New Megagame - Neverwood

 


Hey folks, I'm running another megagame in Brisbane! 

Neverwood is a rules-light megagame of Social Deduction, Storytelling and Exploration. You will join 50 other players in an all-day game event, all on secret teams with their own agendas. You'll need to explore the forest, uncover mysteries, make alliances, and balance your public and secret goals to find what you seek - or become lost yourself.

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.