Sunday, January 18, 2026

Blog update: crunch time

 It is nearing my certification test time, so blogging has to go on hiatus for a while. All projects,  especially the Mythic Magazine summaries,  will be picked up again after my test. 

W.D.

Saturday, January 17, 2026

Mythic Magazine Summarized Table of Contents 61-65 (Eventually)

 

Mythic Magazine (MM) Vol. 61

The City Crafter, pg. 3 -21 (18 pages)

  • Worksheets, Charts, Tables,  (C,T,FC,WS)
    • City Sheet worksheet
    • City Identity chart
    • City Identity Focus table
    • City Descriptor table
    • District chart
    • District Focus table
    • City Features chart
    • Actions table
  • No Side Bar References
  • No Big Example
  • Summary
    • This is a systemic top down randomizer for producing cities using components: City Identity, Districts, City Map, City Events, and Landmarks. 
    • The maps created in this article are abstractions rather than scale maps.
    • Though there is no Big Example, each portion of the process is accompanied by an example making the process of learning the system much simpler. 

Degrees of Fate, pg. 22-29 (7 pages)

  • Charts. No T, FC, WS 
    • Degrees of Fate chart
    • Interpreting Degrees  chart
    • Degrees Compared to Standard Fate Questions chart
  • No Side Bar References
  • Big Example
    • Snart's Retriever
  • Summary
    • This article adds various degrees of success to Fate roll to provide a greater degree of value across the spectrum, bringing it in line with other newer oracles.
    • The new results are
      • Yes/No, But
      • Yes/No 
      • Yes/No , And

Monday, January 12, 2026

Mythic Magazine Summarized Table of Contents 56-60

(Return to ToC)

Mythic Magazine (MM) Vol. 56

Solo Playing Styles, pg. 3 -13 (10 pages)

  • No charts, tables, flow charts, or worksheets (C,T,FC,WS)
  • Side bar References
    • "Getting Prepared for a Solo Adventure", MM Vol.4
    • "A Guide for New Solo Roleplayers", MM Vol 49
    • "Writing Fiction with Mythic", MM Vol. 43
    • "Mythic on the Move", MM Vol. 50
  • No Big Example
  • Summary: This article covers in broad strokes many solo playing styles and advantages they present. While not exhaustive (because it couldn't be), it paints a wide panorama of styles. This article is extremely entertaining as well, with plenty of gentle humor.
    Various styles included are: Shoot from the Hipster, The Journalist, The Novelist, The Frankengamer, The Inheritor, The Juggler, The Traveler, The Dimensional Shifter, The Serialist, The One Shoter, The Comforter, and the Omelet Maker.

Detail Check Revisited, pg. 14-25 (11 pages)

  •     Tables. No C,FC,WS
    • Detail Focus Table
    • Chaos Factor Influence table
  • No Sidebar References
  • Big Example
    • Fenog Needs a Gift
  • Summary: As the name suggest this revisits an old optional rule found in Mythic Variations 2, which has been brought up to date with the Mythic GME 2. It is designed to add context to places or things found during sessions.
    These contextual details are found on the Detail Focus Table and are: Courage, Good, Calm, Reassured, PC Focus, Thread Focus, Describe, No Extra Content, Active, NPC Focus, Wary, Anxious, Bad, and Fear. 
    • The Table is arranged so that the higher the number the more daunting the result, and the lower the number the more beneficent. The Overlap with Random Encounters is discussed in the article. 
    • An example of each result is included. 

MM Vol. 57

"Evolve Adventure Settings With the Adventure Crafter", pg. 3-23 (20 pages)

  • Tables, Worksheets, Charts. No FC
    • Expanding Events Sheet
    • Expanding Events Triggers
    • Plot Points tables
  • Sidebar References
    • "Keyed Scenes", MM Vol. 10 AND MGE2 pg. 149
    • "The Event Crafter", MM Vol. 24
    • "News Feeds", MM Vol. 35
    • "NPC Evolving Motivations", MM Vol. 39
  • Big Example
    • "Gods and Other Awkward Things"
  • Summary
    • Evolving Expanding Events takes procedures from "The Adventure Crafter" and uses it to generate background elements that continue to grow without the intervention of the PC.
      • Included are procedures for starting the Event.
      • Explanations of Turning Points
      • Triggers for using Turning Points
      • And a very long table of 100+plot points to inspire the shape of Turning Points
      • Prior knowledge of The Adventure Crafter are not necessary to use this article.

"Mythic Chases", pg. 24-33 (9 pages)

  • Tables and charts, No WS, FC, C.
    • "Does the Chaser Win this Round" chart
    • "Chaos Mayhem Focus" table
    • "Foot Chase Mayhem" table
    • "Vehicle Chase Mayhem" table
  • No Sidebar References
  • Big Example
    • "Bastion Rises from the Lower Dark"
  • Summary: 
    • The intent of this article is to make vibrant cinematic chase scenes for RPGs. To accomplish this there is an outlined technique which includes the following.
      • Chase Pace, which escalates the excitement potential for the chase.
      • Chase Rounds during which time you can gain or lose ground.
      • Chase Mayhem, which uses a combination of focus (themes), modified by a roll on specific meaning tables and is then interpreted to be the action that takes place during the Chase Round
      • The mechanism for ending the chase is found on the Chase Mayhem Focus table.

MM Vol. 58

"Creating Dialogue With NPCs", pg. 3-13 (10 pages)

  • Tables, Charts, Flow Charts. No Ws
    • NPC Speech Prompt Points chart
    • When to Roll for a Conversation Prompt flow chart
    • Conversation Focus table
    • Conversation table
    • Conversation Words table
  • Sidebar References
    • "Character Conversations Table MGE2 pg. 204
  • Big Example
    • "There are Lights in the Sky" (after second article)
  • Summary
    • This article, as you would imagine from the title, focus on creating dialogue with NPCs. It offers three broad avenues for doing so.
      • The first consideration is when do you need to generate dialogue, this is covered in the section Conversation Prompts. For when to use the mechanics for inspiration are laid out in the first three suggestions below. The fourth section "How they say something" Could be used at any time to indicate the manner of speech of the NPC.
        • Initiating Conversation
        • Answering a Question 
        • Responding 
        • How they say something 
      • Expected Speech is exactly what it sounds like. After you know the tone and topic of the conversation, using what context you know about the NPC, to roleplay some amount of dialogue until you hit another Conversation Prompt.
      • Discovering Meaning is used when you get to a point in the conversation where you can't predict what is coming up next.
      • Conversation Words are the 100 most used words in the English language. These can be rolled to see in what manner the NPC conveys there ideas.

"Moonlight Radio", pg. 14-38 (24 pages)

  • Charts, Tables, Worksheets. No FC
    • Welcome to Moonlight Radio table
    • Is this a Horror Game? chart
    • Hello Focus table
    • Caller's Voice table
    • Moonlight Radio Conversation table
    • Conversation table6
    • Weird Caller Focus table
  • Caller Log Sheet (worksheet)
    • Scheduled Segment Focus table
    • Revelation table
    • Revelation Focus table
  • No Sidebar References
  • Big Example
    • "There are Lights in the Sky" 
  • Summary
    •  Moonlight Radio is a dialog driven adventure in which you play a late night radio host that airs calls about strange goings on, which as the game progresses gets stranger and stranger. As it is very chart based it has a lot of replay value, and with a few tweaks can be played in genre ranging from horror, through weird fiction, and even cozy.

MM Vol. 59

"Rank Rules", pg. 3-7 (4 pages)

  • Charts, Tables, No Ws. No FC.
    • Ranks chart
    • Rank Randomizer table
    • Context Rank Shifts chart
    • Contested Fate Questions Chart
  • No Sidebar References
  • No Big Example
  • Summary
    • This article revises the Ranks system first found in Mythic RPG to be more in line with the up coming Mythic RPG second edition. Additionally its rules are used in both of the following articles in this Volume.

"The Spell Crafter", pg. 8-27 (19 pages)

  • Tables, Flow Charts. No WS. No C
    • Spell Type table
    • Random Spell Effect table
    • Spell Effect: Conjure table
    • Spell Effect: Control table
    • Spell Effect: Damage table
    • Spell Effect: Death table
    • Spell Effect: Life table
    • Spell Effect: Nature table
    • Spell Effect: Travel table
    • Spell Effect: Spectacular table
    • Spell Creation Visual Guide flow chart
    • Spell Requirements table
  • Sidebar References
    • "Magic Traditions", MM Vol. 45
  • Big Example
    • Dr. Marou Fiends a Wound
  • Summary
    • This article allows spontaneous generation of spells cast by NPCs, thus avoiding player meta knowledge. This done by way of the "Rank Rules" article in this volume, and a generous number of random effect tables.

"Mythic Cyber Dystopia", pg. 28-37 (9 pages)

  • Tables. No C. No Ws. No FC.
    • Cyber Dystopian World Focus table
    • Cyber Dystopian  World table
    • Cybernetic Character Focus table
    • Cybernetic Character table
    • Virtual World Elements table
    • Cyber Dystopian Missions Seed table
  • No Sidebar References
  • No Big Example
  • Summary
    • This article provides all the tools needed to either spice up a pre-existing game with cyberpunk elements, or if you prefer build a full cyberpunk setting randomly or from the various suggestions, including elements such as setting origins, cybernetic NPC creation, Virtual reality elements, and adventure seeds. 
    • This article uses the "Rank Rules", from the first article in this issue.

MM Vol. 60

"Fantasy World Crafter", pg. 3-22 (19 pages)

  • Worksheets, Charts, Tables. No FC.
    • Fantasy World Sheet
    • Fantasy Sub-genre chart
    • Fantasy Sub-genre Focus table
    • Adventure Tone table
    • Central Mythology chart
    • Central Mythology Focus table
    • Legends table
    • Central Society chart
    • Central Society Focus table
    • Civilization Descriptors table
    • City Descriptors table
    • Name Sounds table
    • Magic chart
    • Magic Focus table
    • Monsters chart
    • Monster Focus table
    • Threats and Tensions chart
    • Threats and Tensions Focus table
    • Plot Twists table
  • No Sidebar References
  • No Big Example
  • Summary: By following the steps laid out throughout this article in order, you can build a fantasy world in a top down manner, which is the opposite of the typical manner of asking Fate Chart questions and deriving the answers in the moment. Each section leads to a whole, which gives you a unique table at the end: The World Meaning Table, derived from all the previous steps. This is used to add flavor to Discovery checks. 

"High Points Adventure", pg. 23-34 (11 pages)

  • Tables. Flow Charts
    • Gap Events table
    • High Points Adventure Visual Guide flow chart
  • No Sidebar References
  • Big Example
    • The Odyssey of Captain Estebanti
  • Summary
    • High Points Adventure introduces a new avenue in which to solo RP. The focus of the game is on the "High Points" which are defined as "... a handful of standout moments that you  remember with a smile", and thus could be different player to player or even game to game.
      • Included in the article are means of generating the Hight Points, which are the Expected Scenes, though they are still subject to Random Events and Alterations, to keep the game from being too predictable.
      • Between the High Points you consult the Gap Events table to find out what happened to the character between the High Points. 
    • The flow chart High Points Adventures Visual Guide and the Big Example give the gist of the concept and make good reference material for High Point Adventures.

Friday, January 9, 2026

Mythic Musings 6(?): Summarized Table of Contents for Mythic Magazine.

[TL:DR; happy new year. I am making a table of contents for Mythic Magazine articles. Links below.]

Mythic Magazine Table of Contents with Summaries.


New Year, new project! 

I am overjoyed by the number of people who have gotten good use out of the Mythic Index, but it is just that, an index. 

I have tried to make it as useful as I can, and I feel I did pretty good job. With that said, it occurred to me sometime over the holiday break that that though if you look at the all the magazine covers you have something of a rough table of contents of what is inside of each magazine, but, as much as I love the covers, the art, and the tantalizing titles, its job is to be a pallet wetting hook, not an academic table of contents, and now that we are up to 61 issues, over five years of material, maybe such annotated ToC would help people understand what to expect from each issue, and track down the issues they want. This isn't to replace the Index (Though it is getting restructured. More about that below), but to complement it. 

Lets say you decide you need an article on world building, so you look up said topic in the Index. At this point there are a plethora of such articles. Which one would be right for your gaming needs? Do you have time to read 2, 3, 5 articles. I don't. So, I believe it would be useful if an article name with a very condensed explanation of the article was hyperlinked to the index, so you could read through the options available and pick out the right one for your circumstance.

Like the Compilations, each page of the ToC will come out in 5 issue chunks. I am also going to be running in reverse order, starting with 56-60 and climbing down the ladder to 1-5, because those are the issues with the freshest articles that show where Mythic and other World Mill products are going. 

The content of the annotation will cover the theme of the article, the presence of useful charts, worksheets, and tables, and a reference (and eventual link) to related materials. (Wizard Dad says go big or go home... which awkward since I work from home). This is a tall order I know, but (1), as I am not getting paid, I am not on a strict time table, and (2) I love herding words. (I think I maybe part corgi.)

As per usual, I am designing this more or less for my personal use, so how I describe the article may not be how you would describe the article. If you think I am really fouling the swing please let me know politely in the notes, and I will take your suggestions into consideration, and if I feel it is warranted I will modify the descriptive text accordingly. 

In other news, I feel the organization of the original Index has gotten a bit antiquated, so, while I am leaving it up as is, and will continue updating it, I am also going to start building Index 2.0. I am mostly going to work on that off the blog, and import it when it is done. At that point I will probably stop updating Index 1, but if there are enough people who are really loving the original categorizations, I will just run the two simultaneously. 

As I mentioned in my blog update, I am pretty busy with life stuff, so these will be slow burn projects, but that is how the Index started as well. 

Thank you for your time.

W.D.

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

Tuesday, January 6, 2026

Blog update: I'm still here, and still writing!

This blog is sadly collecting dust and cobwebs because the pace of my non-gamer life is a bit hectic right now. I imagine everyone's is to some degree. The Yule season holiday spree maybe fun, and on some level rejuvenate, but it is also a huge disruption. I have noticed in my 30 years of GMing more games die over between Thanksgiving and New Year than any other part of the year. 

But the blog is still alive I assure you. And though most of my writing is still sprawled in note books as extremely rough drafts, I am still writing.

The main focus of my writing has been rules for my home brew simplified travel game (which I am glad I got nailed down for the most part before Christmas, because simple is all I had time for over the holidays). This is a Fudge meets Mythic love affair that I am enjoying immensely and want to polish a little more before I spring it on you here. It is mostly analog with 1 roll resolution for most tasks. It scales from peasant rat catcher to demigod in range, without changing its complexity (much).  I think it will be a nice addition to anyone gaming on a tight time budget, as long as they enjoy narrative style play. 

I took on a totally fool hardy task of cataloging various solo gaming styles. That is going to be a slow burn project, but I am not backing out, just pushing it down the line a bit.

I am also making notes about re-vamping the Mythic Index. As the focus of the magazines has shifted some, a few of the categories need refreshing, and reorganizing. I also want to add a chronological publication index, (Edit, which I guess is a Table of Contents), with a brief description of every article. That is a bit ambitious for now because....

I am nearing a major encounter in my personal story arch, of completing another professional certification. As you can imagine this sort of takes precedence over game tinkering, no matter how much I love it. 

So I am going to wish you all a belated happy new year, and get back to you when I have another certification on my resume and a bit more time to write.

Thank your for your patients, readers.

Wizard Dad.


P.S.
The Mythic Index by Topic, while it does need a clean up, is still being updated every month, so no lag in the, hopeful, usefulness of that resource.
W.D.

If you want to have some Wizard Dad fun, check out my blog index (link below), and drop me a line to chat about what you like (or what you don't like, politely)

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

Monday, December 29, 2025

Wizard Dad's Works: The Improbable Task or A (Semi-)Comprehensive Catalog of Solo RPG Styles

The Improbable Task

An Introduction and Invitation

While I am a bad one for starting a task on my blog and never quite seeing it to the end, I do put my all into everything I post here. Most of what I post are things or ideas that have actually been very useful for me and it is my dearest hope that they will be of use to some of my fellow solo gamers. 

This project will be no different, saving in this it will not just be Wizard Dad's bright idea of the moment, but (hopefully) a catalog of games and styles in which everyone who follows it will get use some out of whether you are in line with my view or not. 

The goal is to offer as many solo play styles, starting with those most popular, moving into obscurity, and jumping on major variations. Where and when I cannot do justice to the concept, I will provide links to products, blog posts, videos, etc. that will demonstrate the concept with more clarity, joy, and keenness than my humble skills can provide; because at the end of the day there is no wrong way to have fun while solo gaming. 

(First Edit: This project is focused on GM-less one player solo gaming. I know there are many definitions of a solo game, so I think dropping that caveat at the beginning will prevent confusion later on. Ok, back to the show)

I would love for this to be a joint effort between me and the solo gaming community, so whether here in the comments, or on any shared social media in which you know where find me, please feel more than free, but  enthusiastically invited, to tell me of a style or style variation that has yet to be covered, or that you feel was covered incompletely. On the later note(because I have no interest in coving the same concept perpetually in infinite minor variations), if you can demonstrate to me that some subsection of a game has a merit I failed to capture I will either go back and edit (with credit to my source), or write a linked article about the style or variation. 

(Second edit: I am not looking just for the ideas of professional game designers, but also novel approaches by actual gamers. I will be adding a few my own and have no problem adding yours as long as they fit the criteria of offering another method of solo gaming that either hasn't been covered or isn't on the "soon to be covered" list.)

I call this the improbable task because, to be honest, it is well beyond my scope of time or skill to do completely, but I am willing to start at the bottom of the mountain and see how high I can climb. With that said, if you have a blog or a vlog or just feel like leaving a lengthy comment, you can join in the improbably task and collectively we can accomplish more.

Well, I do believe that introduces the project to the best of my ability. Topic 1 will be linked below as soon as it is written, and it will be about the Oracle and Prompts style of soloing (which I am sure will be of no shock to anyone that reads this blog) and then when that ground is covered fairly well I will move on to Journal style solo games. From there I will be striking out into new territory, and I will need assistance to make the map. 

If you have read this far, thank you for your time.

W.D.

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

Thursday, December 18, 2025

Mythic Mashup (sort of): The A6 Pocket Project (impatient rough draft 1)

The A6 Pocket Project
(Edit: This project has morphed since I wrote this article, expect a new fresher version later in January)

Introduction and Goals

Today I am taking a leap out to new territory. I am going to take features of two games I love, strip them down to the barest frame work, weld them together, and see if it floats.

My tools today are the MRPG, the Mythic GME App (or other oracle or prompt generator), the Fudge 10th Anniversary Edition, three 6-sided dice (or 4 Fudge dice), and an A6 size (roughly 4x6 inch) pocket notebook.

The goal is to come out of the other side of these articles with a mini game to play pretty much anywhere, that is nearly self contained, but doesn't short the player on a rich game experience. While at the same time doesn't self expand outside of the context of one notebook.

Lets Build a Character

Where am I? And while we are at it Who am I, and What am I doing here?

The first step for building a character is to decide the genre, subgenre, or setting your character is in. This is purely a matter mood and there are no wrong answers. The landscape can be as wide as "Fantasy Dream Land" or as focused as "221 Baker Street London".

The next question is narrow the window of genre with a character Archetype. As this is a solo game the sky is the limit. (Actually it isn't, there is no limit, but that is a horrible battle cry). An archetype, for the sake of this project, is a type of person that serves a singular function through a set of talents and abilities in the context of the setting.

An Archetype isn't a finished character by any means, but is focuses us into a smaller role within a wider world. 

Lastly (as this is a mini game not a campaign that isn't meant to last a lifetime), considering the Setting and the character Archetype, what is it they want with their lives at the time you step into their shoes.

Example: I am in a Fairy Tale World of Chivalric Courts and Fey Creatures, and within this fairy tale world I am a Questing Knight seeking Honor and Glory


These three considerations are at the heart of the game, and we will come back to them in the game play write up, but now lest talk about....


...Attributes (Current score +1 times 12 BP to improve)

Lets get the most painful part out of the way immediately. This game only has two attributes. Feel free to add more to your own personal version, but for the purposes of this experiment we are only going to have two: Body and Spirit.

Body

Body represents a total body system. It represents health, strength, speed, and reflexes. Your ability to handle intense action over a long period, and how messy it is when you smack someone with a club.

Spirt

Spirt is everything that isn't body. It is how smart you, your general eloquence, your willpower, concentration and intuition, and any other non physical aspect.

(Why only two extremely broad Attributes? Doesn't that mean a character can do any and everything. Well no and yes. Considering the character Archetype for a moment. Your character can do all the things expected of there archetype. Just honestly ask yourself, can a person for whom my archetype personifies attempt the action I want to do. If the answer is yes, you can do it. If answer is no, your probably can't.)

You have a total of +4 points (starting) to spend on Body and Spirit. These bonuses will be rolled against challenges using either a set of 4 Fudge dice, or by rolling 3d6 and comparing it to the chat below.

[3 to 4= -4; 5= -3; 6 to 7= -2; 8 to 9= -1; 10 to 11= 0; 12 to 13= +1; 14 to 15= +2; 16= +3; 17-18= +4]

So, roll result + attribute bonus = success rate. We will swing back around taking actions soon, but first....

Tags

Tags are words or phrases that describe the character. Some are very broad such as "Noble Born 10th Century Knight". Some are very narrow like "Dark hair and light eyes". Tags are slotted into one of eight categories. 

Archetypes (cost 24 build points after Character Creation)

An Archetype is a wide positive descriptor that implies a broad variety of skills, knowledge and abilities. Every character has one free Archetype that wraps up his general age, socio-economic condition and perhaps there profession as well. If this is a game where the PC is going to have a wide range of extraordinary abilities that require training they will have an archetype for that as well generally replacing profession in the first Archetype.

Dooms (grant 24 build point)

This is some unavoidable, possibly fatal, and wide ranging disability, circumstance, prophecy (or the like) that renders the characters life a possible misery. Though not present in every scene, a Doom should have a major effect on the life of the solo PC.

Powers (one granted at Character Creation in line with Archetype, cost 12 build points after Character Creation)

Powers extend a characters capabilities outside of the human norm or give them capabilities that though they exist amid humanity are rare and strange. 

Curses (Grant 12 build  points)

Curses are anti powers. They are weaknesses that will come up with some regularity that act in a prohibitive fashion, possibly even temporarily crippling a character.

Gifts (one granted at Character Creation; may or may not be in line with Archetype; cost 6 build points after character creation)

Gifts are specialized skills or abilities that any one could have but few people do have. They primarily grant permissions to do extraordinaire, yet possible, things.

Faults (Grant 6 build  points)

Faults are in there way the opposite of Gifts. The are prohibitive. They shouldn't come up all the time but when they do they block the opportunity to take the tasks they describe or at least make them much harder to perform.

Descriptors (0-3 build points. Two 3 point options for free in character creation)

Descriptors describe a character in either a neutral or positive fashion. If they describe something positive but somewhat trivial like ambidexterity they would coast between 1-3 points. If they are something like chocolate brown eyes, though it sounds good it doesn't really give any advantage and it is free (0 points)

Quirks (Grant 1-3 build points)

Quirks are oddball personality traits that may not jive with other people; a tendency to have a limp; or premature baldness. Generally they make things a bit harder, but after people get used to them they are no big deal.

(What the heck are build points? Build points are just what they sound like. They are points spent to build up a character, usually by purchasing more Tags, occasionally by raising an Attribute. I grant one Build Point for every two pages filled in your A6, for excepting massively inconvenient, but good, roleplaying prompts,  and by picking up the more negative Tags. This will all be covered later in Advancement).

(this is a mythic mashup because it takes a powerful tool from the Mythic RPG, invisible traits, which primarily what character Archetypes are all about. A thank you to Tana Pigeon for helping me understand that characters are more than just stats on a page.)

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