I GMed a session of Mythic Bastionland this afternoon, with my regular group. I introduced it to them as a game of weird questing knights. We started with rolling PCs, young knights-errant.
We had 6 players roll PCs, although only 5 actually started play - one of us had to leave before play proper started, as he's travelling overseas tomorrow. Rolls for virtues were pretty bad, and it did make me wonder why this game uses random stat generation. But rolling for which knight are you was fun.
Here are our PCs:
As characters were being rolled up, and then as everyone was reviewing and comparing their PCs, I explained the basic rules, including combat and travel. The most important thing to explain about combat was that it is done by way of a dice pool, with multiple attackers vs the same target combining into a single pool - with extra dice being used to for Gambits, including Bolster to increase damage.
I showed the players the player map of the Realm <Mythic Bastionland - initial impressions, and making a Realm>, and asked for a vote on whether to start in a random hex, or at the castle - which is the Seat of Power. I found myself overruled when the majority vote was to start at a lesser holding, ie the island town, in a tavern.
We worked out some backstory. The Willow Knight had rolled for memories of home: a fire on a moor. The Mirror Knight had rolled for his memories with his steed: he had broken a siege, because his steed had spotted an ambush. The Chain Knight had rolled to determine how he had reached the surface: through smoke, from out of a tomb. The other three Knights don't come with any pre-built background. Here's what was settled on:
The Willow Knight didn't figure in our backstory, because our friend who had rolled him up already had to leave. And with the backstory sorted, I cut straight to the PCs in the tavern. I'll do the events of actual play in a new post.
We had 6 players roll PCs, although only 5 actually started play - one of us had to leave before play proper started, as he's travelling overseas tomorrow. Rolls for virtues were pretty bad, and it did make me wonder why this game uses random stat generation. But rolling for which knight are you was fun.
Here are our PCs:
The Willow Knight: Vig 4, Cla 10, Spi 9, 2 Gd - this Knight didn't actually get played, but was the first to be rolled and gave a sense of what characters in the game look like.
The Hive Knight: Vig 3, Cla 6, Spi 15, 4 Gd - his passion for Community (restore SPI when you leave a community better of than when you arrived) came into play; whereas, while there was a lot of discussion of and allusion to his Chrysalent Rebirth special ability (at night you may immerse yourself in a cocoon through means you do not fully understand - you must be buried in soil and require choking smoke; after a full day you emerge, your VIG restored, and any physical harm cured - this cannot cure death), it didn't come into play.
The Mirror Knight: Vig 5, Cla 8, Spi 10, 1 Gd - his passion for Egality (restore SPI when you give somebody else their fair share) came into play, although we probably interpreted it a bit liberally; so did his special ability (when you are Wounded, the attacker suffers the same amount of VIG loss as you; when you are Scarred the attacker gets the same Scar), and his special item, the Hushingbell (those who hear the bell hear nothing else).
The Lance Knight: Vig 11, Cla 6, Spi 13, 3 Gd - his passion for Adventure (restore SPI when you enter a Myth hex) was kept in mind, but he had no Spi loss when the PCs entered a Myth hex during play; his Mystic Sight - the ability to see regrets - did come into play.
The Free Knight: Vig 7, Cla 3, Spi 5, 5 Gd - his passion for Liberty (restore SPI when you release somebody from an unwanted bond) was discussed a fair bit, and was indulged at one point; and he made good use of his Tempest Chest (when empty, it can draw a storm within, restoring calm weather; if opened when full the storm is released), and his Hex Shield (its pattern pains Seers) also came into play.
And probably the weirdest, the Chain Knight: Vig 11, Cla 12, Spi 6, 2 Gd - he used his special ability, Will of the Irons (move a single chain that you hold as if it was a limb, using a single hand. You can lash out with both ends (d6 each), grasp opponents, and otherwise move it to your will), but the table consensus was that to use this with his Oubliette Mail (A1, wrapped in a long iron chain) he had to remove his armour; he also got to indulge his passion for the Abyss (restore SPI when sleeping underground in complete darkness.).
The Hive Knight: Vig 3, Cla 6, Spi 15, 4 Gd - his passion for Community (restore SPI when you leave a community better of than when you arrived) came into play; whereas, while there was a lot of discussion of and allusion to his Chrysalent Rebirth special ability (at night you may immerse yourself in a cocoon through means you do not fully understand - you must be buried in soil and require choking smoke; after a full day you emerge, your VIG restored, and any physical harm cured - this cannot cure death), it didn't come into play.
The Mirror Knight: Vig 5, Cla 8, Spi 10, 1 Gd - his passion for Egality (restore SPI when you give somebody else their fair share) came into play, although we probably interpreted it a bit liberally; so did his special ability (when you are Wounded, the attacker suffers the same amount of VIG loss as you; when you are Scarred the attacker gets the same Scar), and his special item, the Hushingbell (those who hear the bell hear nothing else).
The Lance Knight: Vig 11, Cla 6, Spi 13, 3 Gd - his passion for Adventure (restore SPI when you enter a Myth hex) was kept in mind, but he had no Spi loss when the PCs entered a Myth hex during play; his Mystic Sight - the ability to see regrets - did come into play.
The Free Knight: Vig 7, Cla 3, Spi 5, 5 Gd - his passion for Liberty (restore SPI when you release somebody from an unwanted bond) was discussed a fair bit, and was indulged at one point; and he made good use of his Tempest Chest (when empty, it can draw a storm within, restoring calm weather; if opened when full the storm is released), and his Hex Shield (its pattern pains Seers) also came into play.
And probably the weirdest, the Chain Knight: Vig 11, Cla 12, Spi 6, 2 Gd - he used his special ability, Will of the Irons (move a single chain that you hold as if it was a limb, using a single hand. You can lash out with both ends (d6 each), grasp opponents, and otherwise move it to your will), but the table consensus was that to use this with his Oubliette Mail (A1, wrapped in a long iron chain) he had to remove his armour; he also got to indulge his passion for the Abyss (restore SPI when sleeping underground in complete darkness.).
As characters were being rolled up, and then as everyone was reviewing and comparing their PCs, I explained the basic rules, including combat and travel. The most important thing to explain about combat was that it is done by way of a dice pool, with multiple attackers vs the same target combining into a single pool - with extra dice being used to for Gambits, including Bolster to increase damage.
I showed the players the player map of the Realm <Mythic Bastionland - initial impressions, and making a Realm>, and asked for a vote on whether to start in a random hex, or at the castle - which is the Seat of Power. I found myself overruled when the majority vote was to start at a lesser holding, ie the island town, in a tavern.
We worked out some backstory. The Willow Knight had rolled for memories of home: a fire on a moor. The Mirror Knight had rolled for his memories with his steed: he had broken a siege, because his steed had spotted an ambush. The Chain Knight had rolled to determine how he had reached the surface: through smoke, from out of a tomb. The other three Knights don't come with any pre-built background. Here's what was settled on:
The Free Knight had been born in a castle (or town? I don't think we specified) under siege, and his birth had been the omen that gave them the will to hold out. They held out for nearly an entire Age, until the siege was finally broken by the Mirror Knight and his Faded Steed. The two of them had then ridden north across the burned-out moors.
Meanwhile, the Chain Knight had come to the surface through a tomb where the Hive Knight was being born from his chrysalis, buried in soil with choking smoke. For some reason, they formed a company.
These two groups then met the Lance Knight, who is the most conventional of all the knights (although he does have Mystic Sight).
The Company entered the Realm through the forest (bottom hex 8) and then crossed the marsh to arrive at the town.
Meanwhile, the Chain Knight had come to the surface through a tomb where the Hive Knight was being born from his chrysalis, buried in soil with choking smoke. For some reason, they formed a company.
These two groups then met the Lance Knight, who is the most conventional of all the knights (although he does have Mystic Sight).
The Company entered the Realm through the forest (bottom hex 8) and then crossed the marsh to arrive at the town.
The Willow Knight didn't figure in our backstory, because our friend who had rolled him up already had to leave. And with the backstory sorted, I cut straight to the PCs in the tavern. I'll do the events of actual play in a new post.
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