![]() I’m glad I did: Electric Bastionland takes the ‘mechanics-as-setting’ framework of games like Troika and Mörk Borg and adds a bit of needed heft. While I’m not exactly on the ball with this game re:production schedule, I picked it up after seeing it start to appear on a few ‘Game of the Year’ lists that are wont to appear in December. The Kickstarter campaign wrapped up roughly a year ago and the book made it into distribution towards the middle of this year. ![]() What about the middle ground, though? What would it look like if a game were simulating tropes rather than physics, but of a setting rather than a storyline? It would look an awful lot like Electric Bastionland.Įlectric Bastionland is a game written by Chris McDowall which is the spiritual successor to his earlier game Into The Odd. In many recent indie games, the simulation is based on narrative the rules define what happens next based on what makes the story either adhere to a given narrative schema or, in some cases, just more interesting. ![]() In most traditional games, this simulation is, in broad strokes at least, based on physics the game provides rules intended to reflect a world which players find consistent and believable. Role-playing games are rooted in rulesets which provide a simulation to help determine what happens in-game. ![]()
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