Thursday, October 31, 2024

Mythic Index by Topic 8: Flow Charts, Meaning Lists, and Other Tools

Over the several years it has been in print the Mythic Magazine has given a large number of tools to guide or assist players in the various processes of Mythic Products. Below I have cataloged articles that focus on those tools. 

  • “Mythic & Crafter Flowcharts”
    • MM Vol. 4, pg. 14
  • “More Flowcharts!”
    • MM Vol. 14, pg. 24
  • “Specialized Meaning Tables”
    • MM Vol. 18, pg. 10
  • “Tips For Threads List Management”
    • MM Vol. 19, pg. 3
  • “MORE Specialized Meaning Tables!”
    • MM Vol. 22, pg. 3
  • “Rules Guide”
    • MM Vol. 27, pg. 16
  • “Make Your Own Elements Meaning Tables”
    • MM, Vol. 38, pg. 26
  • “Detailed Flowcharts For MGME2e”
    • MM Vol. 39, pg. 22
  • “Meaning Table Collections”
    • MM, Vol. 40, pg. 3
  • “Rules & Tools For Science Fiction Adventures”
    • MM Vol. 40, pg. 16
  • “Star System Creator”
    • MM Vol. 46, pg. 3

    Tuesday, October 29, 2024

    Variation 10: Control Your Adventures With Keyed Scenes

    Control Your Adventures with Keyed Scenes (MGME2 pgs. 149 - 155)


    This is one of the longer essays in the Variations section, but I would say it is one of the most useful solo RPG tools out there. Keyed Scenes help you shape an adventure in the direction you chose, with out having to script its narrative. I will let you read the mechanical aspects for yourself, but it has many flexible applications and I highly suggest you give it a spin.

    If you are interested in reading a "first draft" of this essay check out:
    • “Control Your Adventure With Keyed Scenes”
      • MM Vol. 10, pg. 12

    Though the Variation and the article are very similar, it includes some uses not included in the Variation, such as Keyed Scene Plot Points and using Keyed Scenes to stay on a schedule.

    Keyed Scenes are about steering an Adventure, but there are a plethora of other articles that use different techniques. It would be a list a mile long to put all of them here but a few of my favorites are:

    • “Customizing A Solo Adventure Before You Begin”
      • MM Vol. 7, pg. 4
    • “Adapting The Event Focus Table To Your RPG”
      • MM Vol. 18, pg. 3
    • “Turn Any Show, Movie, Or Book Into A Solo Adventure”
      • MM Vol. 20, pg. 17

    For a lot more options on this topic check out the Mythic Index by Topic section Themed Adventures and Theming Adventures


    P.S.
    Nestled in the Variation on pg. 155, you will find a grey sidebar that is the cheat code, if you will, building the exact game you want. It is appropriately titled, "The Adventure you Want". Don't skip this! The advice is golden.

    Sunday, October 27, 2024

    A Wizard Dad Short: Converting the Cypher System to a 3d6 Roll Over mechanic. All hail the bell curve!

     (Editorial note) I have removed all the various experiments that lead to what is below. They may have had some passing interest to people into statistical math, but they cluttered the page and were confusing. I just left the finished product below.

    As I am trying to keep this short I have omitted specific examples, but should any be desired, just drop me a line in the comments.


    The following is a 3d6 roll over system for CS games.


    I love D&D. I love the Cypher System, I love retro games of all sorts. I hate a d20 resolution mechanic. As most you probably know the d20 mechanic is essentially a random success generator with theoretical 5% increments of success for every number. So if you have to roll a 15 or better to hit you have 25% chance of success. Statistically that really only works if you roll the d20 an infinite number of times. Every finite roll has the same chance of rolling a 1 as a 20. In some game design this is called "swingy". It can add both excitement and frustration to any scenario because every time you let the dice roll you have no clue what will happen. 

    For some players though, myself included, this will frequently lead what should be highly competent characters to looking like complete morons when the can't seem to roll over a 4. The solution to this is to convert the primary die roll away from a swingy pass fail binary d20 roll, to an alternate system that works on a curve. Personally I like 3d6. A 2d roll is still fairly swingy. A 4d roll pulls hard towards the center results. The perfect in between is 3d6. 

    Enough theory; lets check out the system.

    Level - Standard Target Number -Chance of Failure- TN (or Passing Threshold) on 3d6 roll over

    1- 3 - 10% - 6

    2 - 6 - 25% - 8

    3 - 9 - 40% - 9

    4 - 12 - 55% - 11

    5 - 15 - 70%- 13

    6 -18 - 80%-  14


    Difficulties reduced, by assets, skills, and effort as per usual. 

    Levels 7-10 are still above normal human ability without the aid of Skills, Assets, or Effort

    What is above is a fully functional binary system, but what if we make the value rolled of higher importance.


    Degrees of success.
    While rolling the number indicated above will create an adequate success for the task, for every point over ,up to 4, we will increase the effectiveness of the roll.

    Passing Threshold (PT) = minimal listed success

    PT+PT1= +1 numerical result

    PT+PT2= +2 numerical result + minor effect

    PT+PT3= +3 numerical result + minor effect

    PT+PT4= +4 numerical result + major effect

    No further bonuses or effects past PT+4


    Rolls 3-4 invoke a GM Intrusion (Optional rule: PC gains +1 xp, but cannot  cancel the effect by use of xp.)

    Rolls of 17-18 allow for a player intrusion (in addition to any bonus given for overcoming the Passing Threshold)


    Degree of failure consequences (Optional for solo play).

    PT-PT1= Simple failure, no consequences.

    PT-PT2= +1 numerical result favoring opposition.

    PT-PT3= +2 numerical result favoring opposition + minor negative effect

    Pt -PT4= +3 numerical result favoring opposition + Major effect (and optionally +1xp to PC).


    In the system above hitting high rolls may seem more difficult than on a 20, so I highly encourage using terrain, equipment, effort, and player intrusions to give you the leg up to face more difficult challenges, by easing the Level. On the flip side, even beginning adventurers will be able to have very strong success against low Level oppositions. This is in favor with the idea of  PC competency that is a corner stone of the Cypher System ideology. 


    W.D.


    Wednesday, October 23, 2024

    Variation 9: What is "A Session" in Solo Play?

    What is "A Session" in Solo Play? (MGME2 pgs. 148 - 149)

    Most games have an end of the session wrap up, be it handing out rewards, or just getting enough accomplished to feel you have moved the game forward. Though there is no one size fits all to this question, this short essay covers that theme.

    While no articles below discuss this specific topic, a few do discuss bringing a game to an end, which can be adapted to suggestions on bringing a session to an end.

    • “Starting, And Ending, Scenes”
      • MM Vol. 10, pg. 4
    • “Using Mythic With Published Adventures”
      • MM Vol. 3, pg. 4
    • “Conclusive Adventure Conclusions”
      • MM Vol. 20, pg. 3
    Of special mention are the various themed adventures, which by their very nature have high and lows which could signal a good time to put a book mark in and come back later.

    • “Creating Mystery Adventures”
      • MM Vol. 6, pg. 4
    • “Emotional Quest Adventures”
      • MM Vol. 14, pg. 3
    • “Crafting Solo Horror Adventures”
      • MM Vol. 19. pg. 20
    • “Running Solo Procedural Dramas”
      • MM Vol. 26, pg. 3
    • “Gather A Crew” Mythic Adventures”
      • MM Vol. 32, pg. 3

    The articles below are especially good for defining beginnings and endings that could be good cut off points for a session. Of special note The Event Crafter is very good for splitting up sessions as it handles a reasonable progress of an event unfolding

    • “The Event Crafter”
      • MM Vol. 24, pg. 3
    • “3-Act Structure For Mythic Adventures”
      • MM Vol.43, pg. 12
    • “Creating Game Loops In Solo Play”
      • MM Vol. 43, pg. 3
    Lastly, journal style games, for which we have two articles, are by their nature split into individual journal entries any of which could be a good stopping point for a session. I find these are especially good when a game-time has limited time.

    • “Mythic As A Solo Journaling Game”
      • MM Vol. 30, pg. 10
    • “Solo Adventures In The Style Of Found Journals”
      • MM Vol. 46, pg. 34
    P.S.

    While not a magazine article check out Variation 4: The Thread Progress Track. Any  accomplishment on that track would be an excellent wrap up to a solo session.

    Mythic Index Topic 7: Solo Gaming Preparation and Philosophy

    Here is a big topic, really two intertwined topics, which you may want to consider before your next solo game. How do you prepare for a game, how do you use a game, how do you think about games. Below is both practical advice and food for thought.


    Solo Gaming Preparation and Philosophy

    • “Getting Prepared For A Solo Adventure”
      • MM Vol. 4, pg. 4
    • “Use Mythic To Learn A New RPG”
      • MM Vol. 6, pg. 28
    • “Customizing A Solo Adventure Before You Begin”
      • MM Vol. 7, pg. 4
    • “Resolving Character vs. Player Knowledge”
      • MM Vol. 8, pg. 4
    • “Matching An RPG To Your Style Of Solo Play”
      • MM Vol. 9, pg. 4
    • “Solo Play Strategy: Focusing In”
      • MM Vol. 11, pg. 4
    • “Getting The Most Out Of Sourcebooks”
      • MM Vol. 12, pg. 3
    • “Virtual Tabletops In Solo Role-Play”
      • MM Vol. 15, pg. 16
    • “Tips For Threads List Management”
      • MM Vol. 19, pg. 3
    • “Turn Any Show, Movie, Or Book Into A Solo Adventure”
      • MM Vol. 20, pg. 17
    • “A Chat With Trevor Devall”
      • MM Vol. 21, pg. 3
    • “The Event Crafter”
      • MM Vol. 24, pg. 3
    • “Never-Ending Adventures”
      • MM Vol. 28, pg. 3
    • “Open World, Sandbox Solo Play”
      • MM Vol. 33, pg. 3
    • “Fluid Scene Structure”
      • MM Vol. 34, pg. 10
    • “RPGs As Inspiration For Mythic Adventures”
      • MM Vol. 35, pg. 3
    • “Ideas For Cooperative Mythic Games”
      • MM Vol. 35, pg. 12
    • “Troupe Style Solo Adventures”
      • MM Vol. 37, pg. 3
    • “Solo Roleplay In Video Games”
      • MM Vol. 37, pg. 16
    • “Solo Setting & World Creation System”
      • MM Vol. 38, pg. 3
    • “Make Your Own Elements Meaning Tables”
      • MM, Vol. 38, pg. 26
    • “Meaning Table Collections”
      • MM, Vol. 40, pg. 3
    • “Rules & Tools For Science Fiction Adventures”
      • MM Vol. 40, pg. 16
    • “The Villain Crafter”
      • MM Vol. 41, pg. 3
    • “Mythic as a Player Emulator”
      • MM Vol. 41, pg. 18
    • “Dealing With Solo Play Fatigue”
      • MM Vol. 42, pg. 3
    • “Writing Fiction With Mythic”
      • MM Vol. 43, pg. 19
    • “Star System Creator”
      • MM Vol. 46, pg. 3
    • “Solo Adventures In The Style Of Found Journals”
      • MM Vol. 46, pg. 34

    Mythic Index Topic 6: Mythic and Modules

    For me, and I believe for many others, one of the first things I wanted to do when I started solo role playing was catch up on the stack of modules I owned, but never got to play. Then came the urge to play either Mythic oriented modules or add a touch of Mythic to a concept so it plays like a module. All of those topics, and more, are covered below.


    Mythic and Modules
    • “Using Mythic With Published Adventures”
      • MM Vol. 3, pg. 4
    • “Solo Adventure Modules”
      • MM Vol. 11, pg. 12
    • “The Secret Of Tockley Manor”
      • MM Vol. 11, pg. 19
    • “Solo RPG Mythic Starter: Scrubber’s Error”
      • MM Vol. 12, pg. 13
    • “Journey To The Isle Of Kitra”
      • MM Vol. 22, pg. 11
    • “The Event Crafter”
      • MM Vol. 24, pg. 3
    • “Swords & Towers”
      • MM Vol. 29, pg. 12
    • “Solo Roleplay In Video Games”
      • MM Vol. 37, pg. 16
    • “Mythic as a Player Emulator”
      • MM Vol. 41, pg. 18
    • “The Crypts of Krozen Crest”
      • MM Vol. 44, pg. 3

     

    Friday, October 18, 2024

    Mythic Index Topic 5: The Location Crafter Expanded

    The Location Crafter is a fine book on its own, but MM has offered quite a few other ways to used it, ranging from crafting world to crafting events. Though every possible permutation is impossible, something the selections below could prove useful to almost any gamer.

    • “Randomized Location Crafting”
      • MM Vol. 2, pg. 8
    • “Random Dungeon Crawl Generation”
      • MM Vol. 3, pg. 12
    • “Generating Dark Woods And Wild Places”
      • MM Vol. 5, pg. 12
    • “Randomized Starship Generation”
      • MM Vol. 7, pg. 13
    • “Randomized Worlds Generation”
      • MM Vol. 15, pg. 3
    • “Location Crafting Random Cities”
      • MM Vol. 16, pg. 3
    • “The Event Crafter”
      • MM Vol. 24, pg. 3