Hey all, after selling out tickets for the first run of Neverwood, we've decided to run it again in November!
Neverwood Event 2 Now Live
New Megagame - Neverwood
Click here for the event page with a bunch of information about what the event is and how it all works. There are currently 3 tickets remaining. If you're keen and based near Brisbane, check it out :)
High-Impact Enemies in Mythic Bastionland
There's been a lot of chatter about how combat in Mythic Bastionland can sometimes feel a bit too easy - especially when you have a larger group of 4+ knights. In a mythical setting like this, you want some entities that feel seriously powerful, mythic threats that can single-handedly destroy an entire legion on their own. Sadly, some Myths that seem like they should deliver that feeling don't measure up.
This is something D&D-style games have always struggled with. Strength In Numbers is so powerful that all too often, the dragon you hoped would feel like a mythic beast ends up being a pathetic worm, barely able to land a hit as the players bully it with their superior action economy. Unfortunately Mythic Bastionland can fall into this problem too, with some solo mythic enemies Impaired and Repelled and Deny'd until they die without ever being able to do anything.
Chris McDowall has already posted some good ideas on how to fix this, but I personally don't think they completely solve the problem for me. Here's the house rules I'm going to try to boost up some of these major enemies.
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.
Mythic Factions for Blades in the Dark
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?
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.
ENTITY 11: HABIT FORMER
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| 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.
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.
