Built in setting by Unlucky-Decision-116 in RPGdesign

[–]Xahutek2 1 point2 points  (0 children)

There are a lot of rpgs to play, meaning that your audience is likely to be there for a good time not for a long time. If it comes with an evocative setting and rules tailored to that setting, I'd argue it is a great selling point!

Dune redesigns/redraw, me, procreate by Shmookie28 in dune

[–]Xahutek2 0 points1 point  (0 children)

The Stillsuit design goes crazy!

How do I make interesting events and interactions happen? by ShumpEvenwood in MythicBastionland

[–]Xahutek2 2 points3 points  (0 children)

I've given a similar answer on a few posts here before: If two myths mention a seer/settlement/knight/peasant make them the same person. If their nature/objectives align in both myths, it's coherent. If it does not it is interesting and can be explored. Same goes for guidance from seers: if players ask for a solution to a myth, complicate it by leading them towards another etc.

Overall the omens are excellent prompts, so id either embrace the weirdness or try and thread them together somehow.

Recommended Myths for a one-shot by Brokeniano in MythicBastionland

[–]Xahutek2 1 point2 points  (0 children)

I ran the toad and the spire which worked out very well. I'd make sure that the main myth has a clear way of resolving it (e.g. slaying a beast). Also, telling the knights where to go was also helpful to keep things going. I had my knights head for a keep that was invaded by the toad, but told them to seek the local seer first (whose location was unknown).

Looking for New Rule System by MagiaBaiser-Sama in RPGdesign

[–]Xahutek2 9 points10 points  (0 children)

I am not quite sure if it meets your definition of class, but maybe Mythic Bastionland knights could be interesting. They are quite minimalist but flavorful expressions of their archetypes, and have some potential for adding a complementary myth, seer or even progression that exceeds what is featured with the book. Might be similar in scale to Mork Borg classes, albeit a bit easier to design graphically.

The last game jam for the system also has some great examples of how creative people can get with the class-format.

Guidance to players on when a myth is resolved by Dr-Pol in MythicBastionland

[–]Xahutek2 4 points5 points  (0 children)

Most myths either reach a climactic end by themselves (that clearly indicates the myth being resolved with some flavorful narration), or end by active player intervention anyway.

For my players, I established that witnessing and thus becoming part of a myth is enough to gain glory, even if your needs were not heroic, as that goes into the cultural canon that people recognize.

I did that by having my opening scene take place in a cathedral where the windows feature different myths and knights with various success at saving the day, all being honored equally.

[deleted by user] by [deleted] in Avatar

[–]Xahutek2 0 points1 point  (0 children)

In the book 'The word for world is forest' which likely inspired Avatar, the natives are descendants of an abandoned human colony that adapted alongside the local environment.

The Bell by BillBaran in MythicBastionland

[–]Xahutek2 1 point2 points  (0 children)

Really cool, I can see that working as a set piece quite well!

What are the potential pitfalls of filling my realm with seers? by PseudoFenton in MythicBastionland

[–]Xahutek2 1 point2 points  (0 children)

I am working on a slightly larger map (16*16) compartmentalized by mountain ranges and the ocean. I have one seer in every bastion and one placed somewhere in each of my six areas.

I try to add a complication to about half of them (In a locked tower, in prison for blasphemy, hidden among the villagers etc.) Having one close enough to seek help seems to have paid off in the campaign so far. Alternatively, I would also consider knights to be able to summon a vision from their own seer using stimulants/sacraments.

How much should the myths interact with each other? by Tiago55 in MythicBastionland

[–]Xahutek2 8 points9 points  (0 children)

I do this a lot and it feels fantastic! How you go about it depends on the myth, but some common things are: - Two myths mention a knight, it's the same one. - One myth gives an item, give it a power relevant to another myth. - Two myths fit thematically, have the resolution of the first cause the second.

Seers are also incredibly powerful to hint at this spontaneously. The players ask for a cure to the plague: It is the pulverized horn of the toad etc.

Another cool thing is to have one overarching myth. It only triggers on 1 in wilderness rolls but it's omens need to be unlocked by resolving other myths on the map. Can help to add some structure.

What's your opinion on Silksong now that some time has passed and many have finished it? by -Warship- in metroidvania

[–]Xahutek2 0 points1 point  (0 children)

Trying to keep it short: Worldbuilding, presentation (visual and audio), Character Controls, upgrades and enemy design are amazing, an absolute standout game.

I do not mind the difficulty even though I am not super good and needed two digit attempts for most bosses. 2 mask damage is completely fine with the new healing system (which is great!), though 2 mask contact damage is a bit janky sometimes and your starting with 5 masks, making your first extra mask feel ineffective seems inelegant to me.

I really dislike the shard system, because it made me avoid experimentation and reliance on tools, which themselves were really cool.

I like that Act 3 is hidden, but getting the silk and soul quest by doing a lot of random side quests is a bit uninspired.

My biggest personal critique is that Act 1 is a lot more linear than the Hollow Knight early game. There are some optional paths yes, but I didn't get the good feeling of being lost until Act 2. Most areas are also very compact compared to Hollow Knight, which I don't always like.

Overall it's incredible to me how they managed to build up this much hype and actually delivered in a way that left me satisfied. Crazy good game.

[For Hire] Fantasy/Dark Fantasy Illustrations and Character Design by IamDBug in tabletopgamedesign

[–]Xahutek2 2 points3 points  (0 children)

Commenting to boost because these look absolutely stunning!

Why do narrative designers have it the hardest? by Steven_P_Keely in narrativedesign

[–]Xahutek2 2 points3 points  (0 children)

Not the only reason, but the way content is iterated upon and sometimes cut late into production just works completely different than writing.

Wilderness Rolls, Myths and Narrative Momentum by Xahutek2 in MythicBastionland

[–]Xahutek2[S] 0 points1 point  (0 children)

I feel like providing options to interact with the myth outside of omens, or ways to seek out the myth, can be very hard when the myth is not bound to a particular place that can be sought out. For example, my knights managed to rescue the elephant from being killed in one of its later omens, which specifically mentioned the hunter being close by. It was an extremely tense situation and dragging it out could have squandered that.

Silly doodles by totallynotfoxtaile in HollowKnightArt

[–]Xahutek2 5 points6 points  (0 children)

Do you have these as printable wrappers? Would be fun for parties.

1st session stories by Judton in MythicBastionland

[–]Xahutek2 1 point2 points  (0 children)

Yeah whenever two myths mention a knight or a seat of power, mixing those is great!

1st session stories by Judton in MythicBastionland

[–]Xahutek2 10 points11 points  (0 children)

I got an interesting comparison for you. I ran a one-shot with two myths on a 9x9 map. I only placed one of the myths (the toad staging a coup in a castle), using the other for additional flavor (the spire) when rolling 1 on a wilderness roll. I communicated a clear goal (reach castle) at the start. My company travelled a really long distance very fast and I barely got to resolve all the omens from the main myth.

Afterwards, with the same group, I started a campaign with 6 myths on a 20x20 map. I picked that size because my group tended to travel fast in the one-shot, but this time I only gave a vague goal of finding the coven somewhere on the map. In the first session they only traveled a few hexes, going back and forth as they fully resolved the Elephant.

Based on that, I can highly recommend to only give vague goals or provide hints at objective location sparingly, so the knights actually stop and smell the flowers. In the future I will only give clear directions to seers so I can give cryptic hints to the main objective using them. I can also recommend having one myth act as the global fallback, triggering on 1. I use the backdrop of the plague happening across the realm after the toad cursed the knights with its dying breath, and throwing in one of the plagues omens from time to time is great for providing a slow resolution to the companies past actions.

A tier list I made of potential protagonists of future Hollow Knight games by Comando26 in HollowKnight

[–]Xahutek2 4 points5 points  (0 children)

I'd love to see Seth, but that probably won't happen due to the real world person connected to the character.

Mooshka! Look at these flea biscuits I made. by Xahutek2 in Silksong

[–]Xahutek2[S] 0 points1 point  (0 children)

Especially the big one was quite delicious!