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This Week’s post looks at how much creativity I ask of players in Mythic Bastionland.
TTRPGs are innately creative.
At the very least, even if you're playing in "pawn mode", seeing your character as a playing piece to push around the map, there's an expected amount of creativity above sitting down to play a videogame. You have to answer that question "what do you do?" quite often without having a straightforward answer on your character sheet.
BUT my personal tastes are that a moderate amount of required creativity can go a long way.
You know how some games do that thing where you deal lethal damage to an opponent and the GM says...
"Okay... tell me how you kill them!"
As a player, some days I enjoy that, others I don't.
Some days my creativity is focused almost wholly on answering "what do you do?" and answering other questions like "how does your character feel about this?" or "what person from your character's background shows up here?" can feel like more pressure than I want out of a leisure activity.
It's part of the reason that some players gravitate to Fighters in old D&D, seeing the whole "all you can do on your turn is attack!" complaint as a feature, not a bug.
But of course I'm not advocating for removal of all creative prompts for players. On other days I love answering those character questions, inventing gruesome attack descriptions, and luxuriating in a silly voice.
Which is why I try to design my games with Opt-in Creativity.
There are openings for creativity, but there's another road to take if you aren't feeling it. Even simple stuff like having a list of sample character names in the book can help here.
A recent Mythic Bastionland rule change got me thinking about this.
Previously, if you rolled the maximum possible value on your attack die (i.e. 6 on a d6) you got to describe an Onslaught, an additional effect to the attack, stuff like pushing, pinning, disarming, dismounting, smashing shields, but it was left open to player creativity within certain bounds.
This is not Opt-in Creativity, and I've seen the downsides of it in the flesh.
Some players cheer when they roll an Onslaught, carefully consider what to do, and describe how they drive the enemy onto the slippery ground as they fight them back.
Others freeze. They don't know what to do. None of the suggestions seem all that useful in this specific situation. Errmm... I don't know, I guess I disarm them if that's okay.
Well Onslaughts are gone now. Not entirely for that reason, but that's part of it.
Now, when you roll your attack dice you may discard a die showing 4 or higher to perform a Gambit, 8 or higher giving you an increased effect. It's the same effect as an Onslaught, but requiring you to think of a fancy thing you want to do you can always choose to just add 1 damage to the attack instead.
After a few tests there are some nice benefits here:
Having that +1 damage option means there's never a situation where you roll a Gambit and feel like it's going to waste, or you're lacking the creative juice to think of something interesting.
They aren't just random windfalls, they'll often come with a choice. If you roll an 8 and a 6 then using the 6 for a Gambit is usually a no brainer, but what about a 5 and a 3? Are you willing to trade 2 damage now to make the long-term situation better by possibly dismounting that Knight?
It makes weapons with bigger die-types more likely to trigger Gambits. That d10 billhook is going to generate Gambits much more often than the d6 handaxe, and more often at increased effect, so it really shows off those big weapons as having the utility that they should. If you don't want to get dismounted then don't go near those two guys with polearms!
While Shields (d4 damage) don't often trigger Gambits on their own, they mean a solo attacker can use their main weapon to perform a Gambit while still doing some damage.
With dice used for Gambits being discarded it makes Smites more useful, as that adds a d12 to your pool, but it also makes Deny (formerly Foil/Deflect urgh, why do I rename things so often?) more useful, as you can use it to reduce the enemy's gambit die, or the remaining damage dice.
Say you team up four against one, perhaps a few of you Smiting for extra dice. You're rolling a big pool of dice, and you're probably going to have a few spare 4+ dice ripe for Gambits. This might just lead to a high-damage attack, but it can create fun moments where one Knight shatters the target's shield, another surrounds them, cutting off their retreat, and the third delivers the wounding blow.
So while there are lots of little decisions in there there's always an easy way out if you don't want to engage too deeply with the system.
Oh, and we have a (non-final) cover now.
Expect the Quickstart doc with updated rules around the start of next week.
Elsewhere
Beyond the Pale is an OSR module by Cairn creator Yochai Gal, coming to Kickstarter soon.
Weird Wonder takes a hex-stocking mechanic and applies it to NPCs.
Bones of Contention write a group review of Trophy Gold, a game that I thought I had no interest in. I’m still not certain it’s for me, but they’ve convinced me to pick it up and take a closer look.
Coming Soon
Over on Patreon I’m back on the topic of balance, and what it really means for my games.
As I previously wrote, balance isn’t about making things equal, it’s about preserving interesting choices.
So I’ve been doing a lot of balance tweaking to Mythic Bastionland recently, especially in the use of Feats and Gambits.
Expect the full post here and on the blog next week. Thanks for reading Bastionland Presser! Subscribe for free to receive new posts straight into your inbox.
Opt in creativity is the way. There’s enough every day pressure to deal with, you don’t *need* to face it in your fun space. Thanks Chris!