venerdì 3 luglio 2026

Helms and Armor for Electric Bastionland

In TTRPGs, we often find special weapons, but not as much special armor.

For use with Electric Bastionland.

1. Egotist Helm, a nearby ally takes 1 STR damage you should have taken instead.

2. Commercial Helm, a1 if you spent £100 or more during this session.

3. Curtained Helm, a1 against opponents with a secret that you know.

4. Coiled Helm, a1 but you always fail saves against being captured, grabbed, etc.

5. Noxious Helm, a1, while wearing it, you are immune to poison but fail all STR saves.

6. Sprouting Helm, a1 only under the sunlight.

7. Heroic Helm, a1 against detachments or giant opponents.

8. Photographic Helm, a1 against someone you have taken a good picture of. Blurry pictures taken during combat don't work. Needs film, 6 pictures and 1£ per roll.


9. Soft Armor, bulky, a2 but you feel sluggish: in a combat round, you can move OR attack.

10. Boxy Armor, bulky, a2 only when you’re cornered.

11. Urban Armor, bulky, a2 only in Bastion.

12. Arthropod Armor, a1, avian creatures attack you on sight.

mercoledì 1 luglio 2026

d10 Bastion diseases


1. Councilor's Mouth — deprived, but you can vomit acid once per day (d6 damage, ruin 1 held/worn item of target on a 5+)

2. Bolton's Disease — deprived, in your junctures appear nuts and bolts that can be unscrewed and screwed back on, allowing you to detach your limbs without harm

3. El Muerto — deprived, your appearance can make you pass as a corpse

4. Tickle Ticks — pass a CHA Save to not laugh at inappropriate moments

5. Eel Skin — deprived, your body produces a slippery substance

6. Saint Trembol's Dance — shaky hands cause ranged attacks and delicate tasks to be impaired

7. Gardener's Disease — deprived, a flowery grass field grows on your body

8. Trench Mouth — deprived, but you can perfectly imitate the sound of heavy artillery

9. Jazz Lungs — your breath is as loud as a trombone, making hiding impossible

10. Polar Pox — deprived, but immune to cold damage

venerdì 19 giugno 2026

Using Mythic Bastionland's Landmarks to fill your setting, and more Landmark types

Mythic Bastioland achieves a super-fast setting creation by providing ready-made content in Myths, and repeated content in Landmarks.

How can we apply Landmarks to a classic OSR DnD-ish setting?

In a way, Dungeons, Lairs, and Strongholds are already a kind of Landmark. But what can we add to that?

1. Waypoints. Especially useful in an open table / West Marches type of game because it allows players to skip parts of the map and go back to a safe heaven by the end of the session

A similar concept to Waypoints is Rainbow Bridges. Two hexes connected by a rainbow bridge that appears after storms.

2. Shrines dedicated to different deities

3. Giant beanstalks that can lead to Sky Islands

4. Magical painted Caves that ward off all monsters, or a specific type of monster

5. Meteor craters. Touching them could confer abilities, or the star-metal can be harvested to create special weapons

6. Paladins' tombs

7. Hermit's dwellings. Maybe a Master Musician lives there

Instead of having one lair per monster type, you could also repeat them. Like having multiple Graveyards around the map where undead monsters appear at night, multiple Giant Ants' nests, etc. The players are going to learn what to expect after a few encounters



giovedì 28 maggio 2026

Foreground growth for Cairn, part 4: the Mountain River School of fighting

These orders allow PCs to gain additional abilities and resources in a class-less and level-less system like Cairn. As a general rule, an order shares their secrets with a donation of 1000gp, or if they believe you align with their cause.

The Mountain River School Dojo

Carry no possession besides your robes. Partake of no luxury or desire. Proudly shout the names of your techniques before using them.

  1. Mountain Crushing Fist: Carry weights on your arms and legs at all times for an entire expedition. You are Slowed: in a combat round, you can either move or attack. After you remove them, you have 1 Armor point if you're not wearing any other piece of armor, your unarmed attacks deal d8 damage, and you get a +d6 bonus when using an improvised weapon.
  2. Sonic Fists (2d6 Blast): to master this technique, challenge the dojo and take out at least 3 other fellow students in combat. Trickery is allowed, but it should be clear you are the main responsible for their defeat.
  3. Exploding Heart-Release (d6): To master this technique, defeat and kill your teacher in a duel. It ignores Armor and it always results in Critical Damage when it deals STR Damage.
  4. Soul Cleanse: Seek the Spirit Waterfall and meditate on your past actions for a day, without moving, under its raging waters. You become immune to poison, sickness, and mental charms.



venerdì 15 maggio 2026

Trust goes both ways

Don't trust him though

One of the main tenets of the FKR style of play, or
maybe its core, is “high-trust gameplay”.

When discussing this, major emphasis is put on the trust that the players should give to the GM and their rulings.

I want to argue that, in addition, giving more trust to the players can free up a lot of design space, and possibly create a more enjoyable experience.

There is a portion of fantasy tropes that designers and GMs struggle to translate mechanically in order to achieve the experience that they want. Stuff like mental control, love filters, side-effects of wounds, hunger, heat, poisons, drugs and alcohol, etc.

Stop it. Just describe the situation to the players and trust them to portray their character accordingly.

If they were wounded, make sure to describe the wound and trust them to bring it up when it matters.

If they ate the fruits of the fae and cannot enjoy the flavor of anything else, trust them to play their character as growing sad and frustrated with human food.

If two of the PCs are siblings, lovers, etc. Don't give them a +1 if they fight together or something like that. Just let them roleplay it.

I started implementing this principle in my games and adventures, and I want to experiment more with it in the future. If it resonates with you, or if you disagree, please tell me your experiences and maybe share it around!

mercoledì 25 febbraio 2026

Armature ed elmi per Electric Bastionland

Nei gdr si trovano spesso armi speciali, ma non abbastanza armature speciali.

Da usare con Electric Bastionland.

Armatura artropode, a1, le creature aviarie ti attaccano a vista.

Armatura urbana, ingombrante, a2 solo a Bastion.

Armatura spigolosa, ingombrante, a2 solo quando sei con le spalle al muro.

Armatura morbida, ingombrante, a2 ma ti senti pigro: in un round di combattimento puoi muoverti O attaccare.

Elmo egoista, puoi fare un tiro salvezza su CARisma per reindirizzare un dado attacco, rivolto a te, verso un alleato vicino.

Elmo germogliante, a1 solo alla luce del sole.

Elmo venefico, a1, finché lo indossi sei immune al veleno ma fallisci tutti i tiri salvezza su FORza

Elmo eroico, a1 solo contro distaccamenti o avversari giganti.

Elmo fotografico, a1 solo contro qualcuno di cui hai scattato una bella foto. Non è possibile farlo durante un combattimento, uscirebbe mossa. Necessita di batterie.

Elmo commerciale, a1 se hai speso 100£ o più durante questa sessione.

Elmo occultante, a1 contro avversari di cui conosci un segreto.

Elmo attorcigliato, a1 ma fallisci sempre i tiri salvezza contro l'essere catturato, afferrato, ecc.



Helms and Armor for Electric Bastionland

In TTRPGs, we often find special weapons, but not as much special armor. For use with Electric Bastionland. 1. Egotist Helm, a nearby ally t...