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

    Mythic Index Topic 6: Mythic and Modules

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


    Mythic and Modules
    • “Using Mythic With Published Adventures”
      • MM Vol. 3, pg. 4
    • “Solo Adventure Modules”
      • MM Vol. 11, pg. 12
    • “The Secret Of Tockley Manor”
      • MM Vol. 11, pg. 19
    • “Solo RPG Mythic Starter: Scrubber’s Error”
      • MM Vol. 12, pg. 13
    • “Journey To The Isle Of Kitra”
      • MM Vol. 22, pg. 11
    • “The Event Crafter”
      • MM Vol. 24, pg. 3
    • “Swords & Towers”
      • MM Vol. 29, pg. 12
    • “Solo Roleplay In Video Games”
      • MM Vol. 37, pg. 16
    • “Mythic as a Player Emulator”
      • MM Vol. 41, pg. 18
    • “The Crypts of Krozen Crest”
      • MM Vol. 44, pg. 3
    • "Steal the Rebellion"
      • MM Vol. 48, pg. 16

     

    Friday, October 18, 2024

    Mythic Index Topic 5: The Location Crafter Expanded

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

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

    Thursday, October 17, 2024

    Variation 8: Choose Your Chaos Flavor

    Choose Your Chaos Flavor (MGME2 pgs. 147 - 149)

    Return to ToC

    One of the most unique factors of the Mythic GM Emulator is the Chaos Factor, which can boost or reduce the amount of randomness in a game. The theme of this Variation is how to tone down the Chaos factor for a more middle of the road game. 

    There are several articles that discuss modifying the Chaos Factor. Each one serves a different game purposes.

    • “Mythic And Crafter House Rules”
      • MM Vol. 16, pg. 19
      • Check out the mini essays,  "Roll For The Expected Scene Later" and " Timing A Delayed  Chaos Factor Roll"
    • “Scene Treatments”
      • MM Vol. 26, pg. 23
      • One scene treatment option is "Flip the Chaos Factor". This radically alters the Chaos Factor to either calm or excite the game.
    • “Giving Mythic A Personality”
      • MM Vol. 27, pg. 
      • "Yell at the Umpire", suggest ways to keep the game from going gonzo, by regularly stabilizing the Chaos Factor.
    • “Fluid Scene Structure”
      • MM Vol. 34, pg. 10
      • This article covers a no pause scene structure and suggest events that could fluidly happen that could effect the Chaos Factor "mid-scene". The rules for this are found in "Handling the Chaos Factor" on pg. 16

    Mythic Index Topic 4: Alterations, Interrupts, and Other Scenes Expanded

    This topic covers a number of exceptional scenes. Scenes are a basic unit of play and variations there on can add a lot of depth to a Mythic adventure. 

    • “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

    Saturday, October 12, 2024

    Mythic Index Topic 3: NPC Options

    This topic covers a wide range of hacks on creating or interacting with NPCs.

    • “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

     

    Mythic Index Topics 2: Rules Variations

     These topic modify or hack the rules for Mythic and other Word Mill products

    • “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

    Mythic Index Topics 1: Clarifications

     These articles clarify the use of Mythic or other Word Mill products.

    • “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

    Wednesday, October 9, 2024

    Variation 7: Conclusive Adventure Conclusions

    Conclusive Adventure Conclusions (MGME2 pgs. 145 - 146)

    Return to ToC

    This Variation is near and dear to my heart, because I spawn dozen's of new plot lines every time a new element enters the game. If you do enough of that, pretty soon you are swamped in a maze of Threads and it is hard to even remember your Primary Thread. 


    I run a lot of sandbox games, and NPCs with more clout than me seem to send me on endless side quests. The advice in this essay help to reign that in and drive a particular thread across the finish line. It is true that it may glue together parts you didn't think were related, but as that happens in movies, books, and comics all the time, I can't see a single reason it can't apply to our solo games.

    It just so happens that one specific magazine article has a direct connection to this Variation, but there are other articles that focus on different kinds of endings as well. 

    • “Conclusive Adventure Conclusions”
      • MM Vol. 20, pg. 3
    • “3-Act Structure For Mythic Adventures”
      • MM Vol.42, pg. 12
    • “Creating Mystery Adventures”
      • MM Vol. 6, pg. 4

    Two articles require an honorable mention here. The first is about Keyed Scenes, which can help drive a narrative in specific direction. The second offers a new kind of scene, the The Denouement Prompt. While the later was written for an article about found journal games, it can easily be applied to wrap things up after a thrilling Conclusive Conclusion, and is well worth a read.

    • “Control Your Adventure With Keyed Scenes”
      • MM Vol. 10, pg. 12
    • “Solo Adventures In The Style Of Found Journals”
      • MM Vol. 46, pg. 34


    Thursday, October 3, 2024

    Wizard Dad's Workshop: Starting a solo game beyond "first level": Flashbacks.

    I have been a gamer, and up to two years ago primarily a GM, for about 32 years. I have an admission to make. I a tired of playing low level 18 year old characters with a gleam in their eye striking out for the first time into the local dungeon. In most class and leveled games (D&D being the most famous, but it is a common format) the first couple levels are essentially teaching levels with low complexity characters. I find nothing wrong with that structure if you are first learning to play, or if you are naturally a nose to the grind stone player who wants sudden death to add a little more spice to the game. That is just not me, at least at this point on my gaming career. 

    The same goes for most point buy games (looking at you Story Teller System) that start off PCs, no matter the concept, as nearly powerless neophytes who have to gather 50 to 60 xp/build points in play before you can realize the character you had in mind from the beginning.

    Well, as I am sure you are all yelling at the screen at this moment, why not just make a character at a higher level character. Well you can, but there is one glaring problem that in most RPGs makes this a stumbling process. Character back history.

    If you skip to the point you want to play (be it just past the point you are squish kobold food, or jump to the point you are a local leader with all the rich and interesting problems that can come with that) there are vast swaths of questions that narratively demand an answer or you are left with what is essentially an unfinished character. 

    Well Wizard Dad is here with the solution. Flashback Scenes. 

    The first thing you will need is a basic character made according to what ever rule system you are making at the level (for a game like D&D or Numenera) or point cost that you wish to play (if you are using something like the Story Teller System or GURPS). Next, decide what setting you wish to place the character in, and in what social situation within that setting you want to play. Keep things basic at this point. 

    If there is a point cost (in Experience Points, Money, or influence) to put your character in the position you want them go ahead and assume you have them, but you will make a note of these social advantages. These and a few more things to come are going to be the triggers for the flashbacks. 

    Next, give your character a fair amount of Discretionary Points for lateral  advancement. Lateral advancement doesn't change your baseline power level. It is for extras, such as business, contacts, equipment, skills (that you have not yet purchased any level in).  In some games this will be experience points (such as in Cypher System) and in others it may cost money (such as the purchase of cybernetics in most cyberpunk games, or magic items in games in which they are sold), or perhaps a combination of both. 

    Now, you should have a character at the level of advancement you wish to play, in a location you wish to start playing in, in the baseline social situation you wish to start the character (remember to note down if this is particularly prestigious or egregious), and lastly a wad of Discretionary Points of some sort (xp, gp, or credits).

    Lastly, make a notation of any characters that must already exist to place your character in the situation you want them in. This could include contacts, minions, friends, and enemies. This is your world and your character, start them where you want them.

    We are now ready to play. Start the game off like you would for any solo game you want to play. I usually use Mythic GM Emulator 2e, so I have a list of the people I created while I made my character, and I list any pre-existing problems that are just part of the setting that I may get sucked into. I roll inspiration for a first scene and start playing.

    It won't take long before your social advantages or disadvantages rear their head. That is a good thing. Make a note when they do, but finish the current scene to a satisfactory point. Now, pick or randomly determine a point in the players life when they gained this social status. Pause your current game and play three short scenes. The first should present a problem your character is embroiled in. The second should cause the gain of the boon or hardship that currently experience in the characters present time. Lastly, you should wrap it up with the gain or loss of status that explains your social situation. Update your NPC lists, lingering effects (that go beyond social status), and write up a brief synopsis of the mini adventure. I suggest you recorded event on a simple character timeline.

    As you continue to play make note of any special ability, special equipment, special people, or skill specialty the character has as a result of your current situation. For example if the character is married you will note their spouse. If they work for an organization, have a magic sword, or are sporting a sweet cyberware package, all of these are good flashback fodder.

    Bookmark when you use or encounter them, and at some point in the near future run a quick three scene mini to explain the advantage. Add these to your growing character timeline as well. 

    Lastly, as your character gets drawn into the action (be it physical, mental, or social) you will inevitably see gaps in the character that you have yet to close. This maybe skills they would logically have, equipment they would desperately need, or contacts they would have. Use the Discretionary Points you banked earlier to fill in the gaps. As you do note them, run flashbacks for them, and add them to the timeline. 

    A couple of tips. When you do your flashback, don't use any powers the character couldn't have access to at that time, but don't worry about adjusting Hit Points, Health, Saves, or any such equivalencies. The point isn't more paperwork and extra character sheets, but to detail a single incident briefly in three acts (inception, crisis, and resolution), that will build the backstory for the character. 

    Soon you will be out of points, but rich character background full of NPCs and incidents that help cement your character to their setting. 

    The inspiration for this post come from the article "Solo Adventures In The Style Of Found Journals" found in Word Mill games Mythic Magazine issue 46, available on DriveThruRPG.com.

    Mythic Magazine issue 46

    W.D.