Check out the Kickstarter: bit.ly/MythicKickstarter Read the preview: bit.ly/MythicPreview Get Electric Bastionland in PDF: bit.ly/BastionlandPDF Get Into the Odd Remastered in PDF: bit.ly/ITORemasteredPDF Chris McDowall's channel: bit.ly/BastionlandRUclips
I had the pleasure of playing in the PlusOneExp Mythic Bastionland stream with Chris and Tony. The system is a great evolution of Into the Odd, adding martial abilities to keep combat dynamic and engaging.
My complaint with many rules-light (...and some rules-heavy) games is that they'll have stuff that _is part of the intended experience_ and yet is hand-waved away with "you make it up". These systems are so simple but they ARE SYSTEMS, there's some SAUCE
I've been waiting to back this for months! Ever since I watched The Green Knight I've had an itch that Mythic Bastionland will scratch. Chris is so damn creative.
It's interesting that you reference "Arthurian". This feels like the author was writing this with a well worn copy of Pendragon (by Chaosium) at hand. Pendragon is one of the best rpg games out there, but it is extremely setting specific: the game is "lesser" without the setting of Arthurian Britain. If you extricate Pendragon from it's setting it loses it's vitality. Chaosium seems to have a habit of that. This feels like they have "game-ified" certain aspects of the Pendragon rpg that are inherent to the setting and the interaction of game mechanics with the setting. In Pendragon, the passage of years is part of the game, for example, and Glory is a stat you can increase. A knight's raison d'etre is to gain Glory, "for the King and for the Realm". Time passes, and your character will grow old and, if he is unfortunate, could even die in his bed of old age. If your knight character dies (is killed in battle, etc) or is otherwise taken out of the game, many of the character's attributes--including most importantly, Glory, but also land, titles, the family sword etc, are inherited by the heir, and the heir is the player's next character. Bad things like shameful acts (such as, for example, displays of cowardice) will also be inherited, and become part of the story of the family or clan, and may even form the basis for a quest for the new, younger scion of the family to deal with: "grandfather died 30 years ago, and here I am still cleaning up his messes". I played Pendragon (not nearly long enough) decades ago, and would love to do so again. A couple of my complaints about the game are, all characters are knights, and--when I played it--male. That last is not an issue for me personally, but it does exclude half the population. I think the latest iteration has dealt with this problem. But also, I always wanted to play a spellcaster of some sort (I mean, MERLIN, right?), but the entirety of the game--game mechanics, setting specific rules, etc--is all about knights and knights alone. You wouldn't even get away with playing a Robin of Locksley "Robin Hood" type character--Arthur's other knights would soon descend upon you. Anyway, Ben, I don't doubt you are busy, and probably have plans for what games you will review, and--more significantly--play. But I think you would probably really dig Pendragon. You owe it to yourself to check out this old school paragon of game design--it is a masterwork.
"A couple of my complaints about the game are, all characters are knights, and--when I played it--male. That last is not an issue for me personally, but it does exclude half the population." That's not a "problem", it's a feature because Pendragon is a game designed to simulate Arthurian romance, especially Malory's Morte d'Arthur. The only people it "excludes" are people who want to play something else. Which they are welcome to do.
Backed this as soon as it launched. Thanks for the review Ben. You turned me on to Into The Odd back awhile back. I really enjoy your insight and the info you provide. Thanks for connecting us to the OSR/Indie games. Cheers!
Awesome breakdown! I’m already sold on anything Chris makes but still appreciate the extra excitement you’ve fostered in me for this game, among many others. Nice work!
Been following the development of this closely, very into the themes and the mechanisms. I am still unclear on how myths are expected to be resolved, beyond participants agreeing. Like if players just ignore what's going on, that's enough, or could the GM step in and force it to remain unresolved until they intercede? I wonder how much GM agency/intervention is expected, I guess, before it feels less like a referee and more like a creator god. Might depend a lot on player motivation, and I wonder if there have been playtest groups where players have disagreed about what would resolve a myth, when ostensibly any one could be "correct" for the purposes of resolution. I imagine I'd probably add more uncanny elements than just the myths, since I get a bit of a Dark Souls style vibe. Was vindicated when I saw that on the campaign page, among the more classically Arthurian examples, Elden Ring is listed. The art's giving me a bit of Bob Pepper vibes, which I consider a high complement. Looks like the campaign is already well past its goal, looking forward to it!
Amazing review Ben! Woot! Keep up the good work and may the sun be always on your shoulder... unless you are trying to sleep, then you will want to use 'blinds', of course.
The sort of myth-based, meta nature of Mythic Bastionland reminds me a lot of Perlesvaus, a 13th century bit of Arthurian fanfiction (as if all Arthur stories aren't just fanfiction of a Real Life king that may or may not have existed). Where the plot, such as it is, revolves around the land being plagued by a curse because Arthur was being a "bad king" who wasn't going on adventures. Leading to his knights all running off and being compelled to attack one another on sight. There's even a bit where a main character meets a priest, who responds to the character talking about all the strange things he's seen by explaining they are all Biblical metaphors. Which is to say, the knight's _lived experiences_ were in-universe metaphors, that the priest was explaining to the knight as if it were a work of fiction. Perlesvaus is not what I'd call a "good" Arthurian story, but it is an _AMAZING_ Arthurian tale. It's basically like someone's D&D campaign, complete with random encounters, side quests, traps, big fantasy set pieces, gratuitous violence, and bad things happening because the main characters neglected the main quest too long.
May pick this up at some point for resources and inspiration. But unfortunately it is not my style of game. I am really not a fan of auto hitting systems. I know it makes combat simpler but it really feels like it strips a lot of options away from players. I’d much prefer systems that combine attack and damage rolls into one. Same speed but more flexibility in my mind.
About the example with comments, while I think it's a great addition, I often miss actual plays made by the authors on video, maybe with some comments on the side. It wouldn't be expensive content to create for a youtuber, and it would greatly help showcase the author's views. I wonder why it isn't made more often.
2:30 so Questing Beast I know you like these smaller RPGs, but one of the things that I can't really gel with is only having three stats. It just seems that with only three stats you can't really express a lot of the character, and there is always an imbalance between the Physical and Mental stats - at least in DnD you have three of each. Why not have four stats instead? Strength, Prowess, Intelligence, Will? Would have that really make these 'NuSR' games too complicated? Just some thoughts! Best
You have reviewed alot of RPGs. You don't have to name names but what system or rules have you found that keep game moving? For fast intuitive play? On the other side what slows down the game?
Check out the Kickstarter: bit.ly/MythicKickstarter
Read the preview: bit.ly/MythicPreview
Get Electric Bastionland in PDF: bit.ly/BastionlandPDF
Get Into the Odd Remastered in PDF: bit.ly/ITORemasteredPDF
Chris McDowall's channel: bit.ly/BastionlandRUclips
Knave 2e, Cairn 2e, Mythic Bastionland. Good times are coming.
Dolmenwood too
Don’t forget dolmenwood yeah
@@Wesley_Youre_a_Rabbit My wallet isn't forgetting
For sure! I didn't realize there was a Cairn 2e coming. Thanks! I really like Cairn for quick one-shots
How about Ultraviolet Grasslands 2E?
I had the pleasure of playing in the PlusOneExp Mythic Bastionland stream with Chris and Tony. The system is a great evolution of Into the Odd, adding martial abilities to keep combat dynamic and engaging.
My complaint with many rules-light (...and some rules-heavy) games is that they'll have stuff that _is part of the intended experience_ and yet is hand-waved away with "you make it up". These systems are so simple but they ARE SYSTEMS, there's some SAUCE
The illustrations for the knights and the myths are straight up my favourite pieces of TTRPG art of all time
In case you don't know it already, check Electric Bastionland.
I really love these thematic games that tailor stat names and mechanics to a particular vibe. This looks really cool!
I've been waiting to back this for months! Ever since I watched The Green Knight I've had an itch that Mythic Bastionland will scratch. Chris is so damn creative.
I was looking at incorporating some of these concepts/themes into a homebrew Mörk Borg campaign. Love to see it!
It's interesting that you reference "Arthurian". This feels like the author was writing this with a well worn copy of Pendragon (by Chaosium) at hand. Pendragon is one of the best rpg games out there, but it is extremely setting specific: the game is "lesser" without the setting of Arthurian Britain. If you extricate Pendragon from it's setting it loses it's vitality. Chaosium seems to have a habit of that. This feels like they have "game-ified" certain aspects of the Pendragon rpg that are inherent to the setting and the interaction of game mechanics with the setting. In Pendragon, the passage of years is part of the game, for example, and Glory is a stat you can increase. A knight's raison d'etre is to gain Glory, "for the King and for the Realm". Time passes, and your character will grow old and, if he is unfortunate, could even die in his bed of old age. If your knight character dies (is killed in battle, etc) or is otherwise taken out of the game, many of the character's attributes--including most importantly, Glory, but also land, titles, the family sword etc, are inherited by the heir, and the heir is the player's next character. Bad things like shameful acts (such as, for example, displays of cowardice) will also be inherited, and become part of the story of the family or clan, and may even form the basis for a quest for the new, younger scion of the family to deal with: "grandfather died 30 years ago, and here I am still cleaning up his messes". I played Pendragon (not nearly long enough) decades ago, and would love to do so again. A couple of my complaints about the game are, all characters are knights, and--when I played it--male. That last is not an issue for me personally, but it does exclude half the population. I think the latest iteration has dealt with this problem. But also, I always wanted to play a spellcaster of some sort (I mean, MERLIN, right?), but the entirety of the game--game mechanics, setting specific rules, etc--is all about knights and knights alone. You wouldn't even get away with playing a Robin of Locksley "Robin Hood" type character--Arthur's other knights would soon descend upon you. Anyway, Ben, I don't doubt you are busy, and probably have plans for what games you will review, and--more significantly--play. But I think you would probably really dig Pendragon. You owe it to yourself to check out this old school paragon of game design--it is a masterwork.
"A couple of my complaints about the game are, all characters are knights, and--when I played it--male. That last is not an issue for me personally, but it does exclude half the population."
That's not a "problem", it's a feature because Pendragon is a game designed to simulate Arthurian romance, especially Malory's Morte d'Arthur. The only people it "excludes" are people who want to play something else. Which they are welcome to do.
I can't wait to combine inspiration from this book into dolmenwood!
Right? They look like a match made in heaven
Looks awesome. Not clear why you wouldn’t just pick Pendragon over this.
Backed this as soon as it launched. Thanks for the review Ben. You turned me on to Into The Odd back awhile back. I really enjoy your insight and the info you provide. Thanks for connecting us to the OSR/Indie games. Cheers!
Awesome breakdown! I’m already sold on anything Chris makes but still appreciate the extra excitement you’ve fostered in me for this game, among many others. Nice work!
Very excited for this. Just backed it!
I’m glad he let you have a look ! Exciting
This is so cool. I wish i had the money to back all the worthy kickstarters.
Backed it as soon as I got the notification 🎉🎉🎉
Hell yes.
Thanks for this. I was aware of the Kickstarter but this got me excited enough to go ahead and back it. Thanks for the review.
I love the art, the color pallet, the layout and design! It really looks amazing... Game seams interesting. Lots of interesting concepts...
Already backed this gem, keep up the good work.
You are the man!!! Keep going Ben!!!
Damn I’m so excited for this!! So many knights and myths!!!!!
Mission accomplished -- another backer! Great overview!
Kickstarter has been ravaging my funds this year 😂
WooooO! Pretty pumped for it!
this idea of seeing how the whole realm plays out is interesting
Been following the development of this closely, very into the themes and the mechanisms. I am still unclear on how myths are expected to be resolved, beyond participants agreeing. Like if players just ignore what's going on, that's enough, or could the GM step in and force it to remain unresolved until they intercede? I wonder how much GM agency/intervention is expected, I guess, before it feels less like a referee and more like a creator god. Might depend a lot on player motivation, and I wonder if there have been playtest groups where players have disagreed about what would resolve a myth, when ostensibly any one could be "correct" for the purposes of resolution.
I imagine I'd probably add more uncanny elements than just the myths, since I get a bit of a Dark Souls style vibe. Was vindicated when I saw that on the campaign page, among the more classically Arthurian examples, Elden Ring is listed.
The art's giving me a bit of Bob Pepper vibes, which I consider a high complement. Looks like the campaign is already well past its goal, looking forward to it!
Amazing review Ben! Woot! Keep up the good work and may the sun be always on your shoulder... unless you are trying to sleep, then you will want to use 'blinds', of course.
The video title reads like some System of a Down lyrics
The sort of myth-based, meta nature of Mythic Bastionland reminds me a lot of Perlesvaus, a 13th century bit of Arthurian fanfiction (as if all Arthur stories aren't just fanfiction of a Real Life king that may or may not have existed). Where the plot, such as it is, revolves around the land being plagued by a curse because Arthur was being a "bad king" who wasn't going on adventures. Leading to his knights all running off and being compelled to attack one another on sight. There's even a bit where a main character meets a priest, who responds to the character talking about all the strange things he's seen by explaining they are all Biblical metaphors. Which is to say, the knight's _lived experiences_ were in-universe metaphors, that the priest was explaining to the knight as if it were a work of fiction.
Perlesvaus is not what I'd call a "good" Arthurian story, but it is an _AMAZING_ Arthurian tale. It's basically like someone's D&D campaign, complete with random encounters, side quests, traps, big fantasy set pieces, gratuitous violence, and bad things happening because the main characters neglected the main quest too long.
love this
Looks cool!
Looking like something to put money towards, after seeing this review and another recent one.
Too. Many. Good. Books.
Thanks :)
No summer? I think he's a little too attached to the idea that everything must come in threes.
May pick this up at some point for resources and inspiration. But unfortunately it is not my style of game. I am really not a fan of auto hitting systems. I know it makes combat simpler but it really feels like it strips a lot of options away from players.
I’d much prefer systems that combine attack and damage rolls into one. Same speed but more flexibility in my mind.
What options does it take away from players?
About the example with comments, while I think it's a great addition, I often miss actual plays made by the authors on video, maybe with some comments on the side.
It wouldn't be expensive content to create for a youtuber, and it would greatly help showcase the author's views.
I wonder why it isn't made more often.
2:30 so Questing Beast I know you like these smaller RPGs, but one of the things that I can't really gel with is only having three stats.
It just seems that with only three stats you can't really express a lot of the character, and there is always an imbalance between the Physical and Mental stats - at least in DnD you have three of each.
Why not have four stats instead? Strength, Prowess, Intelligence, Will? Would have that really make these 'NuSR' games too complicated?
Just some thoughts!
Best
I have spent so much money on Kickstarter cause if you!
nice!
You have reviewed alot of RPGs. You don't have to name names but what system or rules have you found that keep game moving? For fast intuitive play? On the other side what slows down the game?
Something algorithm?
Is there a discord for questing beast?
Bump
Early
For the algorithm
FOR THE ALGORITHM!
Aaaaand... I missed it. Ugh.