Mythic Dungeons


 Allow me to introduce MYTHIC DUNGEONS, my new free hack for Mythic Bastionland. It includes 15 pages with:

  • A full guide for building your own dungeons in the Mythic Bastionland style.
  • Rules for handling dungeon-crawling in the Mythic Bastionland ruleset, allowing you to run a full megadungeon campaign. 
  • 6 new dungeon-focused Myths.
    • The Myths in this hack have RELATIONSHIPS with the other myths in your dungeon, allowing them to dynamically interact with each other in a system that's incredibly simple to run as the GM.
  • Rules to help your players to use Glory to get more and better equipment for dungeon-crawling.
  • Simple restocking rules to mix and change up the dungeon as much as you need to keep it fresh over time.
  • Two pages of ways to SPICE UP COMBAT to keep your encounters dynamic and interesting.




Here's an example dungeon I wrote on a notecard:


This is a hack: it requires Mythic Bastionland to play. Go check out the Quickstart for free or buy the book. Huge thanks to Chris McDowall for his incredible game.

Mythic Factions for Blades in the Dark

I've been reading the incredible Mythic Bastionland lately, and I admit - it took me a while to wrap my head around what Myths actually are. 

When you read the book (the quickstart is free) you'll see most of it revolves around Myths, which look like this:


They have a chain of 6 events. You make Wilderness Checks while exploring the world, and whenever you randomly roll a Myth, you do the next event in the sequence. At first, I was baffled. Isn't this just a railroad?

No: I slowly realised that Myths are actually a genius revision of the classic random encounter tables. (Please forgive me Mythic Bastion-heads if you're thinking "Obviously!" right now.)

When you boil it down, Myths are basically a random encounter table with 2 major changes:

1: The encounters are chained together into a story of 6 related encounters that happen in order, instead of a set of unrelated encounters.
2: The encounters emanate from a specific spot on the map. You are more likely to get encounters from the closest Myth. If you go to that spot, you automatically get the next encounter in the chain.

These small revisions make a huge difference. In a classic random encounter table, each event stands alone. A good random encounter can definitely be fun and memorable and interesting - but it's always isolated and separate. It pops up, it's interesting, and then it goes away. It has no meaningful, planned connection to anything before or after. You can only advance your goals by actually getting to your destination - so no matter how well-written those random encounters are, they're always a distraction from the main course.

With the simple change of linking the encounters together into a story, Mythic Bastionland makes random encounters the main course. Now, getting random encounters as you wander the wilderness DOES advance your goal directly. And to make sure the game isn't just passive random wanderings, you always have a way to advance the story directly and get the next encounter: You can find the source and go there.

I think we can take this simple concept and use it for tons of other games. What if we took a city-focused sandbox game, and made each faction work like the Myths in Mythic Bastionland?

As an exploration of that idea, here's my idea for how to use it to improve entanglements in Blades in the Dark.

ENTITY 11: HABIT FORMER

 

Artist: Felipe Escobar Bolivar.

 

Rats were trained in a Skinner box to approach the food cup when a distinct click was sounded. Ribonucleic acid was extracted from the brains of these rats and injected into untrained rats. The untrained rats then manifested a significant tendency (as compared with controls) to approach the food cup when the click, unaccompanied by food, was presented.
It's uncomfortable to admit, but many of our behaviours are ultimately controlled by simple chemistry. Love, fear, depression, loathing. They're all born from a cocktail of chemicals bubbling away inside the brain. This is the principle exploited by the Habit Former - a small insect about the size of your fist. By injecting you with a cocktail of specially-curated ribonucleic acids, it can completely transform your personality.

First Impressions: Brindlewood Bay

Brindlewood Bay is a RPG written by Jason Cordova where you play as the Murder Mavens, a club of old ladies solving cosy mysteries in a small fishing town. Little do you suspect that there's a dark conspiracy connecting these mysteries, tying into the lovecraftian horrors that lurk beneath the waters of this town...

It's Murder She Wrote mixed with Lovecraft. The most unique thing about it is the way you actually solve the mysteries. There is no pre-planned solution: Even the GM doesn't know who actually committed the murder. 

When they've gathered enough clues, the players put forward a theory of who they think committed the murder. They make a Theorize roll, with a bonus for each major clue they've tied into their theory, and if it succeeds - they were right! That theory they put forward was correct, and they now have to bring the murderer to justice.

To make this work, the GM is meant to deliberately keep things a little vague until the players make that decisive Theorize roll. The clues aren't meant to point to any particular suspect. You may find a note saying that someone was removed from the will - but the last page is ripped, so you don't know who exactly it was. If the killer attacks you, they'll be veiled in shadow the whole time. 

It's a really interesting trick. I've played 2 sessions of the system now, so here's some of my first impressions of how this unique approach plays out in practice.