Mythic Bastionland Thoughts


Starting a blog while right in the thick of wedding planning was poor timing. 

Anyway, Mythic Bastionland is neat, here are my thoughts after 10 out of 12 sessions run.

Im not typically an OSR fan, I like my player characters a tad more heroic and my games to have a bit more of a special focus than dungeon exploring by itself. I also think my playgroup is also more interested in building characters mechanically than narrativly, but they're not slouches. This lends us more towards mechanically complex games, hence why when I pitched Mythic Bastionland, it was as a short 3 month long campaign. We're going into month four now but we missed a few weeks so it evens out. 

It's a cool game, I'm not surprised it caught my players imagination. 

I wanted to run the game as close to the rules as written as possible, whereas in other systems I might feel confident to remove or reduce rules preemptivly. Now I can change them on a second go around with a fuller understanding of what I'm putting aside. 

The Myths are the main focus of the system imo. There is some politics of the realmn that can become important as the Knights advance but I really didn't want to bother with any of that. The Myths and their Omens rely on very little prep and happen randomly. This really lowered my session-to-session control over events as a game runner, and made a few wilderness hexes notably busier than others as my players frequently took certain paths. They're not hard to be ready for, but the fact that sometimes you'll need to do the next omen for a random myth somewhere far across the realm can confuse players who think they're on one myths trail if they meet an Omen for another. 

When I created my realm I made distinct regions within it, kind of like video game zones, which may be a little cheap but has so far worked wonders. I put the Wyvern in a poisoned swamp, so i'm basically Miyazaki from Demon Souls. I put a Colossus in the plains surrounding a mountain range. The randomness of the Myths worked out alright, there seemed to be a good mix of monsters/enemies, items/weapons, and threats vs nusances in my starting six. 

My suggestion is to pick your first 6 Myths rather than rolling for them, to match with any themeatic through-line you're trying to create, but be careful to have a good mix of enemies, items, nusances, and disasters. This does mean more pre-planning for the campaign, which is something I prefer, but you may not. Once those six are done, then you can roll randomly and add those while referencing earlier established themes. 

I only put my thumb on the scale regarding Myths, defying the book as written, twice so far: the first became a catastrophe, an Omen orignally meant to signpost danger then became the danger we needed to rewind to prevent, and the second was to simply delay the final appearance of a Myth so that my players ambitious plan could be completed before the Myth could resolve, giving them a fighting chance for a more satisfactory ending. Always pick what makes the better story, after all, thats what a Myth is.


I've added one thing to our game that has been a winner with my group, but mileage may vary. I made all my Seers speak in rhyme, and player character's were suggested to speak in rhyme back, as it would make the Seer more likely to treat them well. This led to a couple of 'jam session' sessions' where the knights were asking questions and reciving guidance via rhyme, with bargains offered and accepted in verse. It made preparing for visits to the Seer more meaningful since you couldn't just walk up and say hi, but had to make introductions with a careful choice of words. It's a neat little thing that we all enjoyed doing. 

I'm really happy to report that I like the system, and am only having regrets from a lens of 'what i'd do next time' to better fit my style and my groups playstyle. It's refreshing. Normally I'm good to blame the system for not fitting with our table or me, but this system is a real winner that, with a new cleaner picture of our table's wants, could be a great long-term campaign game. 

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