Letting your players win is GOOD (and what Mythic Bastionland has to do with it)
Like most people who have played it, I'm a Mythic Bastionland evangelist. I want to put an example of my thesis from the title at the start for two reasons: one, I hope it convinces you to try Mythic Bastionland if you haven't already; and two, it gives me a chance to talk through what I was thinking at the table and how that resulted in the gameplay. THE GAMEPLAY The players spent most of the session encountering omens from the Chariot myth. Huge craters, destroyed farmsteads with displaced families, things of this nature. Eventually the Charioteer himself descends from the Heavens and starts boasting to the players about how powerful he is. "I shaped the moon, my hammer blows carved its cratered surface! I dug out the sea and terrified the trees with my strength so they no longer wander as people do..." Amy (a player who has lost a character in every single game we play) calls his bluff and he lands in front of the party. I knew that Amy would probably die in a str...