Thursday, December 26, 2024

Variation 14: Using Adventure Crafter With Mythic

Using Adventure Crafter with Mythic (MGME2 pgs. 171 - 175)

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The final essay to be found in Variations is one of the longest, and one of the most useful. The Adventure Crafter is a great tool, when paired with an open mind and a good understanding of your games context, for adding a lot of richness and depth to an adventure. I use the Adventure Crafter card deck with nearly every game I start. 

This variation shows you how to use this tool to full effect in your solo Mythic adventures, to launch games with a first scene, or make an interrupt even more impactful. I found the additional system to become intuitive very quickly. 

There is a Mythic Magazine article where this variation got its start, but there are other magazine articles that also discuss starting games, and adding richness to scenes. Lets have a look at some of them.

The natural starting point would be the article that first introduced the idea. Though all of this is covered in the variation, seeing things worded a bit differently could spark off a different set of insights on the topic. 

  • “Combining Mythic With The Adventure Crafter”
    • MM Vol. 5, pg. 4

Other useful tools along the same theme of making richer scenes and stronger starts can be found in several other articles.

  • “Making The Most Of Altered Scenes”
    • MM Vol. 2, 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
  • “Creative List Tips & Tricks”
    • MM Vol. 17, pg. 3
  • “Creating Complicated Campaigns”
    • MM Vol. 23, pg. 3

And while we are mentioning beginnings and middles lets not forget the importance of endings.

  • “Conclusive Adventure Conclusions”
    • MM Vol. 20, pg. 3

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