Myths as Fronts
A quick description of Myths
Within MB there are 72 Myths. While setting up a campaign, the referee is supposed to roll randomly to select 6 of them to be the initial threats. Whenever the party ends a phase (a 3rd of a day) in the wilderness, there is a 3/6 chance of no Myth being triggered, a 2/6 chance of the nearest Myth being triggered, and a 1/6 chance of a random Myth being triggered.
Each myth has 6 omens, and whenever a Myth is triggered its next Omen occurs, with the final Omen being its climax. For example, let's take The Tower. Simplified, its 6 omens are as follows:
- The party encounters a knight that is escorting labourers for building the Tower.
- Giant birds, chaperoned by armed horsemen, haul huge blocks of stone to the Tower.
- A mysterious, freestanding staircase is discovered. While ascending the stairs, one receives strange visions. Finally, at its top, a clear view of the Tower, completed.
- The weather turns to black but rainless stormclouds. Bolts of lightning intermittently strike the ground, starting fires across the realm.
- A bolt of lightning strikes the tower, causing it to crumble and fall.
- With a final thunderclap, all towers across the realm similarly collapse. Afterwards, the sky clears.
Analysis
From a design viewpoint, Myths are merging of the idea of "Fronts" from PbtA systems and the random encounters that are popular in many OSR style games (To be clear, this is how I see them. I have no evidence that it is how Chris McDowall came up with them).
Random Encounters
From random encounter tables, we get, well, randomness. There's much more writing on what makes random encounters good other blogs. A common misconception, however, is that they are basically filler - "Oh, here comes 11 goblins! Let's have a combat.". Handled well though, they provide much more than that.
- Worldbuilding: Who lives here? What do they want? Random encounters make the world feel real, more full and complex. This isn't just verisimilitudinous fluff, but leads to:
- Information: The answers to the above questions describe upcoming threats, but perhaps give clues to their vulnerabilities and goals. You didn't just encounter 11 goblins, but the vanguard of a Goblin army. They were panning for gold, or hiding from a troll. Finally, this then opens up:
- Opportunities: The Players can take inspiration (sometimes intended by the referee, but equally as often not) to exploit new opportunities. Was the troll threatening your keep? Now you know the Goblins also dislike it - perhaps they're a potential ally. Why were they panning for gold? Maybe they know something about the local area that you don't - steal their plans and make them your own.
Fronts
- Playerless Design: It is a common idea that the villains should have plans irrespective of the protagonists - and if the players don't step in, these will proceed unchecked. Knowing how events will unfold without the players' interventions gives structure without railroading the players - it's their choice how to react.
- Clear Progression: It's easy for threats to the players (and the world in general) to meander. Sure there's a nasty group of brigands, but they're not really posing any pressing threat. They're vaguely robbing and terrorising. But with Fronts, there's a clear, escalating danger. The front might begin with a few harassed and robbed farmers in the borderlands, but as the brigands go unchecked and grow bolder, they'll initiate deeper and more daring raids, until finally it's the players' loved ones being held for ransom.
Mixing them together
Using Myths as a campaign framework
So, using Myths as an outline, we can build a campaign. Unlike McDowall, however, we don't need to write 72 of the blasted things. We only need 6 (at least, for now). These are your initial developing crises, and between them will provide a good amount of content for the players to interact with before you need to do more prep work.
Myths themselves aren't a huge amount of prep work. Each of them takes up a page in the rulebook, and almost half of that is pretty art. Each Omen is 2-3 sentences, and there are around 3 NPCs tied into those Omens. After all, too many restrictions and deliberate interactions inhibit player interactivity and on-the-fly improvisation. In the Tower example, nothing is said about how to prevent either the Tower's construction, nor its collapse. We'll talk more about Seers in a future post, which might be how players discover answers to those questions, but better yet, the players might devise solutions of their own.
So let's take a look at 2 approaches to using Myths as a Campaign Framework.
Approach 1: Palette Swapping
- Yggdrasil drops a branch from which sprouts wild plants
- A troll seeks to blot out the sun
- A strange order is tampering with the Well of Song
- Two God's escalating competition threatens to cause eternal winter
- A Shapeshifter plots the ultimate farce
- Dwarves are crafting a new God of their own
- A Draugr king seeks to reclaim his throne
- An abandoned longhouse, a cold firepit full of burnt instruments
- Ravens singing nursery rhymes are perched upon a cracked barrel of water, deliberatley hidden. When drunk from, causes the drinker to burst into song. Enough for 2d6 drinks.
- 5 Silent Skalds break the fingers and cut out the tongues of a captive troupe of musicians, one by one. Each joins the Silent Skalds after the process.
- A wild-eyed merchant offers payment for songbirds, or their blood. If pressed, claims this can be made into the Wine of Musical Inspiration (not true).
- The Silent Skalds ride triumphant, having poisoned the Well of Song. No new song may be sung.
- A pair of dwarves, weeping, riddle verse at one another, trying to keep Song alive. They will do so until they die of exhaustion, and then Song will end.
Approach 2: When is a Myth not a Myth? When it is Mythtaken
I'm sure you didn't need me to tell you you could do Mythic Bastionland but Norse/Greek/whatever folkloric tradition.
But what if we used the Myth structure to represent other kinds of threats, and connected them to form cohesive narratives?
Lets imagine a more traditional campaign setup, with a Big Bad Evil Guy trying to take over the world. They have a suite of Lieutenants enacting their evil will. We can also throw in a few curveball ticking clocks, perpendicular to the evil schemes.
Let's call these Plots, rather than Myths, to differentiate.
The players still can focus on what they find most pressing, while other Plots lie in the background. But rather than just have a 7th Plot lying in wait to replace whatever Plot is resolved first, future plots should be responsive, and reflect the wills and plans of the greater powers in the setting.
In resolving one Plot, did the party slay the lieutenant behind it? Then perhaps the next Plot can be about the BBEG anointing their successor. By contrast, perhaps the party failed to prevent a ritual that transformed the inhabitants of a holding into vile monsters. Now there is a new Plot - these monsters have a pretty short expiry date, and are engaging in a mass migration towards the nearest water source to expel parasitic worms.
Plots don't need to be as mysterious and logic-defying as Myths. A plot can be as simple as an invading force, or Assassins eliminating political opponents.
The Hard Part
A Concrete Implementation
- The Warlord has driven Tharagavverug, the terrible Dragon-crocodile, from the wastes into the realm.
- The Tinker has awakened half-dead warriors, remnants of the Atom Wars. They mindlessly pursue victory against all they see as "enemies".
- The Sorcerer's rituals have ripped open a tear in the past, through which drift the memories of those long-dead, and remembered by only a few.
- Under a pseudonym, the Vizier supplies money and weapons to brigands across the realm, fomenting unrest.
- Entering a Stone circle, the party find themselves unable to leave til offerings are left before each of 3 Menhir marked with strange glyphs
- Rumours sweep the realm - the Baan of estegu-Morsic, the weapon of the last of the True Knights, has been found. As many have died by its blade as have died in their attempts to possess it.
- The party passes a gibbet, its chain snapped, lying open on the ground.
- A family of 7, grandma riding in a cart pulled by an equally elderly draught-monitor, is lost in the wilds. They ask to be escorted to the nearest holding, as Brigands abound.
- 5 traders struggle to free a cart trapped in a deep furrow in the road. They anxiously refuse help, as their cart is full of contraband weapons supplied from mysterious benefactors.
- Ambush! The party is set upon a dozen vagabonds, wielding newly-forged metal.
- A group of deserting city guards are leaving the realm, claiming things are too dangerous, and they aren't getting proper support from the capital. Will violently refuse attempts to coerce them back to their duty.
- Torqual, the bandit king, leads a warband of motley recruits, and his 'honour guard', towards the nearest holding. The party sees them from afar, and they travel at 1 hex per daytime phase. He is not unreasonable, but dreams of becoming a true king.
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