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Mythic Bastionland vs Swords & Wizardry

Compare Mythic Bastionland and Swords & Wizardry side by side. See differences in complexity, dice, genre, and more.

Mythic BastionlandSwords & Wizardry
GenreFantasyFantasy
TagsRules-Light, Hexcrawl, Exploration, Attacks Always Hit, Domain Management, Sandbox, AtmosphericClassic Fantasy, Dungeon Crawl, Deadly, Vancian Casting, Hexcrawl, Random Tables, Resource Management, Sandbox, Domain Management, 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.Roll a d20 with attack modifiers and meet the target number for the chosen Armor Class system. Ascending Armor Class allows a direct roll against AC; descending Armor Class uses attack tables. Saving throws use a single class-based d20 target number with bonuses against particular hazards.
Diced6–d10d20
ComplexityLowMedium
AvailabilityFree core rulesPaid
Runnability4 of 5 book tools4 of 5 book tools
LicenseProprietarySwords & Wizardry Compatibility-Statement License (CSL)
Third-Party PublishingNot yet researchedCommercial publishing allowed — Swords & Wizardry Compatibility-Statement License
Summary only, not legal advice. Check current terms before publishing.
PublisherBastionland PressMythmere Games
Year20252023
LanguagesEnglishEnglish, German
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 seeking dangerous dungeon expeditions and open wilderness campaigns. Higher-level characters can establish strongholds and govern surrounding settlements.
HighlightsSimultaneous combat system, detailed hexcrawl and myth-hunting framework, award-winning layout and art (2025 Ennie Gold), domain management adds campaign depthOne class-based saving throw target replaces separate hazard categories. Treasure grants experience points, rewarding successful expeditions even when monsters are avoided. Stronghold construction and settlement taxes support campaigns that grow into territorial rule.
ConsiderationsCombat has more procedural steps than it first appears, omen system can feel prescriptive, Arthurian tone limits flexibility, setting context buried deep in the bookLow starting hit points and death below zero make early combat dangerous. Damage during casting interrupts a prepared spell and expends it. Nonhuman ancestry restricts available classes and level advancement.