- “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
This is an RPG blog with a focus on Solo play in many styles. Explorations of popular game engines, lesser known games, and the author's fancies. With deep thanks to Tana Pigeon for encouragement and her Mythic solo engine for inspiration.
Saturday, December 21, 2024
Mythic Index Topic 15: Adventure Structure
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
- “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
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 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?"
"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)
I hope this demo was useful for a few of you. Love to hear your feedback.
Happy Gaming
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
- “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
- “Behavior Checks Simplified”
- MM Vol. 1, pg. 8
- “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
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
- Guard Patrols. (Are they honest or corrupt? If corrupt are they just take a bribe corrupt or do they constitute a gang unto themselves?)
- Merchants. (are they poor and desperate? are they rich and cunning? are they poor and cunning? what do they have to sell?)
- Rats. (are they normal rats? if not how are they abnormal?)
- Stranded Foreigners (how did they get stranded here? how do they get by? why is there a foreign quarter at all?)
- 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?)
- 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?)
- A local mystic (Are they a diviner hawking fortunes? A fraud seeking money? An alchemist seeking ingredients?)
- 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?)
- 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?)
- 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?)
- 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)
- Guard Post (is it manned? clean? drab? full of trophies?)
- 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)
- 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?)
- 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
- 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
- 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.
- 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?)
- 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)
- 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?)
- Object made of un-melting ice (what is it? a statuette, a tool, just a chunk of glowing glacial ice?)
- A weapon (what sort of weapon? is it broken? is it of mysteriously high quality?)
- Rubbish (compost heap? broken furniture? is there something shining in the heap?)
- 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?)
- 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?)
- Jewelry (is it junk jewelry? something simple of precious metal? Is it engraved? Does it have a precious stone? carved from ivory or bone?)
- 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?)
- Money or trade goods (a pittance? a substantial amount? too much to have been dropped by accident?)
- Teeth (Human? predator? on a leather thong? artificial? ivory? metal?)
- 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
If you want to do this for yourself, pick up MM #16 and you may well want to have the core book Location Crafter
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)
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.
- “Mythic as a Player Emulator”
- MM Vol. 41, pg. 18
- “Getting The Most Out Of Sourcebooks”
- MM Vol. 12, pg. 3
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
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
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
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.
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?
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
- “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 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
- “Mythic As A Solo Journaling Game”
- MM Vol. 30, pg. 10
- “Solo Adventures In The Style Of Found Journals”
- MM Vol. 46, pg. 34
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