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Dungeon Master's Guide Bastion System Lets You Build A Stronghold
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<blockquote data-quote="Arilyn" data-source="post: 9474357" data-attributes="member: 6816042"><p>Bastions should be personal things with lots of flexibility. The UA bastions gave a choice of rooms which had very specific outcomes and requirements, including the number of meeples, and what exactly they were working on. It felt very abstract. </p><p></p><p>The table for bastion events was really small, so over time players might start wondering why they ended up with so many criminal meeples working for them, as an example of a bastion roll event. The chance of a bastion getting attacked was the same, whether you had a small theatre in Waterdeep or a fort in the wilds of dangerous territory. </p><p></p><p>The whole system felt more like a poorly developed Euro game than something integrated into a rpg. I'd prefer an overview of example costs for building or refurbishing, hiring staff, maintaining an armoury, and ideas for special things like menageries, labs, gardens, etc. that are not so narrowly proscribed. </p><p></p><p>Bastion events need a really large table and should be able to occur during downtime, so players are at home for some of those random events, and make them cool, interesting or just frustrating, like visiting nobility who settle in all winter, depleting stores. </p><p></p><p>I feel the Bastion system is a tedious mini-game that is too concerned with balance to be much fun. It feels like the designers are giving us this new toy but want to tell us how to use it, rather than giving us guidines and trusting that we won't wreck things with it. </p><p></p><p>Here's hoping it's been masively improved. Unfortunately, I have my doubts.</p></blockquote><p></p>
[QUOTE="Arilyn, post: 9474357, member: 6816042"] Bastions should be personal things with lots of flexibility. The UA bastions gave a choice of rooms which had very specific outcomes and requirements, including the number of meeples, and what exactly they were working on. It felt very abstract. The table for bastion events was really small, so over time players might start wondering why they ended up with so many criminal meeples working for them, as an example of a bastion roll event. The chance of a bastion getting attacked was the same, whether you had a small theatre in Waterdeep or a fort in the wilds of dangerous territory. The whole system felt more like a poorly developed Euro game than something integrated into a rpg. I'd prefer an overview of example costs for building or refurbishing, hiring staff, maintaining an armoury, and ideas for special things like menageries, labs, gardens, etc. that are not so narrowly proscribed. Bastion events need a really large table and should be able to occur during downtime, so players are at home for some of those random events, and make them cool, interesting or just frustrating, like visiting nobility who settle in all winter, depleting stores. I feel the Bastion system is a tedious mini-game that is too concerned with balance to be much fun. It feels like the designers are giving us this new toy but want to tell us how to use it, rather than giving us guidines and trusting that we won't wreck things with it. Here's hoping it's been masively improved. Unfortunately, I have my doubts. [/QUOTE]
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