Wednesday, 8 April 2026

Earth Resists: Site recipes


Craggy cave mouth” by Thomas Quine, CC BY 2.0

As a design goal for Earth Resists, I want to think of adventure sites as recipes. The written description is not a prepared meal, it is a list of ingredients with some simple instructions. In fact, I want the site to have almost no instructions - the instructions are general and apply to any site. I'm hoping this will make sites for skirmishes easy to write, read, and run.

Here's an example. This site for a skirmish mission is a huge sinkhole and cave system in a tropical forest.

Locations:
(Would be shown as a simple diagram map, but I'm writing this on my phone)

Forest (cover 5, threat 1)
Sinkhole edge (cover 3, threat 1)
Sinkhole floor (cover 2, threat 2)
- trap: auto turret (2P)
Tunnel A (cover 4, threat 2)
Tunnel B (cover 3, threat 1)
- hazard: falling rocks (2P)
Cavern (cover 3, threat 3)

ET objective:

Protect the worm eggs in the Cavern location until they hatch (6-part clock)

ET units:

Snakehead (1P, 1HD) × 3
Spiderbot (2P, 3HD)
- special: drag away wounded (3P)
Grey worm (4P, 3HD)
- special: burrow (3P)

(Incidentally, I want ETs in the game to have descriptions but no names. It's left to the players to name them - maybe later in a campaign, if there's a linguistic breakthrough, that would change.)

What to do with all this?

After all PCs have taken a turn, the GM takes a turn. If all PCs are in 0-threat locations, the GM may choose any other location on the map and make a threat roll. Otherwise, when one or more PCs are in non-zero threat locations, the GM rolls for each of the occupied locations.

If the threat level is 2, they roll 2d6. If the threat level is 3, they roll 3d6, etc. Take the highest number (N), and the GM may use that to:

1. Deploy N points worth of ET units to the location. (Example: If the number is 3, the GM may deploy three 1-point units, some kind of minion type, or a stronger 3-point unit).
2. Check the map location for any special action which can be activated for N (or lower) points. This could be a trap or an environmental hazard.
3. Check any already deployed unit for any N (or lower) point action. Generally, already deployed units can be used freely on the GM's turn, but they may also have special abilities that require spending these points.
4. Hold some or all points of the total N in reserve, to spend on a future turn.

For a threat level of greater than 1, it is possible to have matches on the result (e.g. rolling 2d6 and getting 4, 4). Matches advance the overall ET objective in the area by one mark of progress (Example: repairing a crashed spaceship, or hatching ET eggs in the example above).

I know some folks may bristle at using a metacurrency for the GM to spend on moves and conjuring quantum ogres, but I'm thinking of it differently. I want to achieve the same outcome as running a more carefully prepared site, but without the same level of prep. The GM can glance at their ingredients and jump right in, without needing to know details about any particular location. (This may just reflect my GMing style, where I sometimes misread that kind of detail anyway, when things come up in play.)

I have yet to play test this, but it is coming together in my head, and I think I'll be able to try something soon.

Thursday, 2 April 2026

There and Back Again

There was a conversation recently in the Bastionland Discord about a Mythic Bastionland  session which the referee felt didn't go well. It sounded like they had fought a climatic battle, won, played through the return journey to the nearest holding, but didn't have the best time with the events that the return travel triggered. Of course, only the people at that table know exactly how it went, and I'm not going to talk in depth about that game because I wasn't there. But it got me thinking about the balance between tension and downtime.

I've also been reading a sci fi novel recently, which has prompted some similar thoughts. Cowl by Neal Asher is about a conflict between time travelers. Characters, who initially don't know the factions involved, get drawn into the conflict. This isn't a review, but the book didn't really click with me. It felt like too many action / survival scenes without enough downtime to break them up. (It probably would've helped to read it over a couple of days rather than spreading it out over a few weeks.)

When I say "downtime", I don't necessarily mean characters hanging around in a town and learning a skill or upgrading weapons or whatever. I just mean a shift in the tension. There may still be important stakes, but with a change to the pace or the level of threat.

If you're writing a story you can just say Bilbo Baggins travelled home and skip across half of Middle-Earth. If you're playing an RPG, and the group wants to play through that journey, then you play through it. But it helps to be on the same page about what that means:
 

- Is a fresh journey, like the outward one, filled with random encounters?
- Is it a revisiting of those locations, maybe dealing with some consequences from before?
- Is it a quieter time, to spend some time with the characters and unpack what they've experienced?

I'm sure there are other possibilities too. My experience with the sci fi novel suggests to me that I don't want the next stage of most stories to have a similar texture to the last. I like the tension to have highs and lows, and to have changing circumstances.

The question this boils down to, in Mythic Bastionland, is "Do I ever want to turn off the Myths?"

Do I get to points in the game where I feel there is enough happening and don't want another injection of weirdness to proceedings?

I think my answer is "No, but".

I have never skipped a travel roll, or ignored an omen result on a travel roll. But I do check in with the players, asking if they want to travel to their next destination in the next session, or do a short time jump (days or weeks, maybe to the next festival) to start the session there. Another aspect of the "but" is that I have, once or twice, folded an omen into ongoing matters so that it is not an entirely new thread to pull on.

I consider all of the above to be playing rules as written. But, as a thought experiment, let's make up a house rule to handle things differently.

After a dramatic resolution, or a harsh defeat, or generally any time that the Company are ready to pack up and go home, make a single d6 roll for the entire multi-hex return journey:

1. The original purpose of the journey is still not resolved, and the Company come face to face with it. This may mean twisting the meaning of some earlier event.
2. The Company encounter a new troubling issue. Something unrelated to the outward journey's purpose. Maybe an Omen, or some crisis from the spark tables.
3. A sign of new trouble. Not directly encountered, but new information to consider at home. I'm thinking spark table dramas and crises rather than Mythic stuff.
4. Encounter a feature of the realm changed by your recent actions. 
5. Same as 4.
6. Encounter a blessing, for example a character grateful for your recent actions.

After rolling, pick one of the hexes on the return journey to play out the result. These are pretty vague and would need to be fleshed out with spark table rolls.