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General Tabletop Discussion
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Bastions in organised play? Can they work?
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<blockquote data-quote="jgsugden" data-source="post: 9665043" data-attributes="member: 2629"><p>The Bastion rules take a role playing scenario and attempt to give it detailed and replicable structure. To me, this is problematic role playing in that it does too much rigidly and gives the players 'entitlement' to options that should be determined by role playing and scenario. I don't like that Special Facilities 'pop into existence' when the PCs level up. I don't like that they give the PCs abilities at specific levels (which in many games means each PC will gain their stuff at the same time - which is fine for PC advancement, but awkward when we're talking about buildings being built). The biggest concern, however, is that the PCs feel entitiled to something akin to treasure. Treasure is a part of the game that works best when it feels organic, not calculated.</p><p></p><p>My suggestion is to use the Bastions rules for inspiration, but take great liberties to keep things fun. I would consider giving one 'Bastion' for all PCs to share (similar to how Dragonheist provides an opportunity to run a location in Waterdeep) and try to make it less 'transactional' (I spend X time so I get X) and more story driven ("We've been working on your bastion, Ma'am, but that Arcane Study is proving tricky. The wizard you hired says you need four snifters of residuum in order to enchant the crafting table. He provided a list of merchants that sell it, but said the prices are steep. There is Dwarven Mine about 4 days North that found pockets of Residuum here and there, but they abandoned it when the Mithril ran dry a century ago. You could explore there a bit and see if you can scrounge up the ounces there... might save yourself a coin load. Or you can toss a merchant some of your haul from last week...")</p></blockquote><p></p>
[QUOTE="jgsugden, post: 9665043, member: 2629"] The Bastion rules take a role playing scenario and attempt to give it detailed and replicable structure. To me, this is problematic role playing in that it does too much rigidly and gives the players 'entitlement' to options that should be determined by role playing and scenario. I don't like that Special Facilities 'pop into existence' when the PCs level up. I don't like that they give the PCs abilities at specific levels (which in many games means each PC will gain their stuff at the same time - which is fine for PC advancement, but awkward when we're talking about buildings being built). The biggest concern, however, is that the PCs feel entitiled to something akin to treasure. Treasure is a part of the game that works best when it feels organic, not calculated. My suggestion is to use the Bastions rules for inspiration, but take great liberties to keep things fun. I would consider giving one 'Bastion' for all PCs to share (similar to how Dragonheist provides an opportunity to run a location in Waterdeep) and try to make it less 'transactional' (I spend X time so I get X) and more story driven ("We've been working on your bastion, Ma'am, but that Arcane Study is proving tricky. The wizard you hired says you need four snifters of residuum in order to enchant the crafting table. He provided a list of merchants that sell it, but said the prices are steep. There is Dwarven Mine about 4 days North that found pockets of Residuum here and there, but they abandoned it when the Mithril ran dry a century ago. You could explore there a bit and see if you can scrounge up the ounces there... might save yourself a coin load. Or you can toss a merchant some of your haul from last week...") [/QUOTE]
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