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Mythic Bastionland vs Old-School Essentials

Compare Mythic Bastionland and Old-School Essentials side by side. See differences in complexity, dice, genre, and more.

Mythic BastionlandOld-School Essentials
GenreFantasyFantasy
TagsRules-Light, Hexcrawl, Exploration, Attacks Always Hit, Domain Management, Sandbox, AtmosphericDungeon Crawl, Exploration, Hexcrawl, Deadly, Sandbox, Resource Management, Inventory Management, Random Tables, Vancian Casting, Strong GM Support
Core MechanicAttacks always hit: roll weapon damage directly with simultaneous combat. Guard absorbs damage before Virtues (Vigour, Clarity, Spirit). Gambits trigger on 4+ damage rolls for special maneuvers. Omen tables guide myth discovery across hexcrawl exploration.Attacks roll d20 against an attack matrix or an optional ascending Armour Class target. Saving throws meet a category target on d20. Ability checks roll at or below an ability score on d20.
Diced6–d10d20
ComplexityLowLow
AvailabilityFree core rulesFree core rules
Runnability4 of 5 book tools5 of 5 book tools
LicenseProprietaryOGL 1.0a
Third-Party PublishingNot yet researchedCommercial publishing allowed — Open license
Summary only, not legal advice. Check current terms before publishing.
PublisherBastionland PressNecrotic Gnome
Year20252019
LanguagesEnglishEnglish, Italian, Spanish, French, Czech, Portuguese, Chinese, Korean
Best ForArthurian-style campaigns of knights seeking glory, ruling domains, and hunting strange mythological creatures across a wild realm. Great for groups who want structured hexcrawl play with emergent storytelling.Groups who want treasure-driven dungeon expeditions and open wilderness campaigns with fragile starting characters.
HighlightsSimultaneous combat system, detailed hexcrawl and myth-hunting framework, award-winning layout and art (2025 Ennie Gold), domain management adds campaign depthTreasure recovered from adventures provides most experience points, rewarding successful exploration over fighting alone. Reaction and optional morale rolls let encounters lead to negotiation or flight instead of automatic combat. Stronghold construction and taxation let accumulated wealth support a growing domain.
ConsiderationsCombat has more procedural steps than it first appears, omen system can feel prescriptive, Arthurian tone limits flexibility, setting context buried deep in the bookCharacters die at zero hit points, and failed poison saves are usually fatal. Demihuman characters combine ancestry with class and have lower level limits than human classes. Declared spells are lost if the caster is hit or fails a saving throw before acting.