UPDATE: There have been some extra changes to MB since I first published this, so don't be alarmed if some of the specifics don't match the most recent release.
Well, I wouldn't say I'm in full crunch mode with Mythic Bastionland
just yet, but it's certainly occupying a lot of my time.
So that's why this week my post is actually more like a dive
into the patch notes of the most recent update, which tore apart some key parts
of the game.
Let's look at the casualties, with the caveat that I may end
up reviving one or more of them down the line.
Burdens are Dead
My precious flagship mechanic for this game!
See this all started with Into the Odd. One of the very few
mechanics in that game is that you can lose points from all three ability
scores, but the subtext is that this will mostly happen to
Strength.
Way back I talked about the ideas of Stress and Strain to make the other two Ability Scores feel
more like a resource that can be damaged or even spent throughout the
game.
Then why does Mythic Bastionland introduce a whole new
system for wearing these knights down with three different types of burden when
there are already three resource pools waiting to be used?
So we're trying it out. Burdens are dead, hit'em right in
the Virtues instead, the new extra-knightly name for Ability Scores.
Self-Assessed Glory is Dead
Argh, this one hurts. I guess it started here or actually maybe here?
I think this one needs a whole post, but I think the old
system of "judge how well you stuck to your oath and earn glory
accordingly" works just-fine but just-fine isn't good enough for
me. It kind of felt... inconsequential.
So we're back to a more concrete set of ways for earning
glory, still tied to the same principles of going out to find myths and protect
the realm.
- Survive to the end of a Season or Age
- Venture into a Myth Hex
- Resolve the final Omen of a Myth in a way that protects the Realm
It puts further onus on finding the Myth Hex too, which
drives players out into the more remote parts of the realm.
Travel Tasks are Dead
In playtests I found players quickly got to grips with the
travel tasks, essentially a "free action" you could do while
travelling. Common examples were plotting a route, making a camp... and...
erm...
Yeah, it mostly became busy work where you'd always want to
use a task to find a route, and make sure you set up camp before nightfall. Not
much of an interesting decision.
So it's dead. Travel no longer relies on routes, but
learning your way around and finding guides will help you better negotiate all
this new stuff on the map...
Landmarks are Born
It's not all doom and decay. This new system gives some much
needed flavour and utility to all of those hexes which aren't holdings or
myths.
You've got three nice Landmarks:
Haven: Places of safety and comfort
Restore Vigour
Sanctum: Niches of calm and focus
Restore Wit
Monument: Symbols of hope and inspiration
Restore Grace
And three nasty ones.
Ordeal: Nature that fights your every step
Lose d6 Vigour
Gloom: Shadows that deceive the senses
Lose d6 Wit
Vestige: Past failures that dampen spirits
Lose d6 Grace
You'll put d6 of each down in your Realm and players won't
know their locations until they discover them. They might even create or
destroy landmarks through their deeds.
They each get a prompt on the Knight and Myth spreads, so
you'll have 72 little cues for each to get an idea of what the landmark
actually is.
Still lots of work left to do on this game, so I'd better get back to it.
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Nice to see you dropped the burdens. I also think that they were unnecesary over the ITO workings, though Im not an expert on it hhahah
ReplyDeleteOne thing I love and got me from the beggining is the three-season cycle. Don't tell me why but it adds a strange and powerful identity to the setting/game.
I'm glad to see Glory gain have concrete rules. I think it's better for new players.
ReplyDelete