Thursday, November 27, 2025

Mythic Mashups 1: Megadungeons and Other Places you Probably Shouldn't Visit

Needs some edit for clarity. Minor changes only. Please read on.


Back by popular demand (no one demanded this), here is the internationally acclaimed Wizard Dad (I am only known for one article) here to refresh one of the most classic forms of Role Playing, the Mega Dungeon Delve.

You will need a few things to get this underway. Naturally you will need the Mythic GM Emulator (which is why this is a Mythic Musings article). You also will needs some version of  The Adventure Crafter, or better yet access to the Mythic Magazine article, "Random Dungeon Crawl Generation”, MM Vol. 3, pg. 12 (also found in  MM Compilation 1). You will also want to get your mitts on “Handling Long Journeys In Solo Play”, MM Vol. 25, pg. 10 (also found in MM Compilation 5). 

With these tools, and a wee bit of prep, you will be able to have fun, startling, dangerous dungeons, with virtually no foreknowledge of what you are getting into. 

(I highly suggest you skim both articles now. I will wait.)

Ok, now let’s get onto a quick explanation of how this works. What you are developing is a large area, that is made up of smaller areas. I am using dungeons as the example but it could be the exploration of a jungle rumored to have a lost city, the ruins of an ancient lost city (perhaps in a jungle), a section of the local underworld (maybe found in a lost city, that maybe in a jungle), or even a massive abandoned space construct, (that you were teleported to from a random event, while exploring a mysterious portion of the local underworld). The possibilities are literally endless. 

The vastness of the "dungeon" is reflected by two types of areas. Nodes (generated by Location Crafter rules) where interesting things happen, and Spaces (controlled by the Long Journey rules), which are theoretically unoccupied zones between Nodes (where interesting things may happen).

The first step to your mega dungeon crawl experience, and honestly the only really "homework" portion of this technique, is to use the procedure laid out in the article to generate a list of locations, encounters, and objects, until you hit the Complete result. Do this for all the Nodes you want to explore. You may be tempted to use the "Large Dungeons" column, but I suggest you use small or medium dungeons, because these will be your nodes and a mega dungeon is a series of linked nodes, each with their own unique qualities.

Here is where we are going to start to break away from the article as written. Instead of making lists of completed rooms, you will instead make 3 separate lists of Locations, Encounters, and Objects. Known Elements (Locations, Objects, and Encounters) match up to your expectations of the dungeon.  Random and Special elements (Locations, Objects, and Encounters) are the curve balls of the Dungeon. You will have a number of such rooms, so go ahead and roll for your word pairs for these dungeon features on the appropriate charts, but don't pin down what those mean until such time as you encounter them.

After you have these lists, number the components separately, and use either a random number generator (Chromes has if you ask nicely) or just grab the die that has the closest total to the number of elements you have and knock off or pump up your lists a little to match the die size. If your dungeon has set piece Encounters, Objects, or Locations (usually defined by your context before you enter the dungeon), you will mark them off the list as you encounter them and change the space on the list to Expected. The rest of the objects on your lists represent the typical minions, traps, treasures, and spectacles that you would expect in a dungeon of the type you are exploring. When you hit a Complete result (assuming it doesn't happen too early, in which case just roll again, or conversely if feel like you will never hit Complete, skip to it) you have come to the end of that Node, and will be moving into Spaces, where we will jump to the second article.

"Handling Long Journeys in Solo Play" comes into play when you are traversing (theoretically)  empty stretches of dungeon between nodes. The basic procedure in the article is to pick a number of expected empty Space segments (or roll randomly if you like). These can cosmetically be whatever fits into the context of your dungeon. It may be just a few cobweb filled rooms on the way to the next node, a long segments of the Underworld which could take days to progress, or even segments of astral void you need to float through before you come to the next Node. As with most things Mythic context is king. 

For each segment of Space decide what the chances of a Random Event are and simply ask the Mythic GME whether you have a Random event whilst traversing the Space. If the answer is "No", just tick off the food and lighting you consumed and head to the next segment. If you the answer is "Yes" generate a Random Event as per usual with Mythic using the current context so that it makes sense within the Mega Dungeon (I suggest a custom list of NPC and Threads that fit the context of being cut off from the outside world, unless your game is very gonzo). Once you have traversed all of the determined Space segments you come to the next Node. At that Node you roll on your list of Locations, Encounters, and Object, for that Node, apply the appropriate context, and keep playing. (I suggest for a real old school feel of exploration, randomize which Node comes up next, and increase the danger level, probably through an increase in Chaos Factor, the deeper you go.)

Don’t be afraid to add factors like chasms, bottomless pits, or difficult looking forks to your narrative. These will provide either an immediate reward in the form diversifying your map, or they will be fodder for future adventures.

A note on mapping. I suggest using a simple line drawing with nodes marked as circles and discoveries (like that seemingly bottomless pit you don’t have the rope for) as triangles. You don’t need a detailed map to play a megadungeon. Just a little visual reference that explains where you went and what you found, and possible more importantly, where you didn’t explore.

All good things come to an end, and so does your dungeon (unless it is an Underworld exploration, which usually end in brutal death or running low on supplies, take your pick). After you have exhausted your prepared Nodes, had a climatic encounter, or are just tired, draw the dungeon to a conclusion. I suggest using a Fate chart check to query whether you have any encounters on the way out, but feel free to set the odds as low as you like. It is never as fun to trod the ground you have already covered than it is to make a new discoveries. I usually just make one roll at average odds and be done with it.

Don't feel just because you delved to an end of a Mega dungeon, the fun must be over. There are probably other Nodes waiting down passages you skipped, shafts you avoided, or secret doors you couldn't open, and who knows what dark forces will fill the power vacuum you leave behind. Mega dungeons can be endless adventures on their own, but maybe you will be satisfied with all the gold you can stuff in your bag of holding and head off for greener pastures. Either way adventure awaits. 

 (If you enjoyed this article, check out the Blog Index for more content that may entertain or inspire)

Monday, October 20, 2025

Wizard Dad Update and Some random locations for your table.

So my classes have me sadly away from game land for longer than I would like. Still I haven't been standing still all this time.

The below are some Location Crafter outputs sans any context. I used MM Vol 2, pg. 8 "Random Location Crafting", but that only matters if you want to use The Region Description Table on pg. 11. If you already have a location and atmosphere in mind, go with that. 

I know this is a bit short and sweet, but I have to get back to hitting the books.

Good Gaming all!

W.D.

(There is no context what so ever, but anything that would require rolling is already done.  This could be the interesting points in a neighborhood, important rooms in a mostly empty dungeon, different glades in an enchanted forest, or rooms that haven't been looted from an abandoned space station. You bring the context, and the templates provide the contents. As most of these are pretty short I would make them into maybe several building or areas in one larger area.) 


TLC Generic 1  (“Randomized Location Crafting” MM Vol. 2, pg. 8)


Region Descriptor x2


Location

  1. Expected

    1. (Encounter) none

      1. (Objects) none

  2. Expected

    1. Expected

      1. None

  3. Expected

    1. None

      1. None

  4. Expected

    1. Expected

      1. Expected

  5. Special (known and exit)

    1. Expected

      1. Expected

  6. Complete (special exit)

    1. Random (Exotic, Weak)

      1. Random (Active, Classy)



TLC Generic 2


Region Descriptor x2


Location

  1. Expected

    1. (Encounter) Expected

      1. (Object) Random (New, Travel

  2. Expected

    1. Known 

      1. Expected

  3. Expected

    1. None

      1. None

  4. Complete or Exit

    1. Random (Harmful, Mysterious)

      1. None




TLC Generic 3


Region Descriptor x2


Location

  1. Expected

    1. (Encounter) None

      1. (Object) None

  2. Expected

    1. None

      1. Expected

  3. Random (Lonely, Unusual)

    1. None

      1. Expected

  4. Expected

    1. Expected

      1. Expected

  5. Special (Exit)

    1. Expected

      1. Random (Official, Useless)

  6. Complete

    1. Expected

      1. Random (Helpful, Magnificent)



TLC Generic 4


Region Descriptor x2


Location

  1. Expected

    1. (Encounter) Expected

      1. (Object) Random (Reassuring, Light)

  2. Expected

    1. Random (Inactive, Inactive

      1. None

  3. Known

    1. None

      1. None

  4. Expected

    1. Random (Carless, Primitive)

      1. None

  5. Expected

    1. Random (Classy, Reassuring)

      1. Known

  6. Random (Fancy, Frightening

    1. Random (Aggressive, Peaceful)

      1. Expected

  7. Known

    1. Expected

      1. Expected

  8. Expected (-6PP)

    1. Expected

      1. Expected

  9. Expected

    1. Expected (-6pp)

      1. Expected

  10. Expected

    1. None

      1. Expected (-6pp)

  11. Expected

    1. None

      1. Expected

  12. Random (Moving, Harmful)

    1. Random (Swift, Crazy)

      1. Expected

  13. Complete

    1. Random (Mundane, Strange)

      1. Expected

(If you enjoyed this article, check out the Blog Index for more content that may entertain or inspire)

Thursday, September 11, 2025

Wizard Dad's Workshop: Protecting your favorite campaigns from runaway one shots

I love RPGs. Some more than others, but I have yet to find a game, a knowledgeable gamer, or a well written blog post that hasn't had some good idea, or hasn't sparked an idea of my own. I know there is a ton of repetitive schlock out there, but even in most of those books there is some twist on an old idea that can help it be new again. 

My complete love of games is a constant danger to the games I am already playing and loving. This brings to mind a question. How to you sample from the endless menu of RPGs without losing your favorite campaigns in the process. I have outlined articles with different styles of play, like the Cross Hatch Campaign style (a solo riff on West Marches) and the Hub Character Campaign style, where one character, usually not a heroic type, becomes either quest giver and uses other characters to fulfill the adventure aspects.  

What if, though, you just want to sample a new game or character, but don't want or can't tie it to a current campaign? In that circumstance One Shot adventures sound perfect, don't they. Theoretically they are, but there in lies the trap. Because good gamers get invested in there characters, and lord help you if you are also a setting design nut. You soon find that one shot has branched out like a creeping vine and you are thoroughly entangled in it.

What that suggest is that we need some guidelines to building the kind of one shots that are in their own nature self limiting. Which isn't to say you can't play the character again. It only insures that there is a well defined (rather than open ended) ending where you can put the character down, and pick back you with your central campaign. (Naturally if you don't do central campaigns this isn't going to too useful an article... I probably should have that at the beginning).

Ok, first lets define what I mean by campaign and what I mean by one shot.

A campaign is a series of related adventures brought together by either a central cast of characters (down to a number as low as 1) or a setting with a contiguous timeline (meaning when any character in the setting changes something it stays changed).  This is sort of the old fashioned view of campaigns from early on in the hobby, but I believe it works well for the purpose of this essay.

A one shot on the other hand is a game with a fixed boundary such as in the form of a task to be performed or a location to be experienced, that has no relation to or impact on a campaign.

The first thing you need to do is ask yourself what is it you want from the one shot. For me this can run in four directions. I want to try out a new character concept. I want to try out a new game system or mechanic. I want to get a taste of a setting, to look into investing more in it later. Lastly, I may just want to play a new style of game for a while (like a horror game for spooky month). If you can define what your player objective is, you are already heading in the direction of having a game with closure.

Secondly, don't jump in immediately. Take a little time to reach a good break point for your primary campaign. This could mean something different for everyone. For me, it means being set up to go do something in the primary campaign, so when I shift my attention back to it, I am not plodding around for ideas. I have something solid to come back to. (In my on going D&D/GURPS hybrid the PC has all the preperations ready to start solving the mystery of his missing fiancée, and is ready to jump into the action of the hunt.)

With your beloved primary campaign wrapped in is strong plot bubble wrap,  it is time to get that one shot going. In this you will want to start at the end. You need to decide from the beginning the story closure conditions of your one shot. It could be when you have had a satisfying exploration of a new character type (used all those psychic abilities in a satisfactory way). It could be when you have feel you have accomplished the stylistic goal (you have thoroughly delved a dungeon or solved a mystery and the Big Bad is in a box or behind bars). It could be when you have finally played that module you just couldn't fit into your primary campaign. I could go on and on, but just to say it in plain language, you need a satisfaction as a player that you have done what you set out to do with the game (rather than within the game).

The next thing you need is a closed loop scenario. This means once the game is established all the elements you need to play it are already in the game (even if they haven't been introduced yet or you don't even know what they are). If you are generating content as you play it, as most solo players do, ever significant NPC, location, and encounter needs to be in service of the scenario, thus inside the loop. You can have any number of insignificant encounters. If your GME tosses some goblins at you for no reason, feel free to play whack-a-mole with them. You don't have to worry they are carrying some aspect of the plot. But if you come upon the ruins of a burned out wagon train it must have some clue that points towards the conclusion. Otherwise you are looking at a side quest that is going to branch you off the main path, and that my friends is how the creeping vine spreads. On that note, no red hearings, or unnecessary obstructions. If there is a needful clue find it and move on.

Next, you need to consider length. If you are too long away from your primary campaign, even if you do just play a series of long shots, it will be that much easier to let it drift away (if you do you can throw it a life preserver and drag it back, check out this article on that topic). So, setting a session limit is key to getting to that ending. If you are playing a location based adventure limit the number of locations. If it is a mystery, limit the number of suspects, if its a world exploration, decide ahead of time what one or two facet of the setting you want to explore on this one shot. Accomplishment length determination is a lot more satisfactory than limiting the game to 3 or 5 sessions (though if you get over 7, you may as well admit that you are now no longer game monogamous)

If you are playing a pre-published module or adventure even if it is a rather large one (I am looking at you City of Brass), seriously consider cutting out side quests and focusing on the primary plot. If it is a multi part campaign (well you are already cheating on your primary a bit, but I won't tell), it will usually have chapter breaks. Use them as halting points and head back "home" a while. 

While designing the character(s) you want to play in this one shot, don't let yourself be held back by feeling you need to start the character at "first level". Make exactly the character you want to play. That way you aren't starting off just grinding the character until it is ready to face the challenges you want it to experience.

A useful tool found in many games is a progress tracker. It is just a line with a lot of boxes on top, and some numbers underneath. I suggest listing your game goals (not necessarily a game outline), and each time one is achieved mark off a box.  When you are down to just one or two boxes, steer the game towards an ending. Yes, this is artificial. Yes this is heavy handed, but you do still want to get back to your primary campaign. This allows you to play the game in a fashion that is only semi linear, but can still see an end in sight.

I think that is about all I have to offer. It is a way to think about one shots as one shots, more than it is a system, but it has worked for me for over a year. I hope it is useful for you as well. 

(If you enjoyed this article, check out the Blog Index for more content that may entertain or inspire)

Tuesday, September 9, 2025

Wizard Dad's Workshop: Mythic Worksheet and Flowchart Name and Locations.

(Listed below are every worksheet and flow chart from every Mythic Magazine to date.  This it is pretty much in raw data form, and I probably won't be cleaning it up. The point was to track all of them down, so I can add them to the big master index. But as that will take forever and a day, I am going to tack this up here, and toss up a link to the master index page so that if you are interested in whether the article you want has one of these features it will be easy to locate. I will leave this up and keep expanding it until I have the master index all polished up.)

(If you enjoyed this article, check out the Blog Index for more content that may entertain or inspire)

MM1-6

  • MM1 [No WS or FC]
  • MM2
    • Randomized Location Crafting 
      • Known Elements Region Sheet
  • MM3 
    • Using Mythic With Published Adventures
      • Published Adventure List Sheet
  • MM4
    • Mythic & Crafter Flowcharts
      • USING THE FATE CHART fc
      • RESOLVING RANDOM EVENTS fc
      • RESOLVING SCENES fc
      • ADVENTURE CRAFTER ADVENTURES fc
      • FATE CHECK fc
      • DETAIL CHECK fc
      • BEHAVIOR CHECK fc
    • Popular worksheets collected (not an article, just back matter)
      • MYTHIC ADVENTURE SHEET
      • CUSTOM THEME FOCUS TABLE
      • ADVENTURE SHEET
      • Plotlines List
      • Characters List
      • Character Sheet [MRPG1]
      • NPC Worksheets
      • Scaling Box
      • Wounds
      • Questions
  • MM5  [No WS or FC]
  • MM6 
    • Creating Mystery Adventures
      • Mystery Matrix
MM7-12 
  • MM7
    • Customizing A Solo Adventure Before You Begin
      • Meaningful Events List
  • MM8 [No WS or FC]
  • MM9 
    • Generating NPC Behavior With Fate Questions
      • RESOLVING NPC BEHAVIOR fc
  • MM10
    • Control Your Adventure With Keyed Scenes
      • Keyed Scenes Record Sheet
  • MM11 [No WS or FC]
  • MM12 
    • Getting The Most Out Of Sourcebooks
      • Nested Characters List Sheet
      • Location Crafter Pre-Filled Region Sheet

MM13-18
  • MM13 [No WS or FC]
  • MM14 
    • Emotional Quest Adventures
      • THE EMOTIONAL QUEST fc
      • EMOTIONAL QUEST RECORD SHEET
    • More Flowcharts!
      • LOCATION CRAFTING fc
      • RANDOMIZED LOCATION CRAFTING fc
      • STATISTIC CHECK fc
      • CREATURE CRAFTING fc
  • MM15 [No WS or FC]
  • MM16 [No WS or FC]
  • MM17
    • Creative List Tips and Tricks
      • Hybrid List
      • 2E ADVENTURE LISTS
      • ADVENTURE LISTS
      • Nested Characters List Sheet
      • ADVENTURE CRAFTER LISTS
      • ADVENTURE CRAFTER DECK LISTS
      • Keyed Scenes Record Sheet
  • MM18
    • Adapting The Event Focus Table To Your RPG
      • ADAPTABLE EVENT FOCUS TABLE

MM19-24
  • MM19
    • Crafting Solo Horror Adventures
      • THE HORROR PROGRESS TRACK
      • The Horror Flow Chart
  • MM20
    • Conclusive Adventure Conclusions
      • Keyed Scenes Record Sheet
      • THREAD PROGRESS TRACK
    • Turn Any Show, Movie, Or Book Into A Solo Adventure
      • Location Crafter Pre-Filled Region Sheet
      • CONVERTING A NARRATIVE TO A SOLO ADVENTURE fc
  • MM21 [No WS or FC]
  • MM22 [No WS or FC]
  • MM23 
    • Creating Complicated Campaigns
      • Adventure Lists
  • MM24
    • The Event Crafter
      • Event Crafter List Sheet
MM25-30
  • MM25 [No WS or FC]
  • MM26 
    • Running Solo Procedural Dramas
      • Procedural Drama Worksheet
  • MM27 [No WS or FC] 
  • MM28 [No WS or FC]
  • MM29 [No WS or FC]
  • MM30 
    • Mythic As A Solo Journaling Game
      • SOLO JOURNALING WORKSHEET
MM31-36
  • MM31 [No WS or FC]
  • MM32
    • “Gather A Crew” Mythic Adventures
      •  GATHER A CREW WORKSHEET
      • GATHER A CREW fc
    • Dealing With Time Pressure
      • RANDOM EVENTS & MEANING WORKSHEET
  • MM33
    • Mythic Mass Combat System
      • MASS COMBAT FACTIONS ws
  • MM34 [No WS or FC]
  • MM35 
    • News Feeds
      • NEWS FEED SHEET
  • MM36
    • Location Based Adventures
      • HOME LOCATION WORKSHEET
MM37-42
  • MM37 [No WS or FC]
  • MM38
    • Solo Setting & World Creation System
      • WORLD CREATION SHEET
      • STEPS TO BUILD A WORLD fc
    • Make Your Own Elements Meaning Tables
      • CUSTOM MEANING TABLE CHECKLIST fc
  • MM39
    • NPC Evolving Motivation Rules
      • EVOLVING MOTIVATIONS SHEET
    • Detailed Flowcharts For MGME2e
      • FATE QUESTIONS fc
      • RANDOM EVENTS fc
      • SCENES fc
      • COMBINED FLOWCHARTS fc
  • MM40 [No WS or FC]
  • MM41
    • Mythic As a Player Emulator
      • A MODEL FOR EMULATED PLAYERCHARACTER BEHAVIOR fc
  • MM42
    • 3-Act Structure For Mythic Adventures
      • MYTHIC 3-ACT STORY STRUCTURE
MM43-48
  • MM43
    • Creating Game Loops In Solo Play
      • Fantastic Quests fc
      • Monster Hunt fc
      • Relic Hunt fc
      • Crime Mystery fc
      • Horror fc
      • Heroes Journey fc
      • General Loop Framework fc
    • Writing Fiction With Mythic
      • CHAPTERS AS PROMPTS fc
  • MM44
    • Running Solo Slice Of Life Adventures
      • CHARACTER KEYWORDS
  • MM45
    • One-Page Character Crafter
      • ONE-PAGE CHARACTER SHEET
    • Magical Tradition Generator
      • MAGICAL TRADITION SHEET
  • MM46
    • Star System Creator
      • STAR SYSTEM CHART
  • MM47
    • One Page Mystery Crafter
      • MYSTERY MATRIX
      • ONE-PAGE MYSTERY CRAFTER VISUAL GUIDE fc
  • MM 48
    • COZY SOLO
      • COZY ADVENTURE GENERATION VISUAL GUIDE fc
MM49-54
  • MM49
    • The Society Crafter
      • SOCIETY SHEET
    • A Guide For New Solo Roleplayers
      • ADVENTURE FRUSTRATION REDUCING CHECKLIST
  • MM50
    • Deconstructing Prepared Adventures for Solo Play
      • DECONSTRUCTED ADVENTURE SHEET
  • MM51
    • The Mechanics Crafter
      • MECHANICS CRAFTER SHEET
      • MECHANICS CRAFTER RULES
    • The Event Crafter Collection
      • EVENT CRAFTER LIST SHEET- Evidence of a Conspiracy
      • EVENT CRAFTER LIST SHEET- Creature Feature
      • EVENT CRAFTER LIST SHEET- Expansive Catastrophe
  • MM52
    • Non-Linear Solo Adventures
      • NARRATIVE ORDER VERSUS CHRONOLOGICAL ORDER fc
  • MM53
    • Discovery Prompts
      • WHEN TO TRIGGER A DISCOVERY PROMPT fc
    • Mythic As A Board Game Opponent
      • MYTHIC BOARD GAME SHEET
  • MM54
    • Down Time Adventures
      • DOWN TIME ADVENTURE CREATION fc

MM55-58
  • MM55
    • Galaxy Creator
      • GALAXY MAP
  • MM56 [No WS or FC]
  • MM57
    • Evolve Adventure Settings With The Adventure Crafter
      • EXPANDING EVENT SHEET
  • MM58
    • Creating Dialogue With NPCs
      • WHEN TO ROLL FOR A CONVERSATION PROMPT fc