This Week’s post goes to some (mostly) bad places.
Last week I did this for the positive Landmarks, so let’s look at the negatives. Now, Ruins aren’t strictly negative, but they aren’t as outright beneficial as the others.
Hazard
BATS. Whichever way you move they’re facing you, like 2D sprites in an old FPS. When you aren’t looking at them you feel them scratching and biting at the back of your neck. When you turn around they’re back in their hung position.
Curse
Things that throw you off course. Thick woods seems obvious here but let’s go further. Tiny shadow figures jump between the branches, gesturing for you to follow. They only take you deeper into the woods, distances not making sense. If you ignore their guidance they mock and taunt you, but if you follow they’ll just keep you going in circles.
Ruin
This one actually ties into the Myth, being an overt hint at a Myth currently not in play. A stone mound conceals a huge cauldron sealed shut, apparently in some huge forge. Faint arguing inside can be heard inside.
Do the Coven break free if the Knights somehow break the seal? Of course! It’s not in the rules for how Ruins work, but Primacy of Action must be honoured.
Elsewhere
Psst… I’m not actually here… I’m away from work for a few weeks so I’m not up to date with what’s happening on other blogs and what cool games are currently crowdfunding.
So head down to the comments and link something that you think everybody else should check out, or go and see what people have already shared.
Coming Soon
Over on Patreon I get out the old axe.
I've been using my favourite tool again.
And it feels good.
The Knights are safe. This time it's the MACs who have been suffering under the hatchet.
Expect the full post here and on the blog next week.
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How Systems Nudge Player Behavior: http://mythlands-erce.blogspot.com/2024/10/system-nudging.html