How do you run a Mythic Bastionland one shot?
There’s some guidance on the “Starts and Scopes” page at the front of the book, but it seems to be a recurring question. I figured I’d share my thoughts, since I’ve done quite a few at this point.
Considerations
- You can just prepare a Realm as normal and run a one shot without changing anything in particular, but there are a few things to keep in mind:
- Character creation is quick, but there’s a bit of passing the book around, copying down property and abilities.
- Realm creation is good “lonely fun” for the Referee, but it can take a little while, and a one-shot is unlikely to span too much of the wider Realm.
- If you have the standard setup with six Myths revealing themselves at once then it's hit or miss whether you’ll resolve one in a single session.
- All Myths can work for one shots, but some feel better suited to a campaign. Maybe they benefit from the players knowing the Realm and its characters (the Glade), work better in a game that spans Seasons (the Wheel), or change the Realm in ways that are fun to have as lasting impact (the Sea).
- Starting the Knights on the edge of the map, arriving in the Realm for the first time, tends to see them make a beeline for the nearest Holding, reaching it toward the end of the session.
- Frankly, the ongoing nature of how Mythic works means that there’s always going to be some unresolved stuff at the end of a session.
So I think there are actually three ways you can go with a Mythic one shot, so take your pick from these equally valid methods.
The Teaser-Shot: Most authentic Mythic experience
- Make the full Realm as normal and populate it with the full spread of six Myths. Settle in and flesh out the holdings and landmarks as much as you care to.
- Prepare blank character sheets and roll up the Knights at the table.
- Start with the Knights arriving on the edge of the Realm as normal, having been sent here to seek Myths.
- Warn the players that things will probably end without a big climax.
- When the session ends, see if the players take the bait to come back for a second session. If they say yes then you’ve already got everything you need, otherwise your Realm is ready to serve a one-shot to a different group if needed.
The Speed-Shot: Getting straight to it
- Make a smaller Realm than normal. 6x6 Hexes with a single holding and one of each of the landmarks works, but go up to 9x9 with two Holdings if you want a bit more space.
- Generate a few more Knights than you have players, handing out fully completed character sheets and letting players swap around if they like the look of another Knight. Keep the spares for backups.
- Choose one Myth only for the Realm. Any time you would encounter an Omen, go to this Myth. You’ll hit the final Omen pretty quickly at this pace. Some Myths work better than others in this sense, but something like The Wyvern is ideal.
- Start the Knights at one of the Holdings. The Ruler is busy but the inhabitants have told you some rumours about the Myth, urging you to go out and seek it, also hinting at the location of the nearby Seer.
- If the one-shot gives way to a campaign then you can always expand the map and populate it with a new batch of six Myths.
The Smart-Shot: For those blessed with Clarity
- Make a full Realm, fully fleshed out, because it’s fun and you can re-use it for multiple one-shots.
- Generate the Knights ahead of time, as in a Speed-Shot, but leave their Virtue and Guard scores blank, players can roll for these so that they can’t blame you for low scores.
- Choose just two Myths for the Realm and place them far apart. Now you’ll still stand a decent chance of hitting the final Omen of one of them, but you’ll be mixing in a little bit of the other.
- Start the Knights in a Holding, having received an urgent message from a distant place, typically another Holding or a Sanctum, summoning them urgently. Now they have a clear goal of “get across the Realm” which will have them naturally encountering Omens and Landmarks on the way.
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