Saturday, December 21, 2024

Mythic Index Topic 15: Adventure Structure

When you sit down to play a Mythic Adventure, the default playing style, which is a lot of fun, is somewhat random and scattered. Perhaps you want an adventure to be shaped, styled, and primped (you know like your great aunts hair). If so you want to focus on Adventure Structure, and the articles below will not leave you wanting.

Adventure Structure
  • “Conclusive Adventure Conclusions”
    • MM Vol. 20, pg. 3
  • “Control Your Adventure With Keyed Scenes”
    • MM Vol. 10, pg. 12
  • “Creating Complicated Campaigns”
    • MM Vol. 23, pg. 3
  • “The Event Crafter”
    • MM Vol. 24, pg. 3
  • “Never-Ending Adventures”
    • MM Vol. 28, pg. 3
  • “Dealing With Solo Adventure Pacing”
    • MM Vol. 30, pg. 3
  • “Open World, Sandbox Solo Play”
    • MM Vol. 33, pg. 3
  • “Fluid Scene Structure”
    • MM Vol. 34, pg. 10
  • “Location Based Adventures”
    • MM Vol. 36, pg. 3
  • “Solo Setting & World Creation System”
    • MM Vol. 38, pg. 3
  • “3-Act Structure For Mythic Adventures”
    • MM Vol.43, pg. 12
  • “Creating Game Loops In Solo Play”
    • MM Vol. 43, pg. 3
  • “Star System Creator”
    • MM Vol. 46, pg. 3
  • "Cozy Solo"
    • MM Vol. 48, pg. 3

Mythic Index Topic 14: One Page Variations

Playing on the go? Need some game element quickly. Just like things that take up one page? For any of these reasons and more, the articles below guaranteed to be useful.

And keep your eyes peeled at the Word Mill Press Drivethru RPG site, because soon there will be a whole book devoted to One Page Mythic variations.


One Page Variations

  • “One-Page Mythic”
    • MM Vol. 25, pg. 3
  • “One-Page Adventure Crafter”
    • MM Vol. 29, pg. 3
  • “One-Page Location Crafter”
    • MM Vol. 31, pg. 3
  • “One-Page Creature Crafter”
    • MM Vol. 34, pg. 3
  • “One-Page Character Crafter”
    • MM Vol. 45, pg. 3
  • "One Page Mystery Crafter"
    • MM Vol. 47, pg. 3

Mythic Index Topic 13: Adventure Elements and Management

If you have ever picked up a published adventure or built up an adventure from scratch, then you are aware that a lot can go into it. It is no different for solo games. Below are some Mythic sourced tools to add anything from puzzles (MM23) to different GM flavors (MM27) and over a dozen more helpful articles on the them of making the exact adventure, and adventuring experience, you may want.


Adventure Elements And Management
  • “Control Your Adventure With Keyed Scenes”
    • MM Vol. 10, pg. 12
  • “Resolving Character vs. Player Knowledge”
    • MM Vol. 8, pg. 4
  • “Behavior Checks Simplified”
    • MM Vol. 1, pg. 8
  • “Generating Compelling Backstories”
    • MM Vol. 8, pg. 11
  • “Generating NPC Behavior With Fate Questions”
    • MM Vol. 9, pg. 11
  • “RPG Social Skills With Mythic’s Behavior Check”
    • MM Vol. 12, pg. 13
  • “Generating Adventure Puzzles”
    • MM Vol. 23, pg. 18
  • “The Event Crafter”
    • MM Vol. 24, pg. 3
  • “Giving Mythic A Personality”
    • MM Vol. 27, pg. 3
  • “Dealing With Solo Adventure Pacing”
    • MM Vol. 30, pg. 3
  • “Dealing With Time Pressure”
    • MM Vol. 32, pg. 18
  • “Mythic Mass Combat System”
    • MM Vol. 33, pg. 12
  • “Fluid Scene Structure”
    • MM Vol. 34, pg. 10
  • “Ideas For Cooperative Mythic Games”
    • MM Vol. 35, pg. 12
  • “News Feeds”
    • MM Vol. 35, pg22
  • “Mythic Stress & Fear Rules”
    • MM Vol. 36, pg. 16
  • “Troupe Style Solo Adventures”
    • MM Vol. 37, pg. 3
  • “Make Your Own Elements Meaning Tables”
    • MM, Vol. 38, pg. 26
  • “Meaning Table Collections”
    • MM, Vol. 40, pg. 3
  • “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
  • “Creating Game Loops In Solo Play”
    • MM Vol. 43, pg. 3
  • “One-Page Character Crafter”
    • MM Vol. 45, pg. 3
  • “Magical Tradition Generator”
    • MM Vol. 45, pg. 18
  • “Star System Creator”
    • MM Vol. 46, pg. 3
  • “Solo Adventures In The Style Of Found Journals”
    • MM Vol. 46, pg. 34
  • "Cozy Solo"
    • MM Vol. 48, pg. 3

Friday, December 20, 2024

Mythic Location 2a: Under Quarter of the Frozen Citadel of Naggrim the Usurper

 Interpretation background.

Mythic Location 2 Link. This link will take you directly to the Location Crafter results I used to build the city below

Context is everything when taking a Location Crafter template and using it in your own personal game. The context for this location that there is a Great Glacier, known by many names to the hundreds of tribes and villages it looms over, that has created a frozen cap to the northern world, creeping down from the mountainous northern pole and spreading dozens of feet a year, as a new ice age over takes the world. There are a series of 3 mighty citadels of ancient origin that through little understood technology or magic have been preserved within the glacier, which flowed around them leaving them intact. The glacier itself is a source of a deep and icy power that commoners fear and magicians treasure. 

The are described below is a partially frozen suburb of one of these mighty fortresses. It stands out from them that it isn't ruled by one of the ancient Hyperborean elders, as are the other two, but instead by a robust usurper king, though whom though age has over taken him, still lives due to the ancient techno-magic of his viziers and magicians.

Still little of that matters to the residents of this foreigner slum. Lets have a peek around and see what is available to the daring hero, willing to brave the edge of the world?  

though there are only 12 locations mentioned in this gazetteer there are other things, like small food shops, general provisioners, stables, bars, and many kinds of  impoverished homes that wouldn't catch the eye of a wandering adventurer. If your PC seeks out one of these logical places, just assume it can be found within a block or two of their current location. Likewise there are many more people and domestic animals that largely work as set pieces. Encounters are things that directly interact with our protagonist. Should he stop and talk to someone they would become an encounter, but actual encounters come to him.


The under Quarters of the Frozen Citadel of  Norgrimm the Usurper King

1. Logrin the Sword has been traveling, with a guide (Encounter Expected), through a maze if ice tunnels for several hours (Location Confusing). A twisting turning maze hollowed in the glacier through eldritch powers. The shifting and creaking of the ice keeps the warrior on alert, though if the tunnel collapses, it will mean sudden death, no matter how skilled he is with a blade. The glacier makes him feel small and weak, and he likes it not. Most of the tunnels are just wide enough to allow for pack animal and men to be led single file (Location Small). The sledge in which he made the journey over the tundra is now left far behind. Logrin, though a warrior is no fool, he tried to keep track of the path through the ice tunnels, but there were so many switch backs an forked paths that he is thoroughly lost but amazingly grateful when he he hears a bustle of human activity ahead and smells not just the cold tinny smell of the ice of but the welcome stink of a good honest city (Connection Happily Aromatic). Right before exiting the frozen labyrinth the guide gives him a cloak pin of cheap metal, and informs him to wear it at all times, as it grants permission to this quarter (Object Inactive/prized)

2. Just past the mouth of the ice tunnel there is a short hallway that has alcoves on both the right and the left which several men could fit into, and a glance up shows an ancient portcullis, frosted with rime, but appearing to be in working order (Location Expected guard post), though no guards are manning it at the moment. Perhaps it is only manned when trouble is expected, after all the maze itself is better deterrent than any gate would be. (connection leads directly to next area)

3. Beyond the guard station is a small plaza (Location Expected), lacking most of the gate riffraff one sees at the edge of most cities. In stead the plaza is ringed with dilapidated houses and a couple cafes and a tavern. At the center of the plaza though is a sight that draws the eye immediately. On a raised block is a headless corpse, stripped to it its small clothes and frozen stiff, and next to it is a two handed headsman's sword, pushed into a niche on the side of the block. The few locals milling around take no notice of it. Logrin turns to his guide for a explanation, but before he can even speak the man says in a quite tone, "Justice is swift in the Citadel, and there is little chance of a second offense, traveler. Be mindful of that" (Object Expected and Weapon/Magnificent). The Plaza of Just Retribution, can be exited by any number of twisting ally and by one twisting cobbled road. The guide heads in that direction and Logrin follows (Connection, Save with a Curve or Turn)

4. Coming out of the curve of the main through fare reveals a small block dominated by felt tents (Moving), of the sort used by the tundra folk. There are pack animals in the center of the area and a bored looking guard watching over them. Logrin thinks "Merchant caravan" but as there are no wares present nor merchants he moves passed the spectacle (Empty). He notes that the locals, and his own guide, give it a wide birth, rather than stay on the main road the guide diverts the swordsman down an ally that is lined with over a dozen small shrines on each side of the road. Some are frosted over and clearly neglected, but others have offerings placed in bowls or ashes of them in braziers.  (Majestically/Quaint)

5. At the end of the alley are two things of intrest. One is a small shop with an open counter at an open window, with a selection of bottles and jars arranged along the counter. There is no particular signage up, and the building appears to be fairly new (Modern). Logrin theorizes it is an apothecary shop, which could be useful down the road (Positive). At the end of the alley is a guarded door, but the guard, seeing the badges worn by both Lorgrin and his guide just wave them in. Once through the door, they are in a small room that begins to rise to a new level. Logrin is sophisticated enough that he knows an elevator when he rides one, but this one moves with a smooth operation rather than the herky-jerky movements of those powered by oxen or water mills (Mechanical/Mysterious).

6. The elevator stops and we are waved out by two armed, but very bored looking guards. This is a small and right now crowded room. There is a counter, behind which is a clerk and two heavily armed guards who are more attentive than those who waved us in. Also in the room is a wealthy southerner and a retinue. Some of the retinue are armed guards of his own drawn from all over the jagged coast region and a smallish man who has "valet" written all over him. The Southern doesn't only hold the eye because of his rich clothing but he is also one of the biggest men Lorgrin has ever seen. Not just in height and build, but he has also run enormously to fat  (Mighty). The clerk is practically fawning over the man, so perhaps he is locally known or perhaps the clerk is just impressed by his obvious wealth and size. Lorgrin certainly is. The clerk hands him a badge that is made of silver, probably just plated, and he signs some paper work. At this point he turns and regards Logrin. 

The merchant regards Lorgrin for a moment. Clearly this man was once a warrior or at least has seen combat. He has an old scimitar wound that has left his cheek scarred and leave an area in which his lustrous black beard refuses to grow. Also his hands, though ring bedecked show signs of cuts and callouses one wouldn't expect in a pampered merchant prince. 

He turns back to the customs clerk and says to him, "See this warrior is not held too long down here. I would have his company in the citadel if he proves not to be an enemy of the King". The valet takes a heavy gold coin from a purse and sets it on the counter (generous).

"I am called, Asan the Fat. What are you called warrior?"

"I am Logrin Swordsworn" 

"Logrin, I am sure we will meet again. Seek me out at the Sign of the Sleek Leopard".

With no other words or regard to the clerk or guards, Asan remounts the elevator leaving and his retinue has to crowd around him.

Logrin steps up to the clerk. The gold coin is already gone. His tone is more formal when he asks the swordsman's business in town. Logrin explains he is a skilled blade for hire and seeks employment with the king. His true quest is not the business of a sniveling clerk. He is presented with a slightly verdigris coated copper brooch to and his cheap pot metal one is returned to the guide (object known).

Soon they are back in the elevator and heading up again (connection same and Exit)

7.  When the doors of the ancient elevator open again, Logrin experience a touch of shock. He is immediately over come by the noise of dozens of kiosks with merchants bellowing their wares, and possible over a hundred persons of all descriptions shopping and haggling or in clusters gossiping. This reminds Logrin of the bazaars of the south, except for being in open air this bazaar is in a giant hall supported by heavy columns and it is lighted by dozens of bright lanterns, with attendants constantly move between the lights refreshing the oil. The expense alone, within this mighty glacier, must be extravagant. (Special  Supersized).  An the way across the expansive bazaar, Logrin bought some breakfast of beer and a skewer of meat from a vendor (Object expected), gave a rough slap to an urchin that had curious fingers about his money pouch, and politely ignored any number of ladies of varying beauty standards who made suggestive offers. At the far end of the bazaar was a wide but cold stairwell leading upward (Connection Stairs).

8.  Leaving the hustle and bustle of the bazaar behind, though it was still audible brings Logrin into a crowded area with a disturbingly low ceiling. Here the guide is needed once again to thread between the cramped and seemingly random roads, lined on both sides by cheap housing (location expected). Here to glacial cold is more penetratingly and for the first time since entering the under keep of the citadel there is a sharp reminder that this place is surrounded on all sides by the glacial coldness. The few people on the streets are dressed in heavy furs and travel head down and seem to be heading purposefully to somewhere. There are no street vendors, and very few shops (encounters and objects none). Eventually we reach another stair leading up (Connection same).

9. The next neighborhood is like night and day. the first thing Logrin realized is that his heavy furs were far too hot (Warm). Next, he saw hustle of tradesmen (Active), not like the bazaar with all of its noise, but stolid and dependable craftsmen and merchants. Mostly of the dull products of civilization such as boring vegetables, common kitchen wear, and garments (objects expected), but compared to the last district it was awash in wealth and activity.  This district is separated from another on the same level by a guarded bridge (connection bridge), that lead over a stream that radiated cold, but commerce across the bridge was active. The guards (encounter expected) simply looked for persons in the right badges and waved them past. 

10. On the other side of the bridge was clearly also the other side of the financial spectrum. The crafts and tradesmen from the "poorer" side spoke diffidently to the guards and persons traveling about. The towns folk here wore colors besides drab greys, and browns, and layers of fur (encounter Expected). The district is well lighted but not with smoky lanterns or torches, but with ancient bulb devices on poles (objects Expected). Not all of them worked, but most of them did, dispelling the darkness.  At the of this district is another stair well leading up, but this one is well lighted with the glowing globes, affixed to brackets along the walls (Connection expected). 

11. Compared to the district he just entered, the affluence of the last level is paupered. This district lacks houses. It has palaces (object fortunate and enormous). People on the street wear livery and when the residents travel in curtained sedan chairs (encounters expected). Here the pale features of the Hyperboreans and the ruddy faces of the Northerners show no mingling, and each side, though both are rich, give each other copious room. Every one knows that Naggrim the Usurper, now an ancient man of at least a century in age, brought his whole tribe into the citadel and displaced the prior royal house. Here we see the lesser decedents of both. Though there hair and skin set them apart the haughtiness of their demeanor shows how close the two have become. Logrin and his guide are allowed to travel only on the broad straight road that goes directly through the district and ends in what appears to be a small military style fortification to two portcullis   sandwiching a stone space. In front of the gate stands two guards in impressive mail and faces covered with veiled helms. After explaining that he is here to offer his sword to the king one of the guards joins him, and his guide to this point, turns back. Beyond the portcullis is a winding staircase (connection, same with a curve) with room for only one person coming or going. One armored guard at his front, and the other at his back he rises into the citadel at last. 

Location (small) Expected ; Encounters Expected ; Objects Random (fortunate/enormous); Connection Same, with a curve or turn

12. Logrin is lead to a small elevator and one of the guards adjusts some obscure device on the wall then closes a barred gate in front of him. The room begins to rise and to slide. the movements feel random and when they are over there is a bare cell with a single Northman and a single Hyperborean, and a lot of talking coming up (encounter expected) one more curvy flight (save with a turn that ends in a barrier) and being show a small barracks cell for his convenience .


W.D.

P.S
This was a lot of fun to write. It took a while and I stretched my imagination for some of the descriptions.  It is very different to design a dungeon where the encounters are threatening and life and death hangs at every turn. In a city you can give more of a feeling the local flavor with benign encounters and the opportunity for adventure is different. 

I hope this demo was useful for a few of you. Love to hear your feedback.
Happy Gaming
W.D.


Wizard Dad's Work Shop: The New Years Project

Let me start with some honest. I have never (successfully) designed an RPG from the ground up. With that said I have heavily modified almost every game I have ever played. 

I have recently been inspired by the Mythic GME app, along with Mythic Magazine #31, Using Mythic GME as a Light RPG, to work up a slightly heavier version of the concept that keeps the freeform nature, but adds a bit more structure to character creation and advancement, while conversely lowering the complexity of NPC/Monsters. This page, and many to follow after it, over the next few months is will be a design log of an on the go game that can be played directly from a mobile device.

It will cover concepts like character creation, hierarchy of abilities, character advancement, keeping NPC simple (because who doesn't like monsters and sidekicks), organizing Lists, ways to build special abilities that feel special, how to start the game at various power levels, and I am sure a host of other topics. 

The goal is to use the app, and a simple notebook function found on almost all portable devices, to play the entire game, but to have enough crunch to satisfy a feeling of an organized system, even on the go. The Descriptor and Rank system given in the article give a strong groundwork to build from

Let me start by saying nothing is wrong what so ever with the app and the magazine article, and I may well be sliding a game out into the world that is neither necessary in any way or wanted. But all my life I have wanted to create an release into the wild a tool that will allow people to build characters and worlds for their imaginations to play in. So accompanying the rules modules will be a few examples from my varied interest that you will be able to grab and play if you want. 

I know the popularity of this blog is largely due to my upkeep of the Mythic Magazine Index, and that will still be a major focus, but I want to take all those rich modular elements available in the magazines, and my own humble creativity, and give back a bit more.

If you read this far, thank you.

W.D.

Friday, December 13, 2024

Variation 12: Handling Complicated Campaigns

Handling Complicated Campaigns (MGME2 pgs. 166 - 169)

Return to ToC

Whether you are playing solo or with a group, campaign management is eventually going to become an issue. When playing solo it has its own special problems, such as list management of what could turn out to be dozens of NPCs or Threads. 

The essay "Handling Complicated Campaigns" gives great guidelines on the topic. Sublist, list pruning, reducing instances, and other useful suggestions slim a bloated list back to a useful size.

The article below is the blueprint that this essay derives from,

  • “Creating Complicated Campaigns”
    • MM Vol. 23, pg. 3
and on a related topic

  • “Creative List Tips & Tricks”
    • MM Vol. 17, pg. 3

but it isn't the only magazine article that takes on complexity.

Sometimes the complexity that needs to be handled is smaller scale, maybe down the basic unit of play, the scene.

  • “Starting, And Ending, Scenes”
    • MM Vol. 10, pg. 4
or even just an interaction within a scene.

  • “Behavior Checks Simplified”
    • MM Vol. 1, pg. 8

Perhaps your complication begins even before the campaign, and you want to make sure the game steers in the direction you want to play?

  • “Customizing A Solo Adventure Before You Begin”
    • MM Vol. 7, pg. 4
  • “Generating Compelling Backstories”
    • MM Vol. 8, pg. 11
  • “Control Your Adventure With Keyed Scenes”
    • MM Vol. 10, pg. 12

The topic of campaign management, scene management, or story design could fill volumes, but the articles above, along with the Complicated Campaign essay, could help you get off the ground and keep the game flying. 

W.D.

PS
I haven't' really done this topic justice. I plan to come back and keep adding useful articles to the few listed here. If you have a favorite to suggest, as I have already noticed a few I plan to go back and add, I ask please just note them in comments section and if I agree with you I will post them up. This topic is one of the most important in the variations, and there are probably a dozen articles at this point that would expand it.

Tuesday, December 10, 2024

Mythic Index Topic 12: Mythic GM Emulator as Core RPG

Know what you want to play but don't have a system to plug into it? Maybe want something a bit more free form? Here are a few articles that could help out. Some are about placing aspects of Mythic into other games, but there are many below that will allow you to take the MGME2 and a magazine and just take off. 


Mythic GM Emulator as Core RPG

  • “The Mythic Magic System”
    • MM Vol. 21, pg. 9
  • “Giving Mythic A Personality”
    • MM Vol. 27, pg. 3
  • “Mythic RPG Narrative Combat”
    • MM Vol. 28, pg. 10
  • “Mythic As A Solo Journaling Game”
    • MM Vol. 30, pg. 10
  • “Mythic GME As A Rules-Light RPG”
    • MM Vol. 31, pg. 12
  • “Mythic Mass Combat System”
    • MM Vol. 33, pg. 12
  • “RPGs As Inspiration For Mythic Adventures”
    • MM Vol. 35, pg. 3
  • “Mythic Stress & Fear Rules”
    • MM Vol. 36, pg. 16
  • “Rules & Tools For Science Fiction Adventures” 
    • MM Vol. 41, pg. 16
  • “Writing Fiction With Mythic”
    • MM Vol. 43, pg. 20
  • “Magical Tradition Generator”
    • MM Vol. 45, pg. 18
  • “Solo Adventures In The Style Of Found Journals”
    • MM Vol. 46, pg. 34
  • "Steal the Rebellion"
    • MM Vol. 48, pg. 16

Thursday, November 28, 2024

Wizard Dad: Locations, Encounters and Objects that can be found a Citadel Slum

So, I am playing an old school (genre not system) Sword & Sorcery campaign, the next leg of which takes me to the foreigners quarter of a community that live the shadow of a great and ancient citadel two miles into a glacier. I like my games to be a spontaneous as possible, but I don't necessarily want to spend a lot of play time working on trivium. So, here are three list of 10 things that can be found in the freezing foreign slums in the shadow of an ancient magical citadel... in a glacier.  

Encounters
  1. Guard Patrols. (Are they honest or corrupt? If corrupt are they just take a bribe corrupt or do they constitute a gang unto themselves?)
  2. Merchants. (are they poor and desperate? are they rich and cunning? are they poor and cunning? what do they have to sell?)
  3. Rats. (are they normal rats? if not how are they abnormal?)
  4. Stranded Foreigners (how did they get stranded here? how do they get by? why is there a foreign quarter at all?)
  5. A drunk or otherwise intoxicated person (do they even notice you? is it a well off citizen slumming? Is it a desperate soul seeking solace in a bottle? Are they aggressive? Are they hallucinating?)
  6. A local holy person (are they seeking converts? offering service to the poor? from a local cult? from a foreign cult found only in this district? Are they proselytizing?) 
  7. A local mystic (Are they a diviner hawking fortunes? A fraud seeking money? An alchemist seeking ingredients?)
  8. Thieves (are they part of a larger gang or organization? are they currently involved in thieving? are they seeking to profit or just to get by?)
  9. Citizens (are they here for business reasons? are they poor and outcast and thus have to live amid the foreigners? are they arrogant because of there station, even if they have little more than the poor?)
  10. A stalking beast (a dangerous animal released for the amusement of the mighty? a monster from the ice or steps? a mad man with a knife or sword? a murderous spirit?)

Locations
  1. Tavern or inn (is it clean? is it a pit? do they bother to keep it warm? is it upstanding or hive of scum and villainy)
  2. Guard Post (is it manned? clean? drab? full of trophies?)
  3. Bureaucratic office (what do they do? are they corrupt? is the building in good repair against the squalor of the district or is it a symbol of order dragged into the chaos)
  4. Private home of note (does it stand out because of its size? because of a aura of menace? is it a rambling mansion falling in on itself from disrepair, or the home of a famed hero/adventure/impoverished sage?)
  5. Hospital or sanatorium. (who is sponsors it? is it free in this poor district or another way of squeezing pennies from the poor? Is just a place to store the sick until they die or can adequate care be given? Does it favor a certain class of people or is it open to the public
  6. Casino or other house of Vice (does it front as a different sort of business? Is its trade open and visible or is it visited furtively? is it an accepted part of the district? does its reputation connect it to organized crime
  7. Temple (is this devoted to a single god? a local power? a foreign cult? or maybe it is a place of spiritual philosophy that transcends, or is beneath, the care of the great powers. 
  8. Apothecary (is this run by a wise one devoted to the healing arts? does it deal in trivialities as well as medicines? can you by illicit drugs at the back door and medicines out the front? does it even need to hide its darker more dangerous wares?)
  9. The home of a mystic (is this a failed sorcerer now living in exile and shame? a shaman of the streets? a diviner or some other fortune teller? a very talented fraud? a witch with all the dark bargains this implies? or just a lore master who knows a few spells, but is steeped in information)
  10. A gang warren (is this a brash building with the gangs symbol emblazoned on the building or is it just known as a dangerous place because of the ruffians hanging about the doors?)
Objects
  1. Object made of un-melting ice (what is it? a statuette, a tool, just a chunk of glowing glacial ice?)
  2. A weapon (what sort of weapon? is it broken? is it of mysteriously high quality?)
  3. Rubbish (compost heap? broken furniture? is there something shining in the heap?)
  4. A dead creature (is it a dog, a cat, a giant rat, or a human? Does it look out of place, diseased, mutilated, or dead by exposure?)
  5. Paper/parchment (a book page that has been ripped out? A lost note? a list? an official document now far out of place? a leaflet such as a religious track or advertisement?)
  6. Jewelry (is it junk jewelry? something simple of precious metal? Is it engraved? Does it have a precious stone? carved from ivory or bone?)
  7. Dice or cards (crudely carved or painted? single die or card with ominous portents? well painted cards or ivory dice in a simple crude box? marked cards or loaded dice?)
  8. Money or trade goods (a pittance? a substantial amount? too much to have been dropped by accident?)
  9. Teeth (Human? predator? on a leather thong? artificial? ivory? metal?)
  10. A key (simple? skeleton? barreled? engraved with address? so alien it may not be a key at all?)

Mythic Index Topic 11: The Creature Crafter Expanded

Adventures are made up of many elements, but if action is your goal, a good monster is probably the first thing we reach for, but after your first few decades as a player or GM some of the surprise goes out of even the most fierce monster. In comes the Creature Crafter to the rescue. 

The Creature Crafter on its own is a very useful book but it can be a bit much for spontaneous real time play. The articles below help to speed up its use, or replace it all together. 

Looks like you have a tough fight ahead. Swords high and best of Luck.

  • “Creature Crafter Simplified”
    • MM Vol. 13, pg. 14
  • “One-Page Creature Crafter”
    • MM Vol. 34, pg. 3

Wednesday, November 27, 2024

Mythic Locations 2: Mad Libs Locations For Location Crafter RPG supplement, neighborhood of a Metropolis

So, I am playing a game which is going to have a long urban segment. I want to get a feel for what is in the foreigners quarter. Before playing it out I am going to build a template, as I did way back in Mythic Locations 1, some months ago. After play and populate it I will then post up a finished district here, for any of you folks to put to what ever use you want, but the template will be setting agnostic.

If you want to do this for yourself, pick up MM #16 and you may well want to have the core book Location Crafter

Lets dive in. I am skipping the City Region Descriptors Table and the City Story Descriptors Table for now because I want an agnostic template. That leads us to jumping straight into the various city elements until we hit complete. (You can find a useful fillable PDF at https://www.wordmillgames.com/resources.html).

1. Location (small) PP(progress points) 0 Random (Confusing/Small) ; Encounters PP0 Expected; Objects PP0 Random (Inactive/Prized); Connection Roll on Description Meaning Tables (Happily/Aromatic)

2.Location (small) PP1 Expected ; Encounters PP1 None; Objects PP1 None; Connection Leads directly to another Area.

3. Location (small) PP2 Expected ; Encounters PP2 None; Objects PP2 Known, or Random (weapon/magnificent); Connection Same, with a curve or turn

4. Location (small) PP3 Random (Moving/Empty) ; Encounters PP3 None; Objects PP3 None; Connection Roll on Description Meaning Tables (Majestically/Quaint)

5. Location (small) PP4 Random (Positive/Modern) ; Encounters PP4 None; Objects PP4 Expected; Connection Roll on Description Meaning Tables (Mechanical/Mysterious)

6. Location (small) PP5 Expected ; Encounters PP5 Random (Generous/Mighty); Objects PP5 Known or Special (EXIT HERE); Connection Same

7.  Location (small) PP6 Known or Special (Supersized complete) ; Encounters PP6 Expected, PP-6; Objects PP6 Expected; Connection Stairs

8.  Location (small) PP7 Expected, PP-6 ; Encounters PP0 None ; Objects PP7 None; Connection Same

9. Location (small) PP1 Random (Active/Warm) ; Encounters PP1 None ; Objects PP8 Expected; Connection Bridge

10. Location (small) PP2 Expected ; Encounters PP2 Expected ; Objects PP9 Expected, PP-6; Connection Expected.

11. Location (small) PP3 Expected ; Encounters PP3 Expected ; Objects PP3 Random (fortunate/enormous); Connection Same, with a curve or turn

12. Location (small) PP4 Complete (Expected) ; Encounters PP4 Expected ; Objects PP4 None; Connection Same, with a curve or turn with barrier.


After I have a chance to wander around and get to know the district I will put up the filled out portions and 

Tuesday, November 26, 2024

Mythic Index by Topic 10: Themed Adventures and Theming Adventures

Oof. This is a big topic, but an important one.

Mythic can, straight from the book, offer any type of game, and if you play it straight from the book, assuming you can be a bit nuanced with your Fate Questions, you can guide it towards any play style. 

The articles below offer some help to get the exact game you set out to play, with combinations of systems and tips, that take some of that pressure of nuance off of your mind, so you can focus more on the fun!

  • “Creating Mystery Adventures”
    • MM Vol. 6, pg. 4
  • “Using Mythic With Published Adventures”
    • MM Vol. 3, pg. 4
  • “Control Your Adventure With Keyed Scenes”
    • MM Vol. 10, pg. 12
  • “Emotional Quest Adventures”
    • MM Vol. 14, pg. 3
  • “Crafting Solo Horror Adventures”
    • MM Vol. 19. pg. 20 
  • “Conclusive Adventure Conclusions”
    • MM Vol. 20, pg. 3
  • “Turn Any Show, Movie, Or Book Into A Solo Adventure”
    • MM Vol. 20, pg. 17
  • “Generating Adventure Puzzles”
    • MM Vol. 23, pg. 18
  • “The Event Crafter”
    • MM Vol. 24, pg. 3
  • “Running Solo Procedural Dramas”
    • MM Vol. 26, pg. 3
  • “Giving Mythic A Personality”
    • MM Vol. 27, pg. 3
  • “Never-Ending Adventures”
    • MM Vol. 28, pg. 3
  • “Gather A Crew” Mythic Adventures”
    • MM Vol. 32, pg. 3
  • “Open World, Sandbox Solo Play”
    • MM Vol. 33, pg. 3
  • “Mythic Mass Combat System”
    • MM Vol. 33, pg. 12
  • “RPGs As Inspiration For Mythic Adventures”
    • MM Vol. 35, pg. 3
  • “Location Based Adventures”
    • MM Vol. 36, pg. 3
  • “Mythic Stress & Fear Rules”
    • MM Vol. 36, pg. 16
  • “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
  • “3-Act Structure For Mythic Adventures”
    • MM Vol.43, pg. 12
  • “Creating Game Loops In Solo Play”
    • MM Vol. 43, pg. 3
  • “Running Solo Slice Of Life Adventures”
    • MM Vol. 44, pg. 39
  • “Magical Tradition Generator”
    • MM Vol. 45, pg. 18
  • “Star System Creator”
    • MM Vol. 46, pg. 3
  • “Solo Adventures In The Style Of Found Journals”
    • MM Vol. 46, pg. 34
  • "One Page Mystery Crafter"
    • MM Vol. 47, pg. 3
  • "Cozy Solo"
    • MM Vol. 48, pg. 3
  • "Steal the Rebellion"
    • MM Vol. 48, pg. 16

Monday, November 25, 2024

Blog Update: Its Alive!

Through a stroke of good luck, at the ripe old age of 48, I am a student again. I am working on expanding my professional skills through some certification preparation courses. The only down side of this is that it does chew through the time I used to devote to blog articles. 

I am piping up just say "the blog still lives!" but perforce my output is drastically slowed. 

I do have a few project to post on the horizon. I have been experimenting with a cozy mystery setting which I feel could be a nice way to relax and a nice break from the normal super speed pace of rpgs. With that said though I am also going back to set piece building and I will be adding some locations that I had the good fortune to game through, that I think could be fun for other players or GMs as well. 

I can't give a firm date on when I will knock those out, but I can say, though slowed, I am still out here trying to put out some quality content to make your life as solo player a little easier.

If you read this far thanks for sticking with me.
W.D.

Variation 11: Using Mythic with Prepared Adventures

Using Mythic with Prepared Adventures (MGME2 pgs. 156 - 165)

Return to ToC

The general trend in solo pprpg gaming, as I have noted through personal observation, is to spin out stories spontaneously, perhaps using a few guidelines, like generating a few NPC and locations a head of time. 


With that said though, there is a great deal of fun to be had in the 50+ years of game modules that have been written by some of the best writers in the RPG field. It is only natural to want to give these a spin.

The essay "Using Mythic with Prepared Adventures", as a direct connection with an earlier iteration on the same theme found in 

  • “Using Mythic With Published Adventures”
    • MM Vol. 3, pg. 4.
The focus of this article is the same as the essay above, but there are a couple of other articles that can enrich the experience of using a module to guide you.
Perhaps you have already run the module through so there are few surprises to be found, but you would like to see how it would have unfolded with a different group who follows different strategies?
  • “Mythic as a Player Emulator”
    • MM Vol. 41, pg. 18

Or maybe you don't so much want to play the module, but use elements from it to enrich your more "traditional" solo experience?
  • “Getting The Most Out Of Sourcebooks”
    • MM Vol. 12, pg. 3
So go forth and game. All those classic gaming experiences are as open to you as a solo player as they would be to a group. It just takes a bit of a different point of view.

Mythic Index by Topic 9: The Adventure Crafter Expanded

The Adventure Crafter,  Drivethru RPG $11.95, is a useful tool for GM of traditional social RPG or for the solo player. It is useful for giving important high points in an adventure, that then you can connect by scenes, or even just to give the first launching scene, a gentle push if you will, after you have a character ready to go. The articles below expand on that utility.


The Adventure Crafter Expanded

  • “Combining Mythic With The Adventure Crafter”
    • MM Vol. 5, pg. 4
  • “Generating Compelling Backstories”
    • MM Vol. 8, pg. 11
  • “Solo Play Strategy: Focusing In”
    • MM Vol. 11, pg. 4
  • “The Big Collection Of Big Examples”
    • MM Vol. 17, pg. 23

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
    • "Cozy Solo"
      • MM Vol. 48, pg. 3