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Mythic Bastionland - initial impressions, and making a Realm
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<blockquote data-quote="pemerton" data-source="post: 9828412" data-attributes="member: 42582"><p>Here are the rules for the "action procedure":</p><p></p><p style="margin-left: 20px">When the players take action the Referee works down this list:</p><p style="margin-left: 20px">1. Intent: What are you trying to do?</p> <p style="margin-left: 20px">2. Leverage: What makes it possible?</p> <p style="margin-left: 20px">3. Cost: Would it use a resource, cause Virtue Loss, or have a side-effect?</p> <p style="margin-left: 20px">4. Risk: What's at risk? No risk, no roll. Otherwise make a Save or a Luck Roll.</p> <p style="margin-left: 20px">5. Impact: Show the consequences, honour the established risk, and move forward.</p></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Success</strong></p> <p style="margin-left: 20px">When the players succeed at a significant action the Referee does one of the following:</p><p style="margin-left: 20px">• Advance: Move in a good direction.</p> <p style="margin-left: 20px">• Disrupt: Lessen a threat.</p> <p style="margin-left: 20px">• Resolve: Put a problem to rest.</p></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Failure</strong></p> <p style="margin-left: 20px">When the players fail at a risky action they might still complete the action, but always suffer negative consequences:</p><p style="margin-left: 20px">• Threaten: Create a new problem.</p> <p style="margin-left: 20px">• Escalate: Make a problem worse.</p> <p style="margin-left: 20px">• Execute: Deliver on a threat.</p> </p><p></p><p>Some of this is familiar: soft moves (escalate) and hard moves (deliver on a threat); and "say 'yes' or roll the dice". But some of it is a bit unclear. How is <em>risk</em> established? This matters, because it's the key to whether or not to say "yes". And what is the best way to establish consequences? The rules don't have the sought of advice found in RPGs like (say) Apocalypse World and Ironsworn.</p><p></p><p>A lot of GM discretion/intuition is called for, and I would have liked the game rules to say a bit more about the general approach the GM should take. The game also doesn't help by calling the GM the "referee" - because these sorts of decisions go well beyond refereeing, and constitute important creative input by the GM into the game.</p><p></p><p></p><p>An EDIT to this:</p><p></p><p>The rules, in the context of failed actions while exploring hexes, state that</p><p></p><p style="margin-left: 20px">Even if they fail the Save, the goal might still be achievable, but now faces an obstacle, a hostile encounter, or an additional cost.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">While the cause and consequence of failure can be personal, they also represent the whims of nature, bad weather, shifting land.</p><p></p><p>One thing that is unambiguous about these rules is their embrace of a "fail forward" rather than "nothing happens" approach to the results of failed rolls.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9828412, member: 42582"] Here are the rules for the "action procedure": [indent]When the players take action the Referee works down this list: [indent]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.[/indent] [B]Success[/B] When the players succeed at a significant action the Referee does one of the following: [indent]• Advance: Move in a good direction. • Disrupt: Lessen a threat. • Resolve: Put a problem to rest.[/indent] [B]Failure[/B] When the players fail at a risky action they might still complete the action, but always suffer negative consequences: [indent]• Threaten: Create a new problem. • Escalate: Make a problem worse. • Execute: Deliver on a threat.[/indent][/indent] Some of this is familiar: soft moves (escalate) and hard moves (deliver on a threat); and "say 'yes' or roll the dice". But some of it is a bit unclear. How is [I]risk[/I] established? This matters, because it's the key to whether or not to say "yes". And what is the best way to establish consequences? The rules don't have the sought of advice found in RPGs like (say) Apocalypse World and Ironsworn. A lot of GM discretion/intuition is called for, and I would have liked the game rules to say a bit more about the general approach the GM should take. The game also doesn't help by calling the GM the "referee" - because these sorts of decisions go well beyond refereeing, and constitute important creative input by the GM into the game. An EDIT to this: The rules, in the context of failed actions while exploring hexes, state that [indent]Even if they fail the Save, the goal might still be achievable, but now faces an obstacle, a hostile encounter, or an additional cost. While the cause and consequence of failure can be personal, they also represent the whims of nature, bad weather, shifting land.[/indent] One thing that is unambiguous about these rules is their embrace of a "fail forward" rather than "nothing happens" approach to the results of failed rolls. [/QUOTE]
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