Now imagine it on Bastion's scale.
The Law of People
- There are all sorts, and they're everywhere.
- Everything you find and everything you want is tied to some person in some way.
- Mastery of People is Mastery of Bastion.
There are all sorts, and they're everywhere
Picture a person. They'd fit somewhere in Bastion. Give them some stupid gimmick, don't worry they still fit somewhere.
If planning a dungeon is all about drawing maps and rooms and making monsters, planning a borough of Bastion is all about making People.
Even when you're creating exciting city locations, someone will have wandered over there. They can't be stopped. What sort of person would even want to be here?
People you talk to are NPCs, everyone else is scenery. They're the trees in the forest slowing you down. They're the boggy ground drowning your horse. They're the sheer cliff face between you and the treasure. They're the wolves waiting to eat your corpse.
Some will tell you to give everyone in your game a name, but in Bastion the vast majority of people you see will remain nameless. You won't even hear most of them speak, but they're acting out their own plans and urges and getting swept up with everybody else.
If you're going to give details, either give none at all or more than they can handle.
If you notice a guy with a huge mustache, you also notice the bridal party and the child leading a baby elephant and the student sports team and the singing drunks.
If you go faceless, give them the mood of the crowd, the overall sound, smells, movement.
If you're going to give details, either give none at all or more than they can handle.
If you notice a guy with a huge mustache, you also notice the bridal party and the child leading a baby elephant and the student sports team and the singing drunks.
If you go faceless, give them the mood of the crowd, the overall sound, smells, movement.
Everything you find, everything you want is tied to some person in some way
The avalanche is a riot. The weapon is a mercenary. The treasure is a hostage.
Armour is lackies. Skills are specialists. Knowledge is librarians.
And those things that are just straight-up things? Somebody owns that. Somebody else wants it. Somebody else thinks that nobody should be allowed to have it.
Got a plan? There are three people in the way of getting what you want.
Mastery of People is Mastery of Bastion
With all the weird powers you might pick up on your travels, you're nothing on your own in Bastion. Great Fighters don't make a difference here, but an Army can. Unions are everywhere, because people are the most significant currency out there.
It's great for those on top, but those underneath sometimes feel valued by the whole arrangement. Sometimes.
Getting killed is awful. Losing an ally not so bad.
The worst adversary you can have isn't a brute with a big gun, it's the brute's boss.
Does it matter if your Ability Scores are all below 10 when you've got a Bodyguard, a Personal Thief, and a Public Relations Assistant following you around? Does your 2hp matter when you're never the one on the front line?
Even Great People are never great at everything, so start building your contacts list now.
Faskinating
ReplyDeleteDungeons are people
Doors are Gatekeepers
Traps are Lawyers, Tax Collectors
Treasures are Social Status applicable to individuals/group/klans/etc
Hit Points are ability to interact with others; bad interactions siphon off, good interactions add?
Again, fascinating blog here
Just bought my own copy of Into The Odd. Have a question for you.
ReplyDeletePeople from New York City are called New Yorkers and people from Paris are called Parisians.
What are people from Bastion called? Bastionites? Bastionians?
What about things that use Bastion as an adjective, like a Belgian waffle? Bastional waffles? What kind of waffles do people from Bastion eat?
Seriously...
I've used "Bastiards" a fair bit, but there's no single canonical term.
DeleteThat's it! I knew there would be a way to call them something that sounds like bastards but more clever. Thanks.
DeleteLike much of your work, this post seems as if it's hardly saying anything, yet packs an entire system for good design into a few paragraphs. Great stuff.
ReplyDelete