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Mythic Bastionland - initial impressions, and making a Realm
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<blockquote data-quote="pemerton" data-source="post: 9840071" data-attributes="member: 42582"><p>Upthread, before I'd actually played Mythic Bastionland, I made these posts about it:</p><p></p><p></p><p></p><p>After having played it, I made these posts (on another active thread):</p><p></p><p>In this post I want to say a bit about how these "before" and "after" thoughts fit together.</p><p></p><p>It was the players' need for <em>information</em> that drove the <em>gamist</em> 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 <em>clue</em>-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. </p><p></p><p>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.</p><p></p><p>The difference from classic D&D is that the goal is not <em>acquiring treasure</em>. And the difference from CoC is that the goal is not <em>solving a mystery</em>. At least for the Myth that ended up being the focus in my session - The Mountain - the culmination of the information was <em>making a choice</em> about how to relate to the Myth.</p><p></p><p>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 <a href="https://www.enworld.org/threads/the-green-knight-frpg.680475/" target="_blank">the Green Knight RPG</a> - the mechanics are different from both of these, but the gamism driving towards the need to make a thematic <em>choice</em> at the end is a bit similar.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9840071, member: 42582"] 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 [I]information[/I] that drove the [I]gamist[/I] 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 [I]clue[/I]-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 [I]acquiring treasure[/I]. And the difference from CoC is that the goal is not [I]solving a mystery[/I]. At least for the Myth that ended up being the focus in my session - The Mountain - the culmination of the information was [I]making a choice[/I] 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 [url=https://www.enworld.org/threads/the-green-knight-frpg.680475/]the Green Knight RPG[/url] - the mechanics are different from both of these, but the gamism driving towards the need to make a thematic [I]choice[/I] at the end is a bit similar. [/QUOTE]
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