Upthread, before I'd actually played Mythic Bastionland, I made these posts about it:
After having played it, I made these posts (on another active thread):
It was the players' need for information that drove the gamist play. This information is obtained by searching hexes - that's the hex crawl aspect - and by talking to NPCs (including Seers). Probably the best-known information-driven gamist play is CoC mystery-solving. Mythic Bastionland isn't clue-driven in the same way, or at least wasn't in my game. The Wilderness event table throws up Omens without the players needing to do anything special to find/generate them.
Interpreting the Omens is, as I posted upthread, a bit like the Signs of the Gods in Agon 2e. But the pre-authored structures - the map structures, which include definite locations for Dwellings, Holding, Seers, Monuments etc (all important for recovery), and also the Omen sequences (set out in the book for each Myth) - put constraints the players have to work out and work within. Which is what creates the parameters for gamism.
The difference from classic D&D is that the goal is not acquiring treasure. And the difference from CoC is that the goal is not solving a mystery. At least for the Myth that ended up being the focus in my session - The Mountain - the culmination of the information was making a choice about how to relate to the Myth.
Because Glory is obtained by resolving the Myth - whatever that looks like - the gamist orientation seems to drop away at that moment of climax. It's pretty interesting, I think. It reminds me a little bit of Agon 2e. And also a little bit of the Green Knight RPG - the mechanics are different from both of these, but the gamism driving towards the need to make a thematic choice at the end is a bit similar.
I've seen this game described as an OSR game. I'm not involved in the OSR space at all, and so my sense of "what's OSR" is pretty basic. But I think of B/X D&D and dungeon-crawl-y AD&D - which I do know fairly well - and Lamentations of the Flame Princess, and even a game like Errant which I bought at the same time as Mythic Bastionland, but which - after a quick skim of the rules - I can be pretty confident I will never read fully, or play. In this sort of game, "beating the dungeon* and PC advancement are pretty central elements
And I don't see either of these in Mythic Bastionland. There is the hex crawl aspect; but as soon as I see "When the group feels that a Myth has been resolved, reaching a conclusion of any type" then I feel we've moved completely out of beating the dungeon territory and have shifted our concern to some sort of shared aesthetic/creative appreciation and engagement of situation that is like some of those other RPGs I've mentioned not far upthread: Burning Wheel, Agon 2e, Prince Valiant, etc.
In this paragraph, I'm contrasting with Errant because I bought it at the same time, having seen both games mentioned together, or at least close to together, in the context of OSR games that do interesting things. And for me the contrast is super-huge. Errant doesn't inspire me at all. It opens by telling me its another OSR game. Whereas Mythic Bastionland opens by telling me the game will be driven by Myths, and then presents all these weird and creative Myths, and has a setting that I think they will work in, and rules to make it all work (subject to the gaps I've already mentioned). Chalk and cheese.
After having played it, I made these posts (on another active thread):
I think it can be useful to distinguish between establishing consequences of declared actions and framing a (new) scene. Although the borderline is not always clear (and sometimes, even often, it makes sense to describe consequence-narration as reframing a scene), I still think there is a useful difference:
*Framing a scene presents an opportunity and/or a threat;
*Resolving a declared action, and establishing its consequence, realises the opportunity and/or brings home the threat.
The way I've just put it is especially tuned for narrativist(ish) play, and I'm thinking through my recent session of Mythic Bastionland (which was 100% gamist, in the Big Model lexicon) to see if the above still fits. Probably "obstacle" rather than "threat" works better for that sort of play. But I still think the contrast holds.
In this post I want to say a bit about how these "before" and "after" thoughts fit together.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.
It was the players' need for information that drove the gamist play. This information is obtained by searching hexes - that's the hex crawl aspect - and by talking to NPCs (including Seers). Probably the best-known information-driven gamist play is CoC mystery-solving. Mythic Bastionland isn't clue-driven in the same way, or at least wasn't in my game. The Wilderness event table throws up Omens without the players needing to do anything special to find/generate them.
Interpreting the Omens is, as I posted upthread, a bit like the Signs of the Gods in Agon 2e. But the pre-authored structures - the map structures, which include definite locations for Dwellings, Holding, Seers, Monuments etc (all important for recovery), and also the Omen sequences (set out in the book for each Myth) - put constraints the players have to work out and work within. Which is what creates the parameters for gamism.
The difference from classic D&D is that the goal is not acquiring treasure. And the difference from CoC is that the goal is not solving a mystery. At least for the Myth that ended up being the focus in my session - The Mountain - the culmination of the information was making a choice about how to relate to the Myth.
Because Glory is obtained by resolving the Myth - whatever that looks like - the gamist orientation seems to drop away at that moment of climax. It's pretty interesting, I think. It reminds me a little bit of Agon 2e. And also a little bit of the Green Knight RPG - the mechanics are different from both of these, but the gamism driving towards the need to make a thematic choice at the end is a bit similar.

