I'm still toiling away on the pre-Kickstarter Quickstart version of Mythic Bastionland, which is taking slightly longer than expected. In short, I want this version to be as close to the final rules as I can manage at this point, and I want to get as much of Alec's artwork in there as possible. At the moment I'd put the ETA in early October.
In previous versions of the game the changes have lurched
back and forth between various levels of abstraction.
Abstraction is useful, perhaps crucial, in how I like my
games to work. I like players to have the information to make meaningful
decisions, and abstraction really helps with this.
If I say "your sword arm feels tired, and the impact of
that hammer took your breath away, but you're still up on your feet" it's
not entirely clear how much serious harm you took or how close you are to
dying.
If I add "your Guard is reduced to 0 and you lost 4
Vigour, so you're down to Vigour 6" then you know 3 damage will deal a
Mortal Wound and 6 will Slay you.
So I guess I like to have it both ways. Abstraction to
represent a fair and visible set of consequences for player actions, but
avoiding going so far down that path that we lose track of the narrative
situation or feel like we're playing a numbers game.
The upcoming Quickstart release feels like a nice
balance between the two.
Here are some of the changes you can expect.
Landmarks
These were probably too abstract for my tastes, with each type of Landmark
simply causing loss or recovery of a specific Virtue when encountered. The hex
crawling procedure is going to feel a touch more abstract than the
dungeon-crawling of Into the Odd just because of the distances and timescales
involved, but I wanted to pull it back from the precipice of feeling like a
boardgame mechanic.
For example, Dwellings previously restored Vigour, but now
they're simply noted as a place you might be able to find hospitality, which is
the standard means of recovering Vigour. The effect is the same, Dwellings are
good for recovering Vigour, but the presentation is focused on what a Dwelling
actually is, rather than being the hex you land on to recover Vigour.
Sanctums work in the same way, each now housing a Seer, who
have been mostly booted out of standard Holdings. Sanctums previously restored
Clarity, but getting guidance from a Seer is the main way to restore Clarity,
so the Sanctum's benefit is now tied to a specific concrete action (which you
might not get if you piss off the Seer) instead of being an innate effect of
the hex.
The negative Landmarks have also been changed, and still
carry risks, but present the Knights with some sort of choice or problem
instead of just whacking them with the consequences.
Remedies
Here's an example of a mechanic where I've actually added more
abstraction.
Previously
I wanted to avoid a limit on how many Remedies that can be carried, but I've
yielded to reason and said that each Remedy represents a large package of stuff
and so a character or beast of burden can generally just carry one.
Yeah this is literally the only piece of equipment in the
game with a hard rule limiting how many can be carried. Rules as written you
can carry a billion shields but I don't feel like that needs abstracting
because it's not that likely to come up and I think most referees would work it
out just fine.
If the Knights want to load up a cart with Sustenance ahead
of a big fight then go for it, but I'd imagine that comes with its own
complications.
Glory
What is Glory worth?
There was a point where I thought about stealing point 4 from this
blogpost and having Glory simply go up by one point every session you play,
then you can roll against your Glory to see if somebody has heard of you.
But the actual point of Glory is to have the game feel
different after 3 sessions, and even more different after 12 sessions, so I
linked it to the idea of Worthiness. More Glory means your knight will
naturally stumble into opportunities to take a place in court, and
eventually rule their own domain.
And, of course, maybe go and Find the City.
The specific ways of earning Glory have changed throughout
past versions, but right now when a Myth is resolved (one way or another) every
Knight involved gets 1 Glory. Are you in the story they'll tell about this
Myth? Take your Glory. That's it.
Oh and you passively gain a Glory when you advance to a new
Age. When we come back after a time skip things should feel a bit different, right?
It's an abstraction, because one point of Glory doesn't
really mean anything to a Knight, but there are real titles and
opportunities to be gained as you grow in Glory, so it's more rooted in the
reality of the world than something like XP or Level.
And no, you don't get Glory for "protecting the
realm" or "honouring the seers". You'll probably do those things
anyway for one or more of these reasons:
- You
took an oath!
- You want to protect (most of) the people you meet
- Seers
are useful to keep on your side even if they're annoying
- The
realm might eventually become your realm and you'd like it to be
intact
And if you don't want to do those things then what do I
care? It's your Knight.
If you want to be first to grab the preview doc when it's released then go and follow the Kickstarter now.
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