Sunday, September 29, 2024

Variation 6: Resolving Character Vs. Player Knowledge

Resolving Character Vs. Player Knowledge (MGME2 pgs. 141 - 144)

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In this Variation, several strategies are outlined to deal with the "problem" of PC vs Player knowledge. It gives options such as unreliable information, which could appeal to simulations players, to using the knowledge to construct better expected scenes. Sometimes a PC could be walking into a trap, a fact known to the Player. There is a suggestion that this could be used to make thrilling cinematic moments. Here the Player is observing what is happening to the PC, rather than directly experiencing it as it is happening. 

The multi approach options will help players of many different styles. While there is a only a few pages devoted to it, several useful approaches are given. 

This topic is discussed specifically in one Mythic Magazine article, and the problem is also covered to some extent in the article about using pre-published game modules. 

  • “Resolving Character vs. Player Knowledge”
    • MM Vol. 8, pg. 4
  • “Using Mythic With Published Adventures”
    • MM Vol. 3, pg. 4
Though not directly referred to, many other articles include situations where players have meta knowledge, for which the advice in this variation could be very useful . In the set up of solo focused, mythic guided adventures, you start with some prefabricated details that make it a module.
  • “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
  • “Swords & Towers”
    • MM Vol. 29, pg. 12
  • “The Crypts of Krozen Crest”
    • MM Vol. 44, pg. 3
Also many articles about NPC and Setting creation, as well as guiding scenes, give details that are essential for the use of the material.
  • “Customizing A Solo Adventure Before You Begin”
    • MM Vol. 7, pg. 4
  • “Turn Any Show, Movie, Or Book Into A Solo Adventure”
    • MM Vol. 20, pg. 17
  • “Open World, Sandbox Solo Play”
    • MM Vol. 33, pg. 3
  • “Solo Setting & World Creation System”
    • MM Vol. 38, pg. 3
  • “Combining Mythic With The Adventure Crafter”
    • MM Vol. 5, pg. 4
  • “Generating Compelling Backstories”
    • MM Vol. 8, pg. 11
  • “Control Your Adventure With Keyed Scenes”
    • MM Vol. 10, pg. 12
  • “Creating Game Loops In Solo Play”
    • MM Vol. 43, pg. 3
The various articles expanding the Location Crafter options also needfully give certain amounts of meta knowledge going in.

  • “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

Monday, September 23, 2024

Variation 5: Diversifying Threads

Diversifying Threads (MGME2 pgs. 140 - 141)

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In this short Variation , we don't see so much a hard rule as useful advice. Taking a simple one statement thread and breaking it various related components can add granularity and include more of the context.

This is another Variation which doesn't have any specific Magazine correlation, but there are useful related articles. 

  • “Starting, And Ending, Scenes”
    • MM Vol. 10, pg. 4
  • “Generating Compelling Backstories”
    • MM Vol. 8, pg. 11
  • “Creating Complicated Campaigns”
    • MM Vol. 23, pg. 3
  • “NPC Evolving Motivation Rules”
    • MM Vol. 39, pg. 3
  • “When Characters Distrust Each Other”
    • MM Vol. 24, pg. 24
  • “The Villain Crafter”
    • MM Vol. 41, pg. 3
  • “One-Page Character Crafter”
    • MM Vol. 45, pg. 3
  • “Gather A Crew” Mythic Adventures”
    • MM Vol. 32, pg. 3

Friday, September 20, 2024

Variation 4: The Thread Progress Track

The Thread Progress Track (MGME2 pgs. 132 - 140)

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Sometimes you just can't summarize an idea better than the author did so I will allow this quote to introduce the concept of this variation.

"You never know where a Mythic adventure will take you. Usually this is exciting, exploring the unknown with your Player Character. Sometimes, though, it can be frustrating: you want a more linear narrative to play out, but Mythic just isn’t cooperating.

You can use the Thread Progress Track to focus your adventure on a target goal and keep things moving toward a conclusion."

This simple tool allows you to create a specific adventuring experience, such as you would get with a themed module or published adventure, while still staying firmly within the free form, generate it as you go, excitement of a Mythic game.

But the idea of using a track method to develop aspects of the game also shows up prominently in many of the Mythic Magazine articles. 

  • “Creating Mystery Adventures”
    • MM Vol. 6, pg. 4
  • “Crafting Solo Horror Adventures”
    • MM Vol. 19. pg. 20 
  • “Conclusive Adventure Conclusions”
    • MM Vol. 20, pg. 3 
    • (Which I believe was the original iteration of the thread progress track)

As an honorable mention the article on randomized world creation has a track style all its own, but is extremely useful on those days you just aren't quite sure what you want to play, but want a little meat on the adventure skeleton before you introduce the first scene.

  • “Solo Setting & World Creation System”
    • MM Vol. 38, pg. 3

Monday, September 16, 2024

Variation 3: Getting the Most out of Source Books

Getting the Most out of Source Books (MGME2 pgs. 128 - 131)

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The gist of this section is about seeing all the potential source books can offer. It encourages the reader to view take a wide view on what can be a source book in a solo game, from actual game manuals, to non gaming books you find inspirational due to descriptions, setting, or imagery. 

After an introduction on how wide the topic can be in zooms in on specific uses. These include world building, use as a tool in determining what to play (by randomly selecting from your available inspirational materials, as if your whole library were a description table), then tips on using whole books as inspirational tables. 

This was one of the ideas that has a direct link to an article in Mythic Magazine (MM), but the use of pre-published information can be found in several article referred to below. 

  • “Getting The Most Out Of Sourcebooks”
    • MM Vol. 12, pg. 3
  • “Turn Any Show, Movie, Or Book Into A Solo Adventure”
    • MM Vol. 20, pg. 17
  • "RPGs As Inspiration For Mythic Adventures”
    • MM Vol. 35, pg. 3

Variation 2: Determining NPC Statistics

Determining NPC Statistics (MGME2 pgs. 127 - 128)

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This variation is a very simple, yet effective, way of gaging the capability of an NPC based on the context available in the scene. It involves deciding what is a reasonable stat value, then randomizing the final out put with a Mythic Fate Check. 

While no magazine article directly touch on this topic some are related.

  • “Generating NPC Behavior With Fate Questions”
    • MM Vol. 9, pg. 11
  • “One-Page Character Crafter”
    • MM Vol. 45, pg. 3

Sunday, September 15, 2024

Mythic Musings 3 : Various Variations on Variations: Connecting the second half of Mythic GM Emulator 2e to supporting magazine articles.

I clearly have a bias. I really like the Mythic GM Emulator system, and the magazine that comes out every month to support it. I am a member of the Patrion. I participate in its Discord channel.

Now, let me be absolutely clear on one matter. You don't need ANY book or supplement to jump in and enjoy the hobby of soloing your RPGs. In fact, if you dial back in this blog to my May the 6th article, you will find a home made GM Emulator that took me only a couple hours to put together. 

With that said, there is a lot of fun in breaking into a solo game play community, such as can be found in the Mythic Discord. There you find a brisk trading of ideas, inspirations and techniques people have used to enrich their own games. 

I suggest you jump in with both feet and pick up Mythic Game Master Emulator Second Edition ($14.95 in pdf). The front half of that book will have materials that will keep you happily playing for weeks. 

The second half of that book is what I want to talk about today: Variations. In this section will find a rich diversity of essays about such diverse topics as setting up your solo adventures (pg. 123), to keeping a game focused using a progress track (pg. 132), to using Mythic to play premade adventures (pg. 156). 

None of the discussion topics above are strictly necessary for play, but they turn the Mythic System into a kaleidoscope of option. 

Many of these variations were introduced through the Mythic Magazine, and the articles which introduced them have slight variations on the themes and their own examples of its use.

So below I will link you to blog articles keyed to each Variation from MGME2 that will include the magazine articles that were its inspiration, were in turn inspired by a Variation, or have a natural relationship if no direct connection.

Naturally, these articles will be living documents as more articles further enrich the base game. I hope it will be of use to some potential gamer, who perhaps needs a bit of a life raft in the sea of options.


W.D.

Variation 1: Getting Prepared for Solo Adventure

Variation 2: Determining NPC Statistics

Variation 3: Getting the Most out of Sourcebooks

Variation 4: The Thread Progress Track

Variation 5: Diversifying Threads

Variation 6: Resolving Character Vs. Player Knowledge

Variation 7: Conclusive Adventure Conclusions

Variation 8: Chose Your Chaos Flavor

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

Variation 10: Control Your Adventure with Keyed Scenes

Variation 11: Using Mythic with Prepared Adventures

Variation 12: Handling Complicated Campaigns















P.S. 

There are only five more variations to cover, but no worries, as new magazines come out we will keep filling up the connections.

Variation 1: Getting Prepared for Solo Adventure

Getting Prepared for Solo Adventures, (MGME2 pgs. 123 - 126)

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This Variation focus on the most basic concept of how you get organized to play a solo session. It it include topics such as organizing your physical materials (books, papers, etc.), pre-creating lists from your inspirational materials, deciding what broad style the game will be (linear vs. sandbox), and how to go about recording your scenes and adventures afterwards. It wraps with several useful paragraphs that remind us that as we are the only audience of our work it can be done at the pace that fits our lives. 

There is a Mythic Magazine article that directly touches on this subject, but also other articles that tie into the theme.

  • "Getting Prepared For A Solo Adventure”
    • MM Vol. 4, pg. 4
  • “Customizing A Solo Adventure Before You Begin”
    • MM Vol. 7, pg. 4
  • "Matching An RPG To Your Style Of Solo Play”
    • MM Vol. 9, pg. 4
  • “Turn Any Show, Movie, Or Book Into A Solo Adventure”
    • MM Vol. 20, pg. 17
  • “Open World, Sandbox Solo Play”
    • MM Vol. 33, pg. 3
  • “Troupe Style Solo Adventures”
    • MM Vol. 37, pg. 3

Monday, September 9, 2024

Mythic Musings 2: A Mythic Magazine Index by Topic

This index is a living document and subject to change as new magazines and new categories present themselves. If anyone has suggestions for new categories, or wishes to discuss a particular article please feel free to do so in the comments below.

Some changes to come. The Index is getting a bit long for easy use, so I'm going to make each Topic a hyperlink to a page that focuses specifically on that Topic. I will still update the list on this page because sometimes a person (myself especially) isn't sure what it is they are seeking out, but I feel that links directly to focused lists would serve most people better, if they are searching for a specific article theme.

For more Mythic Content and great community discussions feel free to drop in at The Mythic Discord Channel. There is always great conversations about solo gaming in general and the various World Mill Press products in specific, going on at all times.

Topics List
Clarifications
The Creature Crafter Expanded
Mythic GM Emulator as Core RPG
Adventure Elements And Management
One Page Variations
Adventure Structure

Clarifications
  • “Removing The Ambiguity Of Ambiguous Events”
    • Mythic Magazine (MM) Vol. 1, pg. 4
  • “Mythic & Crafter Flowcharts”
    • MM Vol. 4, pg. 14
  • “Starting, And Ending, Scenes”
    • MM Vol. 10, pg. 4
  • “More Flowcharts!”
    • MM Vol. 14, pg. 24
  • “The Big Collection Of Big Examples”
    • MM Vol. 17, pg. 18
  • “Rules Guide”
    • MM Vol. 27, pg. 16
  • “Detailed Flowcharts For MGME2e”
    • MM Vol. 39, pg. 2

Rules Variations 

  • “Behavior Checks Simplified”
    • MM Vol. 1, pg. 8
  • “Using Mythic With Published Adventures”
    • MM Vol. 3, pg. 4
  • “Combining Mythic With The Adventure Crafter”
    • MM Vol. 5, pg. 4
  • “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
  • “RPG Social Skills With Mythic’s Behavior Check”
    • MM Vol. 12, pg. 13
  • “Adapting Mythic’s Ranks Rules”
    • MM Vol. 13, pg. 3
  • “Mythic And Crafter House Rules”
    • MM Vol. 16, pg. 19
  • “Creative List Tips & Tricks”
    • MM Vol. 17, pg. 3
  • “Adapting The Event Focus Table To Your RPG”
    • MM Vol. 18, pg 3
  • “Conclusive Adventure Conclusions”
    • MM Vol. 20, pg. 3
  • “Creating Complicated Campaigns”
    • MM Vol. 23, pg. 3
  • “Generating Adventure Puzzles”
    • MM Vol. 23, pg. 18
  • “When Characters Distrust Each Other”
    • MM Vol. 24, pg. 24
  • “Fluid Scene Structure”
    • MM Vol. 34, pg. 10
  • “Mythic Stress & Fear Rules”
    • MM Vol. 36, pg. 16
  • “NPC Evolving Motivation Rules”
    • MM Vol. 39, pg. 3
  • “Rules & Tools For Science Fiction Adventures”
    • MM Vol. 40, pg. 16
  • “Mythic as a Player Emulator”
    • MM Vol. 41, pg. 18
  • “3-Act Structure For Mythic Adventures”
    • MM Vol.42, pg. 12
  • “Creating Game Loops In Solo Play”
    • MM Vol. 43, pg. 3
  • "One Page Mystery Crafter"
    • MM Vol. 47, pg. 3
NPC Options

  • “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
  • “Creature Crafter Simplified”
    • MM Vol. 13, pg. 14
  • “The Big Collection Of Big Examples”
    • MM Vol. 17, pg. 28
  • “When Characters Distrust Each Other”
    • MM Vol. 24, pg. 24
  • “One-Page Creature Crafter”
    • MM Vol. 34, pg. 3
  • “Troupe Style Solo Adventures”
    • MM Vol. 37, pg. 3
  • “NPC Evolving Motivation Rules”
    • MM Vol. 39, pg. 3
  • “The Villain Crafter”
    • MM Vol. 41, pg. 3
  • “Mythic as a Player Emulator”
    • MM Vol. 41, pg. 18
  • “One-Page Character Crafter”
    • MM Vol. 45, pg. 3
Alterations, Interrupts, and Other Scenes Expanded
  • “Removing The Ambiguity Of Ambiguous Events”
    • MM Vol. 1, pg. 4
  • “Making The Most Of Altered Scenes”
    • MM Vol. 2, pg. 4
  • “Control Your Adventure With Keyed Scenes”
    • MM Vol. 10, pg. 12
  • “The Big Collection Of Big Examples”
    • MM Vol. 17, pg. 18
  • “Adapting The Event Focus Table To Your RPG”
    • MM Vol. 18, pg. 3
  • “Conclusive Adventure Conclusions”
    • MM Vol. 20, pg. 3
  • “Handling Long Journeys In Solo Play”
    • MM Vol. 25, pg. 10
  • “Scene Treatments”
    • MM Vol. 26, pg. 23
  • “Fluid Scene Structure”
    • MM Vol. 34, pg. 10
The Location Crafter Expanded
  • “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
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
  • "Steal the Rebellion"
    • MM Vol. 48, pg. 16
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
  • "Making Characters You Can Connect With"
    • MM Vol. 47, pg. 48
  • "Cozy Solo"
    • MM Vol. 48, pg. 3
Flow Charts, Meaning Lists, and Other 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
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
Themed Adventures and Theming Adventures
  • “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
The Creature Crafter Expanded
  • “Creature Crafter Simplified”
    • MM Vol. 13, pg. 14
  • “One-Page Creature Crafter”
    • MM Vol. 34, pg. 3
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
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
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
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

Wednesday, September 4, 2024

A Wizard Dad Short: Why would you do that? Character Motivation

I think frequently we make characters backwards. We crack open our favorite game and think, what cool things would we like our characters to do. Now, don't get me wrong I am all for playing a character with very cool abilities. I love games with level advancement that unlock new powers, or with horizontal advancement where I get to become a mover and shaker in the community, and maybe the world. I have played D&D games that started at first level and went up into the teens, and had amazing fun on amazing worlds, and yet...

Going into most games, that aren't being fully generated as you play, you have some idea what you are getting into. And in 9 games in 10 what you getting into is danger and trouble. But why?

Two gaming sources that I am aware of, but surely there are many more, make this part of the character creation. In Fate games you define who your character is and what is Troubling their lives. These are built into the game rules. In the many Sine Nomine games, by Kevin Crawford, before the completion of a character you set up a character goal. Both of these games are hitting very close to the mark, but I still feel they are not quite making it.

In the case of Fate there is a mechanical advantage to your PC's Trouble. In Crawford's games your goal is the drive that moves the character forward. It may change over time, and probably will, but it is always there to generate new adventures.

Neither of these systems, fine as they are, actually tackle the root motivation of the character. Why? Why go down into a deep dungeon where you may face anything from dangerous monsters to deadly traps. Why go running across a universe seeking gold and glory? Why subject your PC to potential torment, suffering, and death?

For a while now, the first two steps I take when making characters is to first decide what I want to play, in broad strokes, and then I decide why this (otherwise sane and rational) person is going to devote some portion of his life to, what may very well be, a lethal series of adventures. 

Is it glory? Join the local space marines and you will be better equipped and have opportunity for all the glory you can stomach.

Is it a pursuit of fame? Surely the character has some talent that will bring attention without the possibility of being melted by a green slime?

Do they wish to be rich? There are plenty of less dangerous prospects for wealth than trying to actually kill and or rob a dragon.

Maybe they want a better social status. See the comment above about wealth. In all but the most stringent caste systems a large pot of gold will bump you up that ladder in a practical way, even if you never wear a crown.

Perhaps, there is a shame they wish to over come. Or a wrong that must be righted. People do both everyday without taking up arms.  

So recently, I have been absorbing the game GURPS (Generic Universal Role Playing System), and to do this properly I needed a character. I wanted to play an adventurer swordsman. That was easy enough to make. Then I got the they next question. Why would this capable talented man, subject himself to danger. That is when a character that I had made to sample some practical game rules, suddenly leapt from the screen to become a real person.

Lets call the PC Johansson. He is the child of two retired military warriors who married late in life and opened a weapon smithy together. They had Johansson, he is an only child, born when his parents were already in their late 30s, so by the time he came of age they were drifting into old age. They had groomed their son to take up the role of soldier, but as he himself married young he was resistant to the idea of leaving behind his wife. Then tragedy struck and she dies in childbirth, but leaves him with an infant daughter. 

He could learn more smithing from his parents, but there has been a dwindling need for arms and armor since this country was pacified so many years ago. Also a military career would start out with very poor pay. Even if every penny was sent home, it would barely support a family of three. In his cups and in his despair he hears that the local Baron has set a bounty on a particularly dangerous wild bear. The bounty would feed his family for months, as well as keep the tax man off the door. So, he leaves his daughter in the care of his parents and sets forth to collect that bounty.

If you have read this far, bless you. I will stop with the tedious and poorly written backstory at this point. Should I have chosen to play this character in a group game I would have explained it to the GM in much fewer words. 

This, rather stereotypical, narrative has accomplished two things. First, this skilled character has a reason for risking life and limb in a dangerous wilderness, to kill a dangerous beast. Secondly there is no way now I can just toss this character on the practice pile. I need to know if he succeeds. He is motivated, and through that so am I.

Thanks for your time.
W.D.