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):
In this post I want to say a bit about how these "before" and "after" thoughts fit together.
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.