, the Son.
  • Yvonne, the Wife.

And with that, let’s begin. Traits will be recognized in bold text.
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Let’s Try Out Hope Inhumanity

While I did promise the continuation of Greek Titan World, I’m putting it on hold while I play a game I had just recently bought: Hope Inhumanity. To put in a gist, think Book of Eli, The Road, Fist of the North Star, the Fallout franchise, The Walking Dead, or just about any other post-apocalyptic story where heroes travel from point a to point b, and you have Hope Inhumanity in a nutshell. The Road mostly inspires it, though.

The game is unique in that it’s not exactly a roleplaying game but rather a card game with roleplaying elements. See, you have a deck of cards, each with different stuff to them like character traits or items, and you separate them according to their category. The first step to the set up is wondering how the world ended. Sure, nukes are an easy solution, but the site provides different scenarios and on top of that, you also have people to bounce ideas off of.

Though for this game, I’ll pick the bottommost scenario: Return to Earth. The idea is that wars and environmental issues (possibly economical and political problems also) caused people to flee the planet and live on Mars. Twenty years later, a group of people come back and discover that Earth has changed. To make matters worse, their landing craft is damaged and they must head to a designated point to be picked up. I like this scenario because it helps set up the characters in an environment removed from the situation, so when they’re face to face with it, they end up confronting their true colors for the first time.

Yeah, I’m going with the idea that living on Mars is sort of like the space-station in Wall-E… only with less fat people. Character creation is easy too. You draw a few cards and create a character from there. These cards are three Trait cards and one Relationship card. These cards have effects that can either help or hinder you in the game. For example, the Fate Postponed trait allows you to redraw a scene card in hopes of getting a better one, while the Newlyweds relationship, which acts as a pool for your Humanity Dice.

Yes, that’s something I forgot to bring up: there’s only one stat in the game, and that’s your humanity. Your humanity is measured out in the number of dice you have. When you perform a test, you and your friends spend Humanity Dice to roll them out. After that, you lose the Humanity dice. If you are to lose all your Humanity Dice, then you’re one “lose one humanity” condition away from being removed from the game.

How does one lose humanity? Well, the tests are usually stuff like “steal from these people” or “fight off these obviously evil cannibals” which earn or cost Humanity in their own special way. This creates some struggling situations where you want to ensure your character lives, but at the cost of going either against their character or their humanity.

So with that in mind, let’s randomly generate some characters with the random face maker so we can associate the faces of our characters to something. Next, let’s draw the relationship cards. Reed and Blair are exes. Greer is Blair’s grandfather. Both Zeke and Greer have a dark secret they share. Zeke and Pippa are best friends forever. Pippa and Sid Arthur have a mutual disgust while Sid Arthur has a rivalry with Reed.

As I said, the relations have their own special effects, which I’ll reveal when appropriate. Same with the Trait Cards, which I will keep secret. With this in mind, here’s the sheet:

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