Good Monday, Gamer!
"A loom of wisdom spun at dawnLaid to rest til coming morn” —The Tome Knight
This week, Threads of Fate landed on our table—Maxwell’s pick from our trip to Tabletop Game & Hobby. It’s a puzzle/mystery board game I wouldn’t have grabbed myself, but the house rule stands: if you pick it, you facilitate it. This will be his first solo-run game, and I couldn’t be prouder.
Threads of Fate is a narrative deduction game that weaves mystery, myth, and player decisions into a branching puzzle experience. You combine story cards, explore clues, and make impactful choices as you unravel a tale of fate and hidden truths. It’s part escape room, part visual novel, part puzzle box—and perfect for a table that loves lore and lateral thinking.
Earlier this year, we co-learned Argo, a fast-paced card game. Since then, he's taught it to his friends, his mom, and grandparents. Watching him pick games and become a facilitator has been incredibly rewarding. They grow up so fast, y’all.
For my part, I chose Stars of Akarios — we haven’t played a big box board game since Horizon Zero Dawn, and this summer might be our last long one. Maxwell starts his senior year this fall. This is likely our last big summer break opportunity.
Stars of Akarios is a sprawling cooperative sci-fi campaign game that blends starfighter dogfights, exploration, and character-driven storytelling. Inspired by the likes of Gloomhaven and Mass Effect, it combines tactical ship combat with RPG progression and branching narrative choices. Players pilot ships, land on planets, and make story-altering decisions across dozens of missions.
The Rise and Fall of the Tome Knight
Sunday morning, coffee in hand, Judd (Daydreaming about Dragons), Thomas (Indie RPG Newsletter), and I live-streamed session one of a three-part arc in Mythic Bastionland.
I’m playing Carukas the Tome Knight, current ruler of a holding after the death of the Moth Knight. Thomas plays Hex, a Key Knight in my service. All seemed well—until the Moth Knight returned as a ghostly spectre, rallying his dead followers.
After seeking counsel, Carukas resolves to put the Moth Knight to rest once and for all. He and Hex return to the hunting cabin where the Moth Knight was sighted, invoking the former ruler to vanquish him.
But the damed mad dice just won’t have it that way!
It’s that game where the dice reinforce fictional bits, like the stubbornness of the Moth Knight. In one round, I declare a “dismount the foe” gambit—and the Moth Knight rolls a one on his save. Critical Victory, right? But, Mythic Bastionland uses roll-under mechanics. A 1 is a perfect save…and it makes sense given the narrative we’ve laid out. Even in death, the Moth Knight is stubborn. Thrice we had at him with great maneuvers, and thrice he saved against them. The tension was real.
“Do we press on or retreat?” Hex-Thomas asked. “Hex-Thomas” because both were asking.
I didn’t hesitate. I’ve played with both these gamers enough to know that no matter what happens, it will be great. Even if my new PC, Carukas, dies, it’ll be fantastic.
No question, we will press on!
That last exchange, Carukus's heavy staff struck true! They had worn the spectre down to this moment. My D10 weapon die came up a 10! That is the max natural damage it can do.
That is how we vanquished the Moth Knight Spectre!
It is how the Tome Knight met his end.
And how Hex became ruler, tasked by Carukus's dying breath to save his sister—the rightful first heir to the holding—from the wicked influence of the High Lord.
🎲 Let’s Talk Odd Action Dice
Into the Odd is known for its elegant fix to D20 “whiff” syndrome: skip the to-hit roll—just roll damage.
Mythic Bastionland takes it further with action dice:
You roll multiple dice. Weapons, advantages, feats, etc.
The highest die = damage.
Some remaining dice can be spent on gambits (disarm, knockdown, dismount) for creative tactical depth.
Feats are special combat options, adding weight and drama to your choices.
It’s conversational combat with heft—and all of it fits on a single rules page. One. Engaging. Page.
Next session: Harvest Season. I’ll be playing the Dust Knight.
Thomas posts his take on the first session on Indie RPG Newsletter.
If you want a GM’s-eye view of this series, check out Judd’s write-ups:
👀 ICYMI
💬 Mythic Bastionland on Actual Play
🤖 Standby for Mektonfall! Maxwell and I are playing a mecha anthology series starting with Titanfall —via Mekton Zeta RPG.
🎙️Keep an ear out for Open Hearth Podcast’s next episode. It’s Lowell (of Open Hearth), Rich Rogers (+1 Forward), and I —talking games!
Got a favorite moment from your weekend game? Hit reply or share it on Bluesky — I love hearing what you’re playing.
Catch ya next week!
Thanks for reading, thanks for playing, and thanks for backing the strange stuff.
The hobby is big, messy, diverse—and more beautiful for it. And small tables with weird indie games?
That’s still my favorite corner.