Over the last 14 blog post we have explored basic concepts, character creation, the use of the Fate Chart, some resolution rules and combat rules, with an example here or there. Today and tomorrow, we add the few remaining rules, and we show how everything fits into a complete system.
"The structure outlined in this chapter is designed to generate a dynamic, and improvised, adventure." pg.67
"Improvised means “free-form,” right? Not necessarily. Mythic is designed to move the adventure along based on improvised ideas, but it provides a structured framework to guide and shape those ideas. This isn’t “making it up as you go along” so much as hopping from one idea to the next with rules to navigate the way. The current idea is the current scene, the action of the moment. You may have some clue as to what the next idea is, but you won’t know what happens for sure until you get there." pg.67
This chapter covers a lot of topics.
- Scene Setup
- Lists
- Running Scenes
- Chaos Factor
- Altered Scenes and Interrupt Scenes
- Playing and wrapping up Scenes
- Book Keeping (it is minimal I promise)
- Favor Awards
- Example of play in Action.
What sorts of interesting things are we talking about? Anything interesting to you. While Mythic can be a GM tool, or a GM free group tool, I am writing this body of essays for soloist. As a soloist you can pursue your game from Scene to Scene following what ever drives you. The GM Emulator (which we will get to in the next Chapter) will make sure that your game has a diversity of Thread (plots), and fun weird things happen with some regularity, but it is your interest as the sole player that ultimately defines what you play.
With that bit of proselytizing aside, lets get to the specifics. A scene typical starts with something a Player Character (PC) wants to accomplish. This usually involves moving to the place you wish to accomplish it, whether that is another room in the PC mansion or on the other side of the city (I feel if you want to go to the other side of a continent, I say throw some adventure in there, but that is up to you). When you arrive (assuming the Chaos Factor hasn't thrown a monkey wrench in the work) there you start the Scene. You follow a Scene through its actions, reacting in character to the events that unfold, and when the action (whether is it is fighting a super villain or laying in field of wild flowers recharging your emotional battery) is resolved you wrap the Scene and move on to the next one. The next scene may be suggested by the ending of the current scene, or you may take the adventure down a different avenue. That is up to you.
The Setup
"The first thing to do is to come up with scene number one. As with any movie, TV show or book, the very first scene of the production is vitally important. It sets the tone for everything that will follow. Chances are, the first scene will give the characters whatever “mission” that they will follow through for the rest of the adventure.... You’ve got two options in this department: make something up, or roll something up." pg. 69
The two choices here largely depend on your intent when you sit down to play. If you have a specific scenario in mind by all means start with that as as your first scene. Understand that along the way the Mythic system will alter things so they will never just be you typing out a story, but if you launch the game you want to play, and pursue your scene changes in that direction you will largely get the experience you are aiming for. More on that in a bit.
"If you make it up, keep in mind that the scene does not have to be very complex. You don’t need to take all week to create a multi-layered plot. Mythic is all about improvisational role-playing. Just take a few minutes to concoct an interesting concept, or even just a few interesting ideas for a starting scene." pg.69
"If you are truly playing off the cuff, and want to be
Characters and Threads while also useful as memory aids, are essential for Random Events, so don't hesitate to add anything interesting to the list. A character can be any individual that you meet, but it could also be anything with personality, such as a group, a place, or an organization. Threads are plot hooks, mysteries, unanswered questions, quests, or anything you want to pursue that arises from a scene.
As mentioned above, you update your list after a scene. As a rule of thumb, add Characters that are important and Threads you want to follow up. Important doesn't necessarily mean powerful. If your character was talking to a family member or had an encounter with an interesting neighbor, and you would like those characters to stay in your growing adventure go ahead and include them. If you rush to your car just as the meter authority is putting a ticket on your windshield, you probably don't need to record the meter reader in your list of characters.
"In between adventures, a player can change his list,
(Editor: In the next blog post we will finally cover Chaos Factor, Altered Scenes, Interrupt Scenes, and Scene wrap up.)