We're entering the final 24 hours for Mythic Bastionland!
Here's a little extract from the Oddpocrphya section of Mythic Bastionland.
PLAY
After their character died last session, Tal has created
a new character, the Riddle Knight. The Company are already worn down, having
suffered CLA loss on their journey. They’re hunting a rogue knight who’s been
harassing travellers.
Ref: So this is the hill where you heard the rogue knight
was last spotted. What’s the plan from here?
Tal: How about we search for tracks. I can roll Clarity for
that, right?
Ref: Erm… Hang on.
Ref looks at the Action Procedure and asks a few
clarifying questions to Tal.
Ref: So the risk is that by scouring around these woods
looking for tracks you might attract some unwanted attention.
Moss: Wait, if we’re just searching for something quickly
could I use Vigour instead? That’s for like… athletic stuff, right?
Ref: Hm, no, I think that doesn’t really work here. Clarity
is sharp senses and quick thinking, which is what’s being used here.
Tal: Urgh, we’ve both got super low Clarity at the minute. I
wish I’d thought of this before we came all the way out here.
Ref: Well there’s always another way. Instead of scouring
for tracks you could try to find somebody to talk to, see if they’ve
encountered the rogue knight.
Tal: Oh, and if we get “guidance from a Seer” then we
recover our Clarity, right? I know it’s quite far, but we could travel over to
this sanctum (points to the map) where we know there’s a Seer living.
Moss: Works for me, we might get some other good info while
we’re there.
Ref: Great, so which way are you travelling?
THOUGHTS
With just three Virtues to choose from, it’s usually quite
clear which Virtue should be used for a particular Save, or damaged by a
particular harmful effect. Ref is pretty confident that Clarity is the Virtue
to use for covertly tracking an enemy, and I’d agree with them here.
In those cases where it’s not so clear I tend to err on the
side of giving the players the final say, but I’d hope that these instances are
rare. If they start occurring frequently then I’d perhaps take a moment to talk
through the Virtues with the players, making sure everybody understands what
each of them represents for their character.
In this example we see that having low scores in a Virtue
can create some interesting moments, here driving the players to seek out a
Seer in the hope of both recovering their Clarity and getting the information
they were looking for.
If there wasn’t a Seer nearby then Ref could still have
suggested some alternative directions for them to take, and speaking with the
locals is usually a good direction to nudge players toward.
If the players are desperate to restore a Virtue, and the
most obvious means of doing so is too far away, then remind them that Remedies
exist, suggesting where they might be found. Although they represent uncommon
goods, a holding will usually at least be able to point them in the right
direction. For Stimulant, which is used to restore Clarity, perhaps they’d be
directed toward a local herbalist or alchemist in service of the ruler,
remembering that these things are never given away for free.
If all else fails, remember that moving to a new Season or
Age restores all Virtues, so sometimes an impromptu time skip can be the best
way to move things forward.
----------------------------------------------------------------------------
This post was originally sent as a reward to all Patreon supporters, and is released freely on this site the week after its original publication.
If you want to support my blog, podcasts, and video content then head over to my Patreon.
Is there a way to make a late pledge?
ReplyDeleteYeah that will be handled through the Backerkit. Will post here when it goes up.
Delete