Tag Archives: GM Tools

Meet the Campaign: Bigger Bastionland

If you’ve been around the site for a while, you may know that one of my favorite games in the old-school sphere is Electric Bastionland. Chris McDowall’s game of electropunk weird fantasy is a high watermark in the world of gameable settings, creating the city of Bastion as a thematically consistent setting which still has nearly endless ability to be interpreted, customized, and hacked by players of the game. A city existing right after the discovery of electricity, it is a huge, chaotic place filled with strange beings and objects, unmappable boroughs and streets, and numerous factions, councils, and unions constantly at odds with each other. If that’s not enough, the Underground below, Deep Country surrounding, and the Living Stars above all serve to create a weird world to get lost in.

Electric Bastionland as a game is designed to use as few rules as possible to get everything working, and therefore allow each gaming group flexibility when it comes to which elements of the setting they want to nail down. That said, the game also includes a very clever piece of worldbuilding tech in the form of Borough creation. For a Borough in the city, or an area of the Deep Country or section of the Underground, there are rules for mapping out the key transit routes through the area. These mechanics create a segment of Bastion with a great number of locations and hooks, and one Borough provides more than enough information to start the game.

What I find, though, is that if you want to use Electric Bastionland for a longer game, you’re going to want more than one Borough. It’s quite possible to prep one Borough at a time, let the map expand organically as the characters wander. That said, many people are going to want some form of larger map. While Bastion as a city naturally resists mapping, I think there’s still value in building out a higher level diagram, something that tells you where the bounds of the city are. That’s why I’ve been experimenting with a game creation framework that I call Bigger Bastionland.

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My First Complete Campaign

In January 2023 I crossed off a New Year’s Resolution: I completed a campaign I was running. It seems like a smaller accomplishment, considering that I’ve been gaming off and on for close to 20 years now, and my group is filled with veterans who have run at one point or another. But for me, this is the one time I managed not only to run a game, but had a story arc that was completed and brought to (by most accounts) a satisfying resolution.

There have been failures. Over the years, I have tried to run a variety of things, from Blades in the Dark to Star Wars. I even managed to get a few sessions of Traveller strung together. For a variety of reasons these failed to move past one-shots, never materialized, or just fell apart. This happens. Aaron has written about situations just like it.

So as I look back over the game that did succeed, it’s time to run a post-mortem to know what worked and what didn’t for when I get back in the saddle to run again. You know, after my sanity restores a bit.

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Meet the Campaign: Star Wars: Inquisitorius

Listen, I don’t care if you don’t want to sign up with the Alliance. We’re not exactly the conscription types, you should know that. But you’ve got to admit, if you can touch the Force? The Empire is going to be hunting you. If you signed up we’d protect you, yes, but if you’re going to keep ‘listening to the Force and following your Destiny’, we still don’t want you caught. Moral considerations aside, we don’t need more redblades getting added to the roster. Alliance Special Operations has put together some dossiers on Inquisitorius agents. If you have nothing else to do with us I still want you to read these and be careful – we lost people getting this information, make it worth it.

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