Yeah this is really funny because I was reading through the map procedures in prep to start building a realm and just flailing. I've never really populated a hex with tables like this and found myself pretty confused by a lot of it (reading some of teh author's blog posts helped clear a little up).
It's a
long time since I've prepped a hex map from scratch (like, 40-ish years?) but found the procedures to be solid.
Whereas the risk adjudication procedure reads and feels exactly like how I'd handled dozens of sessions of FITD play using the Threat Roll, just with only the attributes instead of all the sub-skills!
@AbdulAlhazred made the comparison to BitD too, in another conversation: though in the context of Position and Effect (I think the Threat Roll is from Deeper Cuts?, but I could be wrong about that as I'm pretty ignorant of BitD).
Here's the action procedure from Mythic Bastionland:
1. Intent: What are you trying to do?
2. Leverage: What makes it possible?
3. Cost: Would it use a resource, cause Virtue Loss, or have a side-effect?
4. Risk: What's at risk? No risk, no roll. Otherwise make a Save or a Luck Roll.
5. Impact: Show the consequences, honour the established risk, and move forward.
So
1 I get - I'm used to intent-based resolution (eg Burning Wheel, Torchbearer, 4e D&D).
And
2 I get - this is the "credibility test" from HeroQuest Revised, the "no roll for beam weaponry in the Duke's toilet" from Burning Wheel, etc. I think this is the bit that
@TwoSix doesn't want to have to do unilaterally as GM ("Dear GM, can I try and do this thing?").
And
5 I'm find with: that's just GMing as I conceive of it.
3 and
4 are, for me, the trickier bits. I'll try and explain why. First, "cost" and "risk" are separated from one another. So it seems to be possible to suffer a cost, but not have to make a roll. This is borne out by the discussion of Exploration, which talks about time taken, and especially uses
a phase as a type of cost. And also in the travel rules, which use virtue loss as a cost without a roll (eg for not travelling at night).
I think I would like just a few more examples, especially for non-exploration contexts, of virtue loss as a cost. And the idea of "side-effects" as a cost is also interesting. Some are obvious - a side effect of jumping into water is getting wet - but an example or two beyond that sort of thing would help me.
And then there is the issue of risk, which you've seen me post about before. I'm very used to the BW heuristic, which is (roughly)
if the action pertains to something the player has put at stake - via Belief or similar signal - then there is a risk; otherwise, say "yes". But Mythic Bastionland is (to use the old lexicon)
gamist and not
narrativist. There aren't BW-style beliefs or stakes; the players are trying to earn Glory for their Knights by resolving Myths. So when is there risk? Common sense can get me some of the way, but it's not an entirely common-sense world (eg The Mountain has crag cats that lure human prey by placing jewels; and has glamorous peacock riders). And obviously these judgements of risk, and hence the need for a roll, implicate the difficulty for the players of attaining their goal.
I think it will take me some time to feel my way with this.