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.
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