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AtG Howling Crag (5e PBP) OOC
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<blockquote data-quote="FitzTheRuke" data-source="post: 9561245" data-attributes="member: 59816"><p>I'm not entirely sure. When they playtested the Bastions, I was super-excited to see it, but I grew disinterested as I read, to the point that I didn't even finish <em>reading</em> the playtest version, far or less ever playtest it. When the book came, I didn't feel like they'd done enough to improve it to the point that I'd like it, but I felt that I should probably give it a proper try. But it's weak - very weak - like an even messier, half-baked version of downtime that had, as you describe above, very strange level-gates. Gating the <em>features</em> makes sense for balance, but gating the locations is just dumb. </p><p></p><p>They're really very terrible. I should take the time to have a new look (I haven't read it since it came out fresh) at Level-Up's Strongholds (a similar idea) and see how I might like to combine them. </p><p></p><p>But for our purposes right now, let's make sure we do two things: 1) Don't be even remotely stuck on what the current Bastion Rules want to <em>call</em> anything - rework it into something that serves our purpose; 2) Don't be too stuck on the specifics of the rules mechanics, either - they're not so "good" or "balanced" that we should trust them over anything that we come up with.</p><p></p><p>If you have a better idea, as [USER=7023840]@Snarf Zagyg[/USER] has done above, feel free to rework your stuff. If you'd like it reworked, but don't want to "do the work" (or you're not confident that you'd do a good job of it) feel free to share the basics of your idea, and we'll workshop it here a little.</p><p></p><p>And ULTIMATELY: The Bastion-part was an attempt at a fun little mini-game while we got restarted. We can leave it behind us and head to the "meat" of the adventure. And f this is all just too much work, we could drop it entirely and use our judgement on what having the castle and NPC "friends" means to our adventure, without any pesky "rules" for it.</p></blockquote><p></p>
[QUOTE="FitzTheRuke, post: 9561245, member: 59816"] I'm not entirely sure. When they playtested the Bastions, I was super-excited to see it, but I grew disinterested as I read, to the point that I didn't even finish [I]reading[/I] the playtest version, far or less ever playtest it. When the book came, I didn't feel like they'd done enough to improve it to the point that I'd like it, but I felt that I should probably give it a proper try. But it's weak - very weak - like an even messier, half-baked version of downtime that had, as you describe above, very strange level-gates. Gating the [I]features[/I] makes sense for balance, but gating the locations is just dumb. They're really very terrible. I should take the time to have a new look (I haven't read it since it came out fresh) at Level-Up's Strongholds (a similar idea) and see how I might like to combine them. But for our purposes right now, let's make sure we do two things: 1) Don't be even remotely stuck on what the current Bastion Rules want to [I]call[/I] anything - rework it into something that serves our purpose; 2) Don't be too stuck on the specifics of the rules mechanics, either - they're not so "good" or "balanced" that we should trust them over anything that we come up with. If you have a better idea, as [USER=7023840]@Snarf Zagyg[/USER] has done above, feel free to rework your stuff. If you'd like it reworked, but don't want to "do the work" (or you're not confident that you'd do a good job of it) feel free to share the basics of your idea, and we'll workshop it here a little. And ULTIMATELY: The Bastion-part was an attempt at a fun little mini-game while we got restarted. We can leave it behind us and head to the "meat" of the adventure. And f this is all just too much work, we could drop it entirely and use our judgement on what having the castle and NPC "friends" means to our adventure, without any pesky "rules" for it. [/QUOTE]
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