Using Adventure Crafter with Mythic (MGME2 pgs. 171 - 175)
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
- “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
- “Conclusive Adventure Conclusions”
- MM Vol. 20, pg. 3
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