Monday Musings #117 đ¤Ź
Appendix MJ and Downtime in Bastionlands
Good Monday, Gamer!
âLife shrinks or expands in proportion to oneâs courage.â
â AnaĂŻs Nin, Tome Knight
Bastionland Session 3 â The Missing Highlord
Freeplay. Downtime. Missions.
When I first saw these terms in Blades in the Dark, I rolled my eyes. John Harper had put words to what we were already doingâbut now I'm thinking weâre gonna have to throw a parade every time we shift play modes. Sadly, Iâve seen tables lean into that fanfare⌠But Iâve come to appreciate the termsâfor sure. They give me language to talk about sessions, and as MC, they help me figure out where we are in play, even if I never say it out loud, even when Iâm not playing Blades.
This third session of our second season in Mythic Bastionland was all downtime. Two hours flew by. We barely noticed we were streaming. It was the natural release valve after two âmissionâ sessions: first dueling the Seeker Knights (who then joined our quest), then confronting the Scholar Knights and agreeing to escort one to the Highlordâs palaceâby way of a battle with mythic wolves.
Now, out of armor, the roleplaying breathed.
My Vulture Knight, Kelwyn, donned robes, lifted a chalice, and drifted into games of chance with the folk who gather around those games. A player choiceâbecause I wanted to see who and what lived in that space.
My Brother-Knight, Velamonte, the Horde Knight (Thomas), dug for answers about the missing Highlordâbecause he, the player, was chasing that mystery.
We came back together at the councilâs dinner tableâŚspecifically to throw our Scholar Knight companion straight under the bus âthough wily and silver-tongued they were! Fun, delicious roleplay. Our next âmissionâ emerged right from these choices. So weâre headed to confront the Elf in the Forest. I couldnât have told you that before the session. And regardless of what Judd has written down, it feels like we, the players, carved that path ourselvesâthrough downtime. And thatâs some great Mojo.
Appendix MJ
I missed the Appendix N Blogwagon event, but hereâs my own list anyway. These are the stories, comics, games, and shows that I return to when Iâm thinking about RPGsâtouchstones that set the tone for how I play these games. Aspirations, dreams, and wishes.
West Marches (Ars Ludi) Ben Robbinsâ classic blog series on running an open-table, exploration-driven campaign. The DNA of all my West Marches experiments and a model for any persistent sandbox game. West Marches 4Evar! There are MANY posts and threads on this topic. Start here.
Glen Cookâs Dread Empire(not Black Company)
Messy, political, and sprawling. Itâs about what happens when empires rot from within. Fantastic ideas for faction play and shifting alliances, characters, artifactsâŚLORE. When I want to get out of âVanillaâ fantasyâŚI think about the Dread Empire.
William Gibsonâs Sprawl Trilogy. The foundation of cyberpunk: console cowboys, BAMA, street samurai. This reminds me itâs not about the missions, gear, or the tech. It is Characters under duress trying to make it to a tomorrow.
Jonathan Hickman runs of House of X/Powers of X, The Manhattan Projects, East of West.
Hickmanâs sprawling conspiracies and mythic worldbuilding feed directly into how I think about supers and epic-scale campaigns. These are my favorites. And a list of his Greatest Hits.
â 1990s X-Titles. Overstuffed, melodramatic, too many crossoversâand perfect inspiration for juggling factions, soap-opera drama, and sprawling worlds. Superhero comics at their finest.
John Crichton. Trauma-bonded family in space, alien weirdness, sudden tonal shifts from comedy to heartbreak. The main characters are not the same from season one to the end. Neither should the PCs be, IMHO. No spoilers on the ending, please. I have not watched it, and I probably wonât. Not willing to say goodbye yet.
Smokinâ Aces
A bounty-heist template: everyone converging on one target. Iâve used this structure for one-shots and PvP-tinged scenarios, and when I come up short, anywhere.
â¤ď¸ Hav Plenty
An indie rom-com drama. A reminder that slice-of-life and messy relationships matter in games as much as saving the world.
Elden Ring
Exploration as mystery. Worlds that donât explain themselves but beg to be pieced together. And one Tough Boss donât stop the showâŚ
Anthem. More than just mecha-hardsuits. Anthem felt like I could run the missions how I wanted to. Explore the landscape as I wanted to. This game reminds me of what that feels like, and I aim to design sessions that are open to player choices and actions.
Ars Magica. Troupe play, wizards, companions, grogs. Itâs about legacy and community â and Immortality if you play enough sessions!
Dorohedoro. What a chaotic, grotesque, and funny world. It's high weirdness and WtF?!! It is my target for urban fantasy or weird magic campaigns.
Blame! (Tsutomu Nihei). Endless megastructures, isolation, and small communities surviving in a hostile architecture. The best touchstone I know for dungeon-crawl scale in sci-fi.
Tower Dungeon. The archetypal âclimb the impossible towerâ setup. Each level is its own world, its own rules. Great ideas. Incredible world-building.
Witch Hunter Robin. IMHO, the best episodic magical supers monster hunting mixed with conspiracy arcs.
Whatâs in your Appendix N? What media keeps finding its way back into your games?
ICYMI
IndieRPG Newsletter on Expressionist PlayâŚand APPENDIX N!! đ¤đž
Sarah DOOM! on Process and Tools
Thanks for reading, playing, and supporting the strange stuff.


