Dead Letters
The greatest brainstorming document of all time. - Printable Version

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The greatest brainstorming document of all time. - AmICoolYet? - 09-07-2026

People are saying that Mythic Bastionland is the greatest brainstorming doc of all time. Game wise its so loose to not have any super clear or coherent systems. But all of the entries are so evocative, and exiting to read, that I want to run them and put them in my games, even if I am not playing Bastionalnd. When I open the book, I'm not actually looking to play game, I am looking for all the cool monsters that Mr. McDowell came up with so I can steal them for games I run other systems.


RE: The greatest brainstorming document of all time. - JimMonsoon - 09-07-2026

I’m prepping Mythic Bastionland right now and can say it is a lot of work, and requires some extra-curricular work pulling in resources online - both from Chris himself and others. But once I got the tools in place it becomes a bit of a magic trick in how a beautiful and weird and poetic realm emerges from these concrete steps and spark tables.
This is exactly what I want for generating a dungeon as well… maybe an expanded version of the sites tool he includes in the book.
Having fun in any case.


RE: The greatest brainstorming document of all time. - sam_the_bold - 09-07-2026

I think there is a real divide in RPG books, especially sort of oldschool-adjacent RPG books, between those that are "books to help you prep" and "books that do your prep for you." Mythic Bastionland is clearly in the former camp, as are basically all catalogue-style books: bestiaries of monsters, treasuries of items, grimoires of spells, and all the rest. They're books that you use in the days and weeks before the session to stock your maps and so on. 

When I was just starting out in RPGs many years ago, these kinds of books were often my absolute favorites—Veins of the Earth held its place as an all-timer in my mind for many a year—but as I've gotten older, I find myself valuing them less and less. I've said it before, but any prep the GM ~gets to~ do is prep the GM must do. And increasingly I find that if I'm going to prep, I want to prep my own work, not somebody else's. If I'm going to run something out of a book, I want that book to do my work for me. Cracking open a new RPG book that seems to expect me to do hours and hours of prep just to get the game to the table (like Mythic Bastionland, or Veins, or any of the others) feels like I'm buying myself homework.


RE: The greatest brainstorming document of all time. - misha - 09-07-2026

(Yesterday, 08:13 PM)AmICoolYet? Wrote: Game wise its so loose to not have any super clear or coherent systems.

I know this is a place I disagreed with my cohosts, but I actually don't think it's lacking in these ways. The game has a core loop of play that's extremely self-complete (to the point that I've seen some storygame types describe it as basically a board game), but that feel to me like a great starting point to build rulings on top of.

It doesn't have a lot of simulation rules baked in, but I generally don't like crunchy simulation rules; common sense, table discussion, GM rulings, and simple die rolls can handle more diverse situations with more nuance and less slowdown than any crunchy sim RPG ruleset. The page 16 Action Procedure honestly is all I need for that side of things.

Probably the place this gets most fraught is in the places where some small sim rules exist, like the Crisis Roll (pg 20). I can see why they bugged Sam in the episode, but I think even those work okay if you just lean them significantly into the existing fiction; rolling a crisis is almost like a test on how play has progressed so far. If you roll a Doubt crisis and you were already in tension with your council, they betray you. If you were actively in their good graces, there's mild grumbling and a cooling off. If your relationship had simply never come up with them before, you introduce a thread of danger that needs to be resolved but is more mild than active betrayal. I dislike these types of mechanics when they ignore the fiction, but they're honestly so vague that you're going to be pulling from the fiction to interpret them anyway.


RE: The greatest brainstorming document of all time. - JimMonsoon - 09-08-2026

I find myself pulled in two directions with Chris McDowall’s work:
1. I am massively impressed with the clarity of thought and commitment to his unique point of view on how games should work, part of which is “my job is to give you the setting and rules framework and tools to create a fully fleshed out game world”
2. Frustration at the lack of finished content. Iron coral is beloved, and he’s got a few other ItO and EB adventures tucked away in ancient blogposts, but it’s like let me pay you $$ guy.