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Mythic Bastionland - initial impressions, and making a Realm
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<blockquote data-quote="pemerton" data-source="post: 9829037" data-attributes="member: 42582"><p>Thanks for the link to that blog!</p><p></p><p>I agree with the blogger that there are some gaps in the rules, but actually <em>don't</em> think the Myths are in that category. I think there's enough in the Omens to get me going as a GM: I've only read the Omens for probably a dozen or so Myths (the ones I rolled up, plus a few others when I was reading the rules), but they remind me of things like the Oracles in In A Wicked Age, or some aspects of the more supernatural Prince Valiant episodes in The Episode Book (albeit more abbreviated). And also a bit of Islands in Agon 2e, which <em>are</em> similarly abbreviated in their presentation.</p><p></p><p>I think the approach that the author of the blog takes risks moving the game in a slightly railroad-y direction. I've especially got this in mind:</p><p></p><p style="margin-left: 20px">Knights increase in Glory every time they “resolve” a Myth, so understanding how to do that is big concern to the players. The book offers very little guidance. Page 6:</p> <p style="margin-left: 20px"></p><p style="margin-left: 20px"><em>When the group feels that a Myth has been resolved, reaching a conclusion of any type, all Knights who played a part in that Myth gain 1 Glory.</em></p></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">In practice, this can mean that no one knows how to progress towards the conclusion or resolution (D&D’s default resolution, kill everything, rarely works in MB). I think this is a big problem, but I don’t think it’s unsolvable.</p><p></p><p>And then, in the worked example of The Shadow Myth, the blogger writes</p><p></p><p style="margin-left: 20px">The Shadow seems to be a Myth about dealing with grief: not pushing it away, nor wallowing in it, nor profiting from it, but honouring the dead. To resolve the Myth, therefore, the PCs need to come to terms with grief and loss. </p><p></p><p>And to me, this looks like the GM making the decisions that the rulebook instructs <em>the table as a whole</em> to make, namely, <em>have the PC knights resolved the Myth?</em> To me - influenced by RPGs like In A Wicked Age, Agon, Prince Valiant, Burning Wheel, etc - it seems that a big part of the point of play is for <em>the players</em> to make their own sense of a Myth, and form their own view as to whether they have resolved it, or it still remains unresolved.</p><p></p><p>So this wasn't an area where I felt the rulebook had gaps. The gaps I felt were in relation to non-Myth based prep and framing; not the prep of the map, but the prep that will underpin the framing of the non-Myth related scenes that the game seems to envisage.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9829037, member: 42582"] Thanks for the link to that blog! I agree with the blogger that there are some gaps in the rules, but actually [I]don't[/I] think the Myths are in that category. I think there's enough in the Omens to get me going as a GM: I've only read the Omens for probably a dozen or so Myths (the ones I rolled up, plus a few others when I was reading the rules), but they remind me of things like the Oracles in In A Wicked Age, or some aspects of the more supernatural Prince Valiant episodes in The Episode Book (albeit more abbreviated). And also a bit of Islands in Agon 2e, which [I]are[/I] similarly abbreviated in their presentation. I think the approach that the author of the blog takes risks moving the game in a slightly railroad-y direction. I've especially got this in mind: [indent]Knights increase in Glory every time they “resolve” a Myth, so understanding how to do that is big concern to the players. The book offers very little guidance. Page 6: [indent][i]When the group feels that a Myth has been resolved, reaching a conclusion of any type, all Knights who played a part in that Myth gain 1 Glory.[/i][/indent][i][/i] In practice, this can mean that no one knows how to progress towards the conclusion or resolution (D&D’s default resolution, kill everything, rarely works in MB). I think this is a big problem, but I don’t think it’s unsolvable.[/indent] And then, in the worked example of The Shadow Myth, the blogger writes [indent]The Shadow seems to be a Myth about dealing with grief: not pushing it away, nor wallowing in it, nor profiting from it, but honouring the dead. To resolve the Myth, therefore, the PCs need to come to terms with grief and loss. [/indent] And to me, this looks like the GM making the decisions that the rulebook instructs [I]the table as a whole[/I] to make, namely, [I]have the PC knights resolved the Myth?[/I] To me - influenced by RPGs like In A Wicked Age, Agon, Prince Valiant, Burning Wheel, etc - it seems that a big part of the point of play is for [I]the players[/I] to make their own sense of a Myth, and form their own view as to whether they have resolved it, or it still remains unresolved. So this wasn't an area where I felt the rulebook had gaps. The gaps I felt were in relation to non-Myth based prep and framing; not the prep of the map, but the prep that will underpin the framing of the non-Myth related scenes that the game seems to envisage. [/QUOTE]
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