D&D (2024) Dungeon Master's Guide Bastion System Lets You Build A Stronghold

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The Dungeon Master's Guide's brand new Bastion System has been previewed in a new video from Wizards of the Coast.

Characters can acquire a bastion at 5th-level. Each week, the bastion takes a turn, with actions including crafting, recruiting, research, trade, and more.

A bastion also contains a number of special facilties, starting with two at 5th-level up to 6 at 17th-level. These facilities include things like armories, workshops, laboratories, stables, menageries, and more. In total there are nearly thirty such facilities to choose from.

 

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But if the bastion allows a random table to determine whether good, bad or nothing happens to the bastion... it doesnt have plot armor...it has DM whim armor.
Random table = DM chooses.

But, since the DM decided to give the player the bastion in the first place, they are unlikely to remove it on a whim.
 

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I don't understand what you are talking about. If you roll the dice, and establish an event that - up until that point - no one has known about, then you don't narrate it in such a way that that ignorance is inconsistent or implausible.

This is not GMing rocket science. I mean, suppose - in a dungeon scenario - I roll up a wandering encounter, and it turns out to be some bugbears. Suppose, further, that the PCs have explored, mapped and secured all the areas of the dungeon that are behind them. In that case, I am not going to narrate the bugbears coming from behind, as that wouldn't make sense. So I narrate them as coming from in front. Even if they get the drop on the party and surprise them,
Fair enough, to a point.

What's never made sense to me about (far too many) wandering monster tables is that some or even all of the monsters on the list only appear as wanderers and don't otherwise have any place in the dungeon (or area, if outdoors).

Here, for example, if the only Bugbears in the dungeon are going to be those I happen to roll on the wanderers table then it can quickly become a stretch to explain their presence if anyone bothers to investigate - which, while not guaranteed, is also by no means unheard of.
I can still narrate them as coming from in front: as Gygax says (AD&D DMG p 62),

When one side or another is surprised, this general term can represent a number of possible circumstances. In the first place it simply represents actual surprise - that is, the opponent was unprepared for the appearance/attack. The reason for this could be eating, sleeping, waste elimination, attention elsewhere, no weapon ready, etc.​
Sorry, but I don't see how this surprise piece fits in with the point you're making otherwise.
Every time you bring a NPC onto the stage, you "retcon" their birth, their childhood friendships, etc. And this is not an irrelevant point - if the spy goes into exile, these are the people who will shelter them, and the GM has to make them up on the spot.

Given that there is always the need to introduce fiction that pertains to the "past" of the fiction, having a spy introduced "now" who has already been active for some time is fine. To be honest, even a rookie GM can pull that off without much trouble.
Until and unless players start asking things like "If that guy was here all along why are we only now being made aware of him?", or raise points like "We would have caught this spy in our vetting process before she ever had a chance to get started".
I don't think so - in shows that run for 20+ episodes per season, and for season after season, stuff is being made up all the time, about who knows whom, who has what sort of backstory, and how that all factors into "present" events.
Then IMO those shows are being poorly written. A prime example is Doctor Who, which ignores its own pre-established fiction at nearly every opportunity and in so doing makes itself a lesser thing IMO.
Taking this approach to running an RPG would, I suspect, quickly lead to charges of raliroading; and in this case I'd agree.

Huh? I don't have a strong view on the 2-day change - I don't care that much about time in most of my currently active campaigns - but what is the thing with the King? Why is it dictated in advance when the King dies, and why are the PCs being railroaded into a meeting with him?
Perhaps I wasn't clear with my example, I'll try again. The original version:

Example:

Original fiction has a character building a pub with the party's help; the pub is finished on Auril 2 whereupon the party immediately goes off adventuring.

Some time later (6 months in real time, 2 months in game time) the player says "Wait - I meant to hire staff for the pub before we left!" "OK," says I; "that would have added 2 days to the process, meaning you left on the 4th instead."

Trivial change, right?

Well, hang on now. If they left 2 days later that bumps everything they did after that ahead by 2 days, meaning that instead of meeting the King on their return on Auril 23 they now would meet him on the 25th...except he dies on the 24th and this death on that date has already had material effects elsewhere not just for this party but for other characters and parties as well.
The month after Auril is Eolna, and by the time the player tries for the retcon play has progressed to the in-game date of Eolna 32. All the stuff in the example above - the meeting with the King, the King's subsequent death*, various fallout from both those events, etc. - has already happened in play and been roleplayed through.

The requested retcon that adds two days means the meeting with the King could not have taken place, even though it was played out at the time as having happened. Any resulting fallout from that meeting could also not have happened, meaning a whole lot of play already done at the table just got invalidated.

Does that make my concerns clearer?

* - this death could have been any of
a) a scripted and locked-in plot point, or
b) a known deadline the party had to beat (e.g. the King had been cursed to die at the next full moon), or
c) somehow caused by a different played party (in a multi-party game) which locks in the timing for everyone
 

None of this makes much sense to me.

Let's suppose that, at the table, play unfolds like this:

The players declare that they leave town, having set up a pub. The GM tells them it is such-and-such a date. Then various things happen, including a meeting between the PCs and a King. Then the GM tells the players that the King is killed the day after his meeting with the PCs.​

Then, someone notices that no pub employees were hired. Now that's pretty bizarre in itself - the retention of staff seems to go hand-in-hand with setting up a pub, and I don't see how any calculation of the time required to establish a pub in a pseudo-mediaeval work could be so accurate that it is an exact calculation of the time required except for the hiring of staff, which must require another 2 days.

But anyway, everyone at the table agrees that another 2 days is added to the calendar. So now the departure happens 2 days later; all the encounters etc that took place occurred 2 days later; all the weather that was rolled up happened 2 days later; etc.
The PCs calendar advances 2 days. As far as possible the rest of the world's calendar stays where it is, meaning if it was relevant the weather the PCs encountered would be different (e.g. if the 2nd was sunny but the 4th was wet than their first day of travel would be soggy rather than pleasant) and so on. It's impossible to shift the encounters, thus they'd have to time-shift with the PCs even though ideally they should not.

And the hiring of staff was the first thing I could think of to cause a retconned delay in pub-building (though something similar did happen in my game, but fortunately it was noted and caught at the time rather than after lots of other play had gone by)
Now it seems that the natural concomitant of this is that the killing of the King also happens 2 days later, that is, still the day after the meeting. But for someone reason this is supposed to create a crisis that none of the other changes to dates did. Why? Our sense of a coherent gameworld can handle adding two days to the PCs' stay in the town with the pub, can handle changing all the dates of those other events and weather etc, but it can't handle this? Because the calculation of the date of the King's death was scientifically accurate to within 2 days, and that accuracy remains even though all these other things have been changed by 2 days?

As I said, none of that makes sense to me.

Why would it be the King's assassination that has that effect, and not every thing else that is having the date it happened on change? As I've said, that makes no sense.
Something big like the death of a King or the eruption of a local volcano is going to affect far more than just this one group of PCs; never mind that my usual basis is that there's more than one group of PCs operating in the same setting at the same time and thus big in-setting events have to have their dates locked in once they occur.
 

I would like to encourage people that feel inclined to reject a new thing proposed by WoTC or whoever to instead to point to an alternative that does it better. It might be a useful way to get some traction for third party material.
In the case of bastions and strongholds, I don't reject the concept in the slightest. It's great! More, please.

What I reject are some of the specifics as to how this version is (from all appearances) going to be implemented. I don't have an alternative that does it better (as I would define better) and probably won't until-unless I design it myself; which is work I was hoping not to have to do.
 

even if the warzone WAS all around her... she had plot armor and so did her house... no touchy... unless in game a player did something to bring danger it would be all around her, she would even act scared of it, and the PC could talk about how he feared for her all alone... but out of game nothing bad would happen to her no matter the story.
Sorry, but nobody has that kind of plot armour.

I'll open a can of worms with this, most likely, but to me that sort of thing is just a different form of railroad.
 


Insulting other members
Does this imply that you think an important or principal reason why players don't play their characters as wanton murderers is because the GM will bring in-fiction consequences to bear?
I will tell you this - I've played some GTA in my life and I know, that despite being a player who focuses on the narrative and story of the games, GTA very easily incentivizes you to go on a rampage by the fact you can go slaughter everyone on the street and get freaking army after you...and once you get out of the hospital, it will be as if nothing happenned. I have seen people go on similair rampages in Skyrim and how little it matters - nothing bad will ever come to the protagonist and all NPCs whose death would render the main plot unplayable are immortal. You can rob someone blind and then sell them their own stuff if they didn't see you take it. And people do abuse this freedom of consequence in those games simply because it is there. I do not care for this type of gameplay in my tabletop sessions and if I were forced to play at such table, I'd rather walk away and not play at all. If this is the direction D&D is going towards, then maybe D&D is not for me.
I've not said that anything is bad. But I do have my own preferences for RPGing. And GM-provided "plot hooks" and "quests" are not among them.

I dread how delusional the answer I will probably get, but I'll bite - then what do you want from the game instead of plot hooks and quests?

Also, the "I didn't say it's bad, just that I dislike it" just means "I've said it's bad but I don't want to be confronted about it, so let's chuckle it to my personal preference".

But anyway, I talked about me as GM working with players to establish backstory etc. I didn't say anything about who has "ownership" of those elements, who may be at liberty to change them, to reveal them to be illusions or false rumours or whatever. But it is precisely the ownership aspect of bastions that you are criticising: you want this player-created element of the fiction to be fair game for the GM.

GM working with the player to establish something should go both ways, that's what cooperation is. You are defending Bastion as a thing where player is all take and no give - they get new fancy thing that DM has to give up control over, and DM gets nothing in return.

I didn't say anything about me assigning a deity to a cult from a backstory. I said "Do they see their explosive-obsessed Dwarf as something like a Tinker Gnome - in which case presumably the forgotten temples are to Reorx and the Greygem?", and went on to talk about working with players to establish the backstory, setting etc elements. It would be the player doing the assigning, not me.

Sounds to me like you are already limiting the player chocie, you just made a bit of mental gymnastic to pretend you don't. By naming existing gods and adhering to setting lore, you will have players who consider it too limiting. On the flip side, you will have a player who will consider anything but a page of lore to be homework and tell you it's your job to make their concept fit. And none of these is bad, btw, so spare me "don't play with players who don't play the game I, rando on internet, play them" comments.

As to whether or not it is bad for a GM to want to keep a number of gods limited - I don't think that is bad. Nor is it bad for a player to want to introduce a new god. It's probably not possible to satisfy both those wants at once, at least if they are understood literally. Hence the need to work together.

Except you don't want to work together, both previous paragraphs seem to be "just let the player do it", whenever it means giving them unlimited freedom or offloading to them the work. Why ever DM if you don't want to put in the work?

And before you say anything, I work 4-shifts job. I've worked the same physical labor job before I begun running my current games, next year I will switch to ones where I will be doing 12-hour shifts. And I still consider that GMing requires work and I gladly do it because so far it is the only REWARDING work, and fun me and my players have is worth it.

It also seems to me to have the potential to be more than colour - besides the minor benefits the player might get for their PC from the productive activities that occur in the bastion, there is the possibility that the PC establishes a reputation related to their bastion, which then matters to NPCs they meet. And other stuff like that.
The Bastion cannot develop a reputation because Bastion is not part of the world and DM is not allowed to interact with it.
None of these ways the bastion might matter to a player in play is undermined by the fact that the GM can't make it into something that is at stake in play.
It's not just abotu being at stake, it's about all aspects of being part of the world. You have too antagonistic view of the GM, where the only way GM could ever want to interact with a Bastion is to do something bad to it, when by these rules I cannot interact with it AT ALL. Traders cannot show to set a trade in the bastion, refugees from war cannot seek asylum, people cannot hold festival there - DM is not allowed to interact with the Bastion. It's not part of the world, it may as well not exist when players not looking at it. Schrodriger's bastion.
 

Does this imply that you think an important or principal reason why players don't play their characters as wanton murderers is because the GM will bring in-fiction consequences to bear?

If that is not what you think, then I don't understand why you have replied as you have done.
I believe the point being made is that by the Bastion rules as written (or interpreted) the PCs can do whatever they want to whatever ridiculous extreme and because the Bastion is off-limits to the DM consequences of those ridiculous actions cannot follow them* into their Bastion.

* - exception: if it's one or more other PCs bringing the consequences to bear that might make it an open question: we know Bastions are off-limits to the DM but nothing's been said (that I know of) about what other PCs can do to them.
 

Sounds very railroady. What if the PCs decide to assassinate the king before the assigned date?
But they didn't. This is already an event that has happenned and int happenned on specific date, intependently from the PCs and unrelated to them. Why should it move just because players want to retcon two days into their journey?
 

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