Peril Points (MGME2 pgs. 170 - 171)
There are many ways of playing RPGs. In older games dating back to the '70s and '80 everything depended on your dice luck and ingenuity, when a character got in a tight squeeze, but Shadowrjun 1st edition you had the option of using Karma points (also used to improve a character) to reroll dice. Then the White Wolf Storyteller system allowed the use of Willpower points to add automatic success, and from that point on quite a few games had some sort of point based system to pull a characters fat from the fryer.
(Mythic Dad here. If there are older games that allowed PC initiated game alteration drop me a line in the comments section. I am no game historian)
In MGME2 peril points are suggested as a limited point system that could be used to offer a way out of character, or game, ending circumstances. It is a short section and a quick read, but it introduces a useful narrative tool.
The differ from Favor Points, found in the Mythic RPG, which were a total of points that could be used to shift rolls. This takes things from a numeric approach to a narrative approach, more fitting perhaps for a GM Emulator.
A quick read of the article shows that the point isn't to ease a character through an adventure, but so that the character doesn't just fall down a pit trap and die in the first encounter (looking at you Keep on the Borderlands).
Though Peril Points don't show up in Mythic Magazine articles, the point of them, controlling an adventure to reach a satisfactory conclusion, makes an appearance several times.
“Using Mythic With Published Adventures”
MM Vol. 3, pg. 4
“Customizing A Solo Adventure Before You Begin”
MM Vol. 7, pg. 4
“Conclusive Adventure Conclusions”
MM Vol. 20, pg. 3
“Solo Setting & World Creation System”
MM Vol. 38, pg. 3
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