Showing posts with label mythic-bastionland. Show all posts
Showing posts with label mythic-bastionland. Show all posts

Wednesday, September 30, 2026

Integrating Player Character Backstories

I started running Vaesen with one of my RPG groups recently and, while overall the support for GMs in the core book is not bad, there was one area where it seemed very poor. Each Player Character has a Dark Secret that complicates their life. There are some prompts to help players come up with their Dark Secret, but after that the book basically tells them not to worry about it, and the GM will work it into the game. In this 200 page book there is a short paragraph on 'Dark Secrets in Play', giving some very general advice that doesn't get far past the concept of "yeah, you should have the Dark Secrets come up during play". Not terribly helpful.

D&D 5E has this same problem. Players are encouraged to come up with a Backstory and to "work with the DM" so that it can be worked into the game. But there's not much support for the DM as to how they're actually supposed to do that. I've always found it tricky. Sometimes there are obvious ways to make it work, but as soon as you're having to introduce new elements (characters, places, things or events) it can start to clutter up the game, slowing progress and killing momentum.

But the promise of a PC's backstory coming up has so much potential - when it works it really works. Players are so much more engaged and it truly takes the game farther in the direction of collaborative storytelling. So how can we as GMs fix this?

The way that Myths work in Mythic Bastionland is that each Myth has 6 Omens. These take the place of Wilderness Encounters: Whenever something would happen, you don't roll for a Random Encounter, you encounter the next Omen of the nearest Myth. It allows the Myths to play out organically, but still in a satisfying arc because you're encountering them in order. It's a really flexible system, and in play feels a bit like the NPC questlines in a Souls game. I think this would be a great engine to drive PC backstory arcs.

I'm going to use the Backgrounds from the 2014 Player's Handbook to quickly pull together a backstory for an random example Character: A sorceror named Reena, who is a Forest Gnome with the Hermit background.

She lived in seclusion as the caretaker of an ancient ruin or relic. Her Ideal is Free Thinking (believing that inquiry and curiosity are the pillars of enlightenment). Her Bond is that she entered seclusion to escape from the ones who might still be hunting her, whom she must someday confront. Her Flaw is that now she has returned to the world, she enjoys its delights a little too much.

The 2024 backgrounds are great but wow, I really miss these background tables from the 2014 PHB!

We've got a Character on the run from a group she must someday confront. If this were a real Player Character, I'd be inviting the player to tell me a little about who that could be but for this example I'm going to generate a Cult from Sly Flourish's Lazy DM's Companion. So Reena is on the run from The Paper Masks : A wasp-worshipping cult who serve The Yellow Queen. So maybe Reena's sorcerous origin is linked to this cult. Whatever the reason, it sounds like a confrontation with them would be the climax of this arc. So the Omens might be something like this:

  1. A faint buzzing can be heard, only by Reena. It sounds close, but there's nothing there. 
  2. A traveller, dead at the side of the road. Huge welts cover their skin, they were stung to death by giant wasps.
  3. A village fayre, in lively celebration of The Yellow Queen, who has provided a great feast in exchange for their subservience.
  4. A faint buzzing, heard by all, getting louder as a group of giant wasps attack.
  5. A ruin conceals a terrified pair of scriveners, who have escaped The Yellow Queen's palace.
  6. Paper Mask assassins now hunt the party. They try to remain hidden until an opportune moment to strike. Their target is Reena.
Knowing the end point and working backwards was helpful. I looked back to the backstory for inspiration, and tried to have each Omen do at least of the following:

  • Challenge an Ideal
  • Test a Bond
  • Provoke a Flaw
I think there's some potential here for a procedure for integrating character backstories naturally into the game!

That's it for now, till next time!

Wednesday, August 6, 2025

Mythic Bastionland Without Knights?

I’ve been running games in the Legends of Alba setting since January last year. Under the hood of these ostensibly 5e games though, the engine that has been doing the real work has been the World Prep and Travel procedures from Mythic Bastionland. These are excellent - they’re lightweight and evocative and I find them intuitive to run. The game has been at its best when the player characters have been journeying between destinations on the Kingdom map, encountering the Augurs of the Legends, seeking out Hags for advice, or negotiating clan politics. Seek the Myths, Honor the Seers, Protect the Realm… where have I heard that before?

The Mester Stoor Worm,
from my copy of "The Lore of Scotland",
Westwood & Kingshill


Taking stock of where I’m at with Legends of Alba as a project, I’m reconsidering whether this setting might best be expressed as a ‘module’ for Mythic Bastionland. If I wrote up the Clans like Knights, and the Legends as Myths (which they pretty much are already), would that ‘just work’?

Let’s see. What needs to change?

Clans instead of Knights

Player Characters are called from the clans to answer the Legends. The clans are also effectively the NPC factions that the Characters will be dealing with. Clans are ruled by Chiefs. Druids advise the Chiefs in terms of The Law of The Land, Bards chronicle and spread word of a Chief’s deeds, while Warriors lead their warband. 

 Knights in MB are expected to uphold their Oaths, which elevates them from the vassals but places a burden of responsibility upon them. There’s a great line in the book that they ‘rely on their arms, but are expected to know the customs of peace’. 

The clans of Alba meanwhile are all about finding the balance between civilization and nature. They are dependent on their harsh but beautiful land for survival. They also walk a line between prioritising the self and the community, embodied by the Chiefs, whose ambition can get the better of their sense of duty. 

Hags instead of Seers

The Seers are one of my favourite parts of MB, but are more morally ambiguous than the Hags of Alba. Both fulfil an important role - a hermit that players can seek out for information that not everyone has access to. But while the Seers are intended to provide an optional extra level of conflict to the game (their motivations are not always aligned to the PCs), the Hags of Alba embody the link between mortal folk and The Otherworld, as they have one foot in each. Like Seers, they are able to glimpse the past, present and future, making their advice tend towards the cryptic. But what they offer is Truth to those who seek it, and they aim to steer mortals towards equilibrium with the land and, by extension, The Otherworld.

Just Works?

So if we take Mythic Bastionland and swap Knights, Seers, Myths and The City for Clans, Hags, Legends and The Otherworld, do we get Legends of Alba? And are those two meaningfully distinct? To the first, I think so. To the second, I hope so! I had a go at writing up one Clan and one Legend just to try it on for size. It was good fun, so at the moment I’m thinking it would be worth writing more. If I can get up to 12 Clans and 12 Legends, that’d be enough for a test game I think! 

 Till next time!

Anti-Canon

I don't plan to include a full 'History' section in Legends of Alba. Currently this is about as much as I want to include:  Befo...