Thursday, September 11, 2025

Wizard Dad's Workshop: Protecting your favorite campaigns from runaway one shots

I love RPGs. Some more than others, but I have yet to find a game, a knowledgeable gamer, or a well written blog post that hasn't had some good idea, or hasn't sparked an idea of my own. I know there is a ton of repetitive schlock out there, but even in most of those books there is some twist on an old idea that can help it be new again. 

My complete love of games is a constant danger to the games I am already playing and loving. This brings to mind a question. How to you sample from the endless menu of RPGs without losing your favorite campaigns in the process. I have outlined articles with different styles of play, like the Cross Hatch Campaign style (a solo riff on West Marches) and the Hub Character Campaign style, where one character, usually not a heroic type, becomes either quest giver and uses other characters to fulfill the adventure aspects.  

What if, though, you just want to sample a new game or character, but don't want or can't tie it to a current campaign? In that circumstance One Shot adventures sound perfect, don't they. Theoretically they are, but there in lies the trap. Because good gamers get invested in there characters, and lord help you if you are also a setting design nut. You soon find that one shot has branched out like a creeping vine and you are thoroughly entangled in it.

What that suggest is that we need some guidelines to building the kind of one shots that are in their own nature self limiting. Which isn't to say you can't play the character again. It only insures that there is a well defined (rather than open ended) ending where you can put the character down, and pick back you with your central campaign. (Naturally if you don't do central campaigns this isn't going to too useful an article... I probably should have that at the beginning).

Ok, first lets define what I mean by campaign and what I mean by one shot.

A campaign is a series of related adventures brought together by either a central cast of characters (down to a number as low as 1) or a setting with a contiguous timeline (meaning when any character in the setting changes something it stays changed).  This is sort of the old fashioned view of campaigns from early on in the hobby, but I believe it works well for the purpose of this essay.

A one shot on the other hand is a game with a fixed boundary such as in the form of a task to be performed or a location to be experienced, that has no relation to or impact on a campaign.

The first thing you need to do is ask yourself what is it you want from the one shot. For me this can run in four directions. I want to try out a new character concept. I want to try out a new game system or mechanic. I want to get a taste of a setting, to look into investing more in it later. Lastly, I may just want to play a new style of game for a while (like a horror game for spooky month). If you can define what your player objective is, you are already heading in the direction of having a game with closure.

Secondly, don't jump in immediately. Take a little time to reach a good break point for your primary campaign. This could mean something different for everyone. For me, it means being set up to go do something in the primary campaign, so when I shift my attention back to it, I am not plodding around for ideas. I have something solid to come back to. (In my on going D&D/GURPS hybrid the PC has all the preperations ready to start solving the mystery of his missing fiancée, and is ready to jump into the action of the hunt.)

With your beloved primary campaign wrapped in is strong plot bubble wrap,  it is time to get that one shot going. In this you will want to start at the end. You need to decide from the beginning the story closure conditions of your one shot. It could be when you have had a satisfying exploration of a new character type (used all those psychic abilities in a satisfactory way). It could be when you have feel you have accomplished the stylistic goal (you have thoroughly delved a dungeon or solved a mystery and the Big Bad is in a box or behind bars). It could be when you have finally played that module you just couldn't fit into your primary campaign. I could go on and on, but just to say it in plain language, you need a satisfaction as a player that you have done what you set out to do with the game (rather than within the game).

The next thing you need is a closed loop scenario. This means once the game is established all the elements you need to play it are already in the game (even if they haven't been introduced yet or you don't even know what they are). If you are generating content as you play it, as most solo players do, ever significant NPC, location, and encounter needs to be in service of the scenario, thus inside the loop. You can have any number of insignificant encounters. If your GME tosses some goblins at you for no reason, feel free to play whack-a-mole with them. You don't have to worry they are carrying some aspect of the plot. But if you come upon the ruins of a burned out wagon train it must have some clue that points towards the conclusion. Otherwise you are looking at a side quest that is going to branch you off the main path, and that my friends is how the creeping vine spreads. On that note, no red hearings, or unnecessary obstructions. If there is a needful clue find it and move on.

Next, you need to consider length. If you are too long away from your primary campaign, even if you do just play a series of long shots, it will be that much easier to let it drift away (if you do you can throw it a life preserver and drag it back, check out this article on that topic). So, setting a session limit is key to getting to that ending. If you are playing a location based adventure limit the number of locations. If it is a mystery, limit the number of suspects, if its a world exploration, decide ahead of time what one or two facet of the setting you want to explore on this one shot. Accomplishment length determination is a lot more satisfactory than limiting the game to 3 or 5 sessions (though if you get over 7, you may as well admit that you are now no longer game monogamous)

If you are playing a pre-published module or adventure even if it is a rather large one (I am looking at you City of Brass), seriously consider cutting out side quests and focusing on the primary plot. If it is a multi part campaign (well you are already cheating on your primary a bit, but I won't tell), it will usually have chapter breaks. Use them as halting points and head back "home" a while. 

While designing the character(s) you want to play in this one shot, don't let yourself be held back by feeling you need to start the character at "first level". Make exactly the character you want to play. That way you aren't starting off just grinding the character until it is ready to face the challenges you want it to experience.

A useful tool found in many games is a progress tracker. It is just a line with a lot of boxes on top, and some numbers underneath. I suggest listing your game goals (not necessarily a game outline), and each time one is achieved mark off a box.  When you are down to just one or two boxes, steer the game towards an ending. Yes, this is artificial. Yes this is heavy handed, but you do still want to get back to your primary campaign. This allows you to play the game in a fashion that is only semi linear, but can still see an end in sight.

I think that is about all I have to offer. It is a way to think about one shots as one shots, more than it is a system, but it has worked for me for over a year. I hope it is useful for you as well. 

(If you enjoyed this article, check out the Blog Index for more content that may entertain or inspire)

Tuesday, September 9, 2025

Wizard Dad's Workshop: Mythic Worksheet and Flowchart locations.

(Listed below are every worksheet and flow chart from every Mythic Magazine to date.  This it is pretty much in raw data form, and I probably won't be cleaning it up. The point was to track all of them down, so I can add them to the big master index. But as that will take forever and a day, I am going to tack this up here, and toss up a link to the master index page so that if you are interested in whether the article you want has one of these features it will be easy to locate. I will leave this up and keep expanding it until I have the master index all polished up.)

(If you enjoyed this article, check out the Blog Index for more content that may entertain or inspire)

MM1-6

  • MM1 [No WS or FC]
  • MM2
    • Randomized Location Crafting 
      • Known Elements Region Sheet
  • MM3 
    • Using Mythic With Published Adventures
      • Published Adventure List Sheet
  • MM4
    • Mythic & Crafter Flowcharts
      • USING THE FATE CHART fc
      • RESOLVING RANDOM EVENTS fc
      • RESOLVING SCENES fc
      • ADVENTURE CRAFTER ADVENTURES fc
      • FATE CHECK fc
      • DETAIL CHECK fc
      • BEHAVIOR CHECK fc
    • Popular worksheets collected (not an article, just back matter)
      • MYTHIC ADVENTURE SHEET
      • CUSTOM THEME FOCUS TABLE
      • ADVENTURE SHEET
      • Plotlines List
      • Characters List
      • Character Sheet [MRPG1]
      • NPC Worksheets
      • Scaling Box
      • Wounds
      • Questions
  • MM5  [No WS or FC]
  • MM6 
    • Creating Mystery Adventures
      • Mystery Matrix
MM7-12 
  • MM7
    • Customizing A Solo Adventure Before You Begin
      • Meaningful Events List
  • MM8 [No WS or FC]
  • MM9 
    • Generating NPC Behavior With Fate Questions
      • RESOLVING NPC BEHAVIOR fc
  • MM10
    • Control Your Adventure With Keyed Scenes
      • Keyed Scenes Record Sheet
  • MM11 [No WS or FC]
  • MM12 
    • Getting The Most Out Of Sourcebooks
      • Nested Characters List Sheet
      • Location Crafter Pre-Filled Region Sheet

MM13-18
  • MM13 [No WS or FC]
  • MM14 
    • Emotional Quest Adventures
      • THE EMOTIONAL QUEST fc
      • EMOTIONAL QUEST RECORD SHEET
    • More Flowcharts!
      • LOCATION CRAFTING fc
      • RANDOMIZED LOCATION CRAFTING fc
      • STATISTIC CHECK fc
      • CREATURE CRAFTING fc
  • MM15 [No WS or FC]
  • MM16 [No WS or FC]
  • MM17
    • Creative List Tips and Tricks
      • Hybrid List
      • 2E ADVENTURE LISTS
      • ADVENTURE LISTS
      • Nested Characters List Sheet
      • ADVENTURE CRAFTER LISTS
      • ADVENTURE CRAFTER DECK LISTS
      • Keyed Scenes Record Sheet
  • MM18
    • Adapting The Event Focus Table To Your RPG
      • ADAPTABLE EVENT FOCUS TABLE

MM19-24
  • MM19
    • Crafting Solo Horror Adventures
      • THE HORROR PROGRESS TRACK
      • The Horror Flow Chart
  • MM20
    • Conclusive Adventure Conclusions
      • Keyed Scenes Record Sheet
      • THREAD PROGRESS TRACK
    • Turn Any Show, Movie, Or Book Into A Solo Adventure
      • Location Crafter Pre-Filled Region Sheet
      • CONVERTING A NARRATIVE TO A SOLO ADVENTURE fc
  • MM21 [No WS or FC]
  • MM22 [No WS or FC]
  • MM23 
    • Creating Complicated Campaigns
      • Adventure Lists
  • MM24
    • The Event Crafter
      • Event Crafter List Sheet
MM25-30
  • MM25 [No WS or FC]
  • MM26 
    • Running Solo Procedural Dramas
      • Procedural Drama Worksheet
  • MM27 [No WS or FC] 
  • MM28 [No WS or FC]
  • MM29 [No WS or FC]
  • MM30 
    • Mythic As A Solo Journaling Game
      • SOLO JOURNALING WORKSHEET
MM31-36
  • MM31 [No WS or FC]
  • MM32
    • “Gather A Crew” Mythic Adventures
      •  GATHER A CREW WORKSHEET
      • GATHER A CREW fc
    • Dealing With Time Pressure
      • RANDOM EVENTS & MEANING WORKSHEET
  • MM33
    • Mythic Mass Combat System
      • MASS COMBAT FACTIONS ws
  • MM34 [No WS or FC]
  • MM35 
    • News Feeds
      • NEWS FEED SHEET
  • MM36
    • Location Based Adventures
      • HOME LOCATION WORKSHEET
MM37-42
  • MM37 [No WS or FC]
  • MM38
    • Solo Setting & World Creation System
      • WORLD CREATION SHEET
      • STEPS TO BUILD A WORLD fc
    • Make Your Own Elements Meaning Tables
      • CUSTOM MEANING TABLE CHECKLIST fc
  • MM39
    • NPC Evolving Motivation Rules
      • EVOLVING MOTIVATIONS SHEET
    • Detailed Flowcharts For MGME2e
      • FATE QUESTIONS fc
      • RANDOM EVENTS fc
      • SCENES fc
      • COMBINED FLOWCHARTS fc
  • MM40 [No WS or FC]
  • MM41
    • Mythic As a Player Emulator
      • A MODEL FOR EMULATED PLAYERCHARACTER BEHAVIOR fc
  • MM42
    • 3-Act Structure For Mythic Adventures
      • MYTHIC 3-ACT STORY STRUCTURE
MM43-48
  • MM43
    • Creating Game Loops In Solo Play
      • Fantastic Quests fc
      • Monster Hunt fc
      • Relic Hunt fc
      • Crime Mystery fc
      • Horror fc
      • Heroes Journey fc
      • General Loop Framework fc
    • Writing Fiction With Mythic
      • CHAPTERS AS PROMPTS fc
  • MM44
    • Running Solo Slice Of Life Adventures
      • CHARACTER KEYWORDS
  • MM45
    • One-Page Character Crafter
      • ONE-PAGE CHARACTER SHEET
    • Magical Tradition Generator
      • MAGICAL TRADITION SHEET
  • MM46
    • Star System Creator
      • STAR SYSTEM CHART
  • MM47
    • One Page Mystery Crafter
      • MYSTERY MATRIX
      • ONE-PAGE MYSTERY CRAFTER VISUAL GUIDE fc
  • MM 48
    • COZY SOLO
      • COZY ADVENTURE GENERATION VISUAL GUIDE fc
MM49-54
  • MM49
    • The Society Crafter
      • SOCIETY SHEET
    • A Guide For New Solo Roleplayers
      • ADVENTURE FRUSTRATION REDUCING CHECKLIST
  • MM50
    • Deconstructing Prepared Adventures for Solo Play
      • DECONSTRUCTED ADVENTURE SHEET
  • MM51
    • The Mechanics Crafter
      • MECHANICS CRAFTER SHEET
      • MECHANICS CRAFTER RULES
    • The Event Crafter Collection
      • EVENT CRAFTER LIST SHEET- Evidence of a Conspiracy
      • EVENT CRAFTER LIST SHEET- Creature Feature
      • EVENT CRAFTER LIST SHEET- Expansive Catastrophe
  • MM52
    • Non-Linear Solo Adventures
      • NARRATIVE ORDER VERSUS CHRONOLOGICAL ORDER fc
  • MM53
    • Discovery Prompts
      • WHEN TO TRIGGER A DISCOVERY PROMPT fc
    • Mythic As A Board Game Opponent
      • MYTHIC BOARD GAME SHEET
  • MM54
    • Down Time Adventures
      • DOWN TIME ADVENTURE CREATION fc

MM55-57
  • MM55
    • Galaxy Creator
      • GALAXY MAP
  • MM56 [No WS or FC]
  • MM57
    • Evolve Adventure Settings With The Adventure Crafter
      • EXPANDING EVENT SHEET

Wednesday, September 3, 2025

Wizard Dad's Workshop : Hub Character, a New(ish) Playstyle for Solo Gamers

Here is a little idea that I thought was unique, until two friends pointed two different games that do it. Still it isn't popular mode of play and I have my own spin on it, so here we go.

The concept of the Hub Character is a character that in their normal mode of play spins off adventures for other characters. Unlike my Crosshatch campaign concept, instead of a shared origin city and rumor list, these characters, perhaps one shots, get there marching orders, from the Hub character. Though the Hub Character isn't plot immune, they should have some degree of plot protection. Wealth, a prestigious position, being hidden away, etc. etc. 

The Hub Character finds secrets, or needs a level of help that is either not possible due to some constraint or another. I will drop two examples of Hub Characters below, that I believe will exemplify the style without making it technical. 

Example 1. Lady Edwina Camellia, Chief Librarian of the Citadel of Summersea. 

Lady Camellia is both nosy and crowd shy, but is fascinated by mysteries and secrets. Though, a powerful mage, her magic is all about preservation and research, though she is quite good at animating origami creatures to do her bidding. Lady Camellia has a very important job, because the library vaults of the Citadel extend all the way back to the Kurchal Empire, and amid the collection are magical text (a few) and documents such as treaties,  pivotal legal decisions, and untranslated books of ancient lore, but magical and mundane. (If there is a library with a bootleg copy of the Book of Ebon Night or the Octavio this is it). When I am the drivers seat playing Lady Camelia  the games are very slice of life, but she has well spaced out Keyed Scenes (MM10, pg. 12) that trigger if no mystery or paper related quest has popped up in three game sessions. When a problem is beyond her resources, which considering that she is a bent backed old lady who uses a cane is towered over by nearly everyone, and that she has nearly every day for the remainder of her life booked with appointments, happens quite often, she will seek out the right person and hire them to pursue the problem. She she is a quest giver. 

Additionally, because part her work is to translate ancient manuscripts, some of them turn out to be histories, usually in the form of first person journals from celebrated people of the Imperial era. These translations spin off into Found Journal games, that in return will frequently leave mysteries or problems behind that need to be handled, and then she is off to the adventurers taverns again (or more likely one of her agents is) to secure the right person or people to seek out the answer to the question. In addition to the fun of playing a powerful mages odd day to day life, she also has has a staff which include a body guard and a chief assistant, and a lot of pages, who really wish they were somewhere else, these can also be "activated" as characters to explore different aspects of the setting.

Example 2. Archmage Adnin Merpati, Master of Masks

Archmage Adnin is a 356 year old man who lives in the Realm of Dreams and turns the spiritual energy of the Gods and Heroes of Legend into masks of paper, leather, and bronze (or some other metal should it be more applicable).  Those Masks imbue the users with a sliver of the greatness of the hero they represent. As a 356 year old he has a few bad habits, a lot of enemies, and an army of masked manikins that would threaten a small country, if he had such inclinations. 

Very recently, while at a Convention of Mask Wizards, three of his greatest masks were stolen. Along the way home while ponding how to deal with this he encounter a homeless, but seemingly healthy young man being pursued by brigands. A few spells later, and on an impulse that himself doesn't even understand he hired the unfortunate fellow has his valet. Being a escaped serf, he knows little of being a valet, and he also has a secret terror of magic. 

So, as a Hub Character, Adnin goes about his business of making lesser masks for rich merchants and nobles, but he also is in the process of seeking heroes to recover his lost property. (He feels a bit exposed leaving his tower, as he has committed the occasional atrocity over the years, and would rather not deal with the torch and pitchfork crowd). Thus, he spins off classic trope fetch quests. He also send proxies out to research legends and gather the materials he needs. He is sort of an industry unto himself. So, not only do I get to play a Wizard of legendary capability, I also get to play all of his "minions". The serf, named Jakarta, is an especially fun character because his life has been turned up side down. He is from a class that is powerless, but now is associated with a power that frightens half the city, and very much frightens him as well. Alternating between the two characters, you get to see the city (I borrowed the name Kadath from someone not using it), from its top and its bottom.

Lastly, as Adnin harnesses the powers of Story, through the spells of vison casting (sort of like documentaries, but with more dragons), we get the needful stories that imbue the masks he creates, I can add quirks as well as powers to the magic. Here is my chance to play any archetype character I want, at any power level facing any challenge, so the context of the mask creation is grounded in a story that I, the player, am involved with. 

A Hub Character should be fun in their own right, but should leave plot hooks laying around like a spilt tacklebox. If you have a main PC that would be logical to retire, maybe they have loose ends to tie up, or maybe you would like to make someone new, who would be far too powerful to conventionally challenge, but has a lot that needs done. The possibilities are nearly endless.

(If you enjoyed this article, check out the Blog Index for more content that may entertain or inspire.)

Tuesday, August 26, 2025

Wizard Dad, Blog Update

I turned 49 yesterday, and it was great. Even got in a few rounds of solo gaming (though that was the next day). So far 49 is much like 48, so I have no complaints.

I am coming up on another certification exam, so I probably won't be putting much out much in the way of new content, but I do plan to still work on updating the Alphabetical Worksheet index, and add notations to the big index on which articles have worksheets. It will be slow going, but it will be going.

I have been experimenting with starting games with older and accomplished characters, without having to go in level by level to build their back story, explain their, powers and so on. The key to that is flashback scenes. I would love to outline the procedure, but that will probably need to wait, and I am sure you can all figure out how that would work with out my help.

Another article on the horizon (probably after my exam) is going to be focused on long running campaigns and one shots. Essentially how not to abandon your primary campaign when a one shot proves to be so interesting that you want to slide that into the new number one space. Here are two hints. Short term character goals and keyed and structured scenes (in other words don't start a new sandbox, and let the game actually end when the goal is accomplished, which I know is easier said than done!).

Well that is it for now, except to say thank to my regular readers, and thank you to my guest readers, and that I will be back as soon as I can.

Good gaming
Wizard Dad. 


(If you enjoyed this article, check out the Blog Index for more content that may entertain or inspire)

Friday, August 22, 2025

Mythic Worksheets: Alphabetical Index. (Mythic RPG and Crafter Series, Mythic GM Emulator 2, WM Resources, and Mythic Magazines 1-56)

(This is a work in progress, but I will keep in growing and update it with new material as it comes out.)

Editor: You will probably see a few repeats, especially in both magazines and MGME2, I put them both in so you could have access to the perspectives of both associated articles. These will also be marked in the Index by Topic after this index is finished.

Mythic Worksheets: Alphabetical Index

  • 2E Adventure List Sheet, MM17, pg. 36


  • Character Keywords worksheet, MM44, pg. 44
  • Character List, TAC, pg. 11
  • Character List worksheet, MM4, pg. 30
  • Character Sheet worksheet, MM4, pg. 31
  • Character Sheet, MRPG1, pg. 133
  • Custom Theme Focus Table, MV1, pg. 18
  • Custom Theme Focus Table worksheet, MM4, pg. 26


  • Emotional Quest Record Sheet, MM14, pg. 19
  • Event Crafter List Sheet, MM 24, pg. 7
  • Event Crafter List Sheet, MM51, pg. 21
  • Evolving Motivations Sheet, MM39, pg. 7

  • Galaxy Map, MM55, pg. 6
  • Gather a Crew Worksheet, MM32, pg. 5

  • News Feed Sheet, MM36, pg. 25

  • Keyed Scene Record Sheet worksheet, MGME2, pg. 153
  • Known Elements Region Sheet worksheet, MM2, pg. 25

  • Location Crafter Region Sheet, TLC, pg. 1
  • Location Crafter Pre-Filled Region Sheet worksheet, MM12, pg. 10
  • Location Crafter Pre-filled Region Sheet, MM20, pg. 26

  • Mass Combat Faction worksheet, MM33, pg. 16
  • Meaningful Events List worksheet, MM7, pg. 7
  • Mechanics Crafter Rules sheet, MM51, pg. 13
  • Mechanics Crafter Sheet, MM51, pg. 7
  • Mystery Matrix Sheet
  • Mystery Matrix worksheet, MM6, pg. 6
  • Mystery Matrix worksheet [one-page], MM47, pg. 10
  • Mythic 3-Act Story Structure worksheet, MM42, pg. 16
  • Mythic Adventures Sheet worksheet, MM4, pg. 25
  • Mythic Board Game Sheet, MM53, pg. 22
  • Mythic Character Sheets
  • Mythic Game Loops Sheet
  • Mythic Game Loop Sheet, MM43, pg. 9
  • Mythic NPC Worksheets
  • Mythic Questions Sheet
  • Mythic Questions worksheets, MM4, pg. 35

  • Nested Characters List Sheet worksheet, MM12, pg. 8
  • News Feed Sheet
  • News Feed Sheet, MM35, pg. 25
  • NPC Worksheets, MM4, pg. 32
  • NPC Worksheet, MRPG1, pg. 83 and 132

  • One-Page Character Sheet, MM45, pg. 8

  • Plotline List, TAC, pg. 11
  • Plotlines worksheet, MM4, pg. 30
  • Procedural Drama Worksheet, MM26, pg. 5
  • Published Adventure List Sheet worksheet, MM3, pg. 11

  • Random Events and meaning Worksheet, MM32, pg. 19
  • Resolution Tables Worksheet, MRPG1, pg. 37 and 129

  • Scaling Boxes worksheet, MM4, pg. 33
  • Scaling Box, MRPG1, pg. 79 and 130
  • Society Sheet, MM49, pg. 5
  • Solo Journaling Worksheet
  • Solo Journaling Worksheet, MM30 pg. 14
  • Star System Chart worksheet, MM46, pg. 21


(If you enjoyed this article, check out the Blog Index for more content that may entertain or inspire)


Saturday, August 16, 2025

Mythic Worksheets Index, Word Mill Games Resources Page

 ToC

This probably should have been my starting point rather than ending point, but it is my blog and I can do things backwards if I want to. The following are a whole cornucopia of worksheets (some even fillable). You can find all of them at Word Mill Games - Resources, but I am going to go ahead and list them here by category.

Mythic Game Master Emulator Second Edition

Adventure Journal Sheet (Form Fillable)
Adventure Lists (Form Fillable)
Adventure Features List (Form Fillable)
Thread Progress Tracks (Form Fillable)

Mythic Magazine

Deconstructed Adventure Sheet (issue #50)
Mythic Game Loops Sheet (issue #43)
World Creation Sheet (Form Fillable) (issue #38)
News Feed Sheet (issue #35)
Solo Journaling Worksheet (issue #30)
Mystery Matrix Sheet (issue #6)

Mythic Role Playing Game

Mythic Character Sheets
Mythic NPC Worksheets
Mythic Scaling Boxes Sheet
Mythic Wounds Sheet
Mythic Questions Sheet

The Adventure Crafter

The Adventure Crafter Adventure Sheet
The Adventure Crafter Adventure Sheet Form Fillable PDF
The Adventure Crafter Lists Sheet
The Adventure Crafter Deck List Sheet Form Fillable PDF

The Location Crafter

The Location Crafter Form Fillable PDF
The randomized Location Crafter Known Elements Region Sheet Form Fillable PDF

This concludes the, "Get all the worksheets where we can find them" portion of the project. The next step is a master list split by topic that will help you locate any worksheet in nearly any Word Mill Games book or, as in the case above, official webpage. Should more be added to this page I will update it accordingly, and once the master worksheet list is complete it will remain a live document.

Thanks if you stuck it out this far.

(If you enjoyed this article, check out the Blog Index for more content that may entertain or inspire)

Mythic Worksheets Index, Mythic Magazines 49 through 56

 ToC

(This has two extra magazines over the standard 6 per article, because the remaining two only had one worksheet a piece. When a couple more come out I will split 55-60 into their own article)



Volume 49

The Society Crafter

  • Society Sheet, pg. 5
A Guide For New Solo Roleplayers
  • Adventure Frustration Reducing Checklist, pg. 46

Volume 50

Deconstructing Prepared Adventures for Solo Play
  • Deconstructed Adventure Sheet, pg. 12

Volume 51

The Mechanics Crafter
  • Mechanics Crafter Sheet, pg. 7
  • Mechanics Crafter Rules sheet, pg. 13

Event Crafter Collection
  • Event Crafter List Sheet, pg. 21
(Mythic Magazine 52 has no worksheets)

Volume 53

Mythic As A Board Game Opponent
  • Mythic Board Game Sheet, pg. 22
(Mythic Magazine 54 has no worksheets)

Volume 55

Galaxy Creator
  • Galaxy Map, pg. 6

(Mythic Magazine 56 has no worksheets)



(If you enjoyed this article, check out the Blog Index for more content that may entertain or inspire)

Tuesday, August 12, 2025

Mythic Worksheets Index, Mythic Magazines 43 through 48

 ToC


Volume 43

Creating Game Loops In Solo Play

  • Mythic Game Loop Sheet, pg. 9

Volume 44

Running Solo Slice Of Life Adventures
  • Character Keywords worksheet, pg. 44

Volume 45

One-Page Character Crafter
  • One-Page Character Sheet, pg. 8

Volume 46

Star System Creator
  • Star System Chart worksheet, pg. 21


Volume 47

One-Page Mystery Crafter
  • Mystery Matrix worksheet, pg. 10


(Mythic Magazine 48 has no worksheets)

(If you enjoyed this article, check out the Blog Index for more content that may entertain or inspire)

Mythic Worksheets Index, Mythic Magazines 37 through 42

 ToC

(Mythic Magazine 37 had no worksheets)


Volume 38

Solo Setting & World Creation System
  • World Creation Sheet, pg. 9

Volume 39

NPC Evolving Motivation Rules
  • Evolving Motivations Sheet, pg. 7

(Mythic Magazine 40 has no worksheets)

(Mythic Magazine 41 has no worksheets)

Volume 42

3-Act Structure For Mythic Adventures
  • Mythic 3-Act Story Structure worksheet, pg. 16

(If you enjoyed this article, check out the Blog Index for more content that may entertain or inspire)

Monday, August 11, 2025

A Bundle Scene Starters sans Context: Part 3

(A brief tutorial on how to use the numbering system is given on pages 1-2)

1-2


3-4

5-6

1-2     The PC either stumbles upon or is sought out by a (colleague, friend, family member) to research the mystery of a series of victims of a strange (poison, disease, mental affect, irrational impulse) that has struck with in the (region, kingdom, city, business, royal family). A suspect is in the custody of (the police, the palace guard, a crime syndicate, a rural sheriff) who used the (poison, psychic device, infectious meme, spell charm), but he claims that he doesn't know who is producing this weapon, but can give you the name of his supplier, for leniency. Do you take up the Mystery?

3-4     At a gathering to make peace between warring factions of (gangs, nations, fighting school, religions) the third party mediator is (shot, poisoned, burst into flames). Each side blames the other, not even considering that it could be the work of a third party. Why is your character here? Did the mediator die? What actions do you take?

5-6     The PC's reputation is scandalized causing the loss of (social status, a valuable contract, a land grant, a much needed loan) The accusation is a perversion of an action the PC has taken. Who spread the rumors? Why do so many people believe them? What personage of power have you offended?

7-8     During a routine activity in the late evening (guard work, an evening stroll, time at one's favorite playhouse or theatre, the PC discovers a (magical hour glass, bomb, booby trap). It is clearly counting down to something and that time will end soon? How does the PC react; what will happen when it reaches "0", what do you know that is worth killing over?

9-0     Enemies from past adventures catch up to you at a social function, a powerful person from your local scene shows up to scorn them and offers you their protection, as many of their lackeys appear on the scene bolstering your numbers. But no good deed is free, they want something from the PC. Something valuable and in short supply. What is it they want? Why do they think  you can get it? Can you afford to say no?

(If you enjoyed this article, check out the Blog Index for more content that may entertain or inspire)

Mythic Worksheets Index, Mythic Magazines 31 through 36

ToC

(Mythic Magazine 31 had no worksheets)


Volume 32

“Gather A Crew” Mythic Adventures
  • Gather a Crew Worksheet, pg. 5
Dealing With Time Pressure
  • Random Events and meaning Worksheet, pg. 19

Volume 33

Mythic Mass Combat System
  • Mass Combat Faction worksheet, pg. 16

(Mythic Magazine 34 had no worksheets)


Volume 35

News Feeds
  • News Feed Sheet, pg. 25

Volume 36

Location Based Adventures
  • Home Location Worksheet, pg. 5

(If you enjoyed this article, check out the Blog Index for more content that may entertain or inspire)


Saturday, August 9, 2025

Mythic Worksheets Index, Mythic Magazines 25 through 30

ToC

 (Mythic Magazine 25 had no worksheets)

Volume 26

Running Solo Procedural Dramas
  • Procedural Drama Worksheet, pg. 5
(Mythic Magazine 27 had no worksheets)
(Mythic Magazine 28 had no worksheets)
(Mythic Magazine 29 had no worksheets)

Volume 30

Mythic As A Solo Journaling Game
  • Solo Journaling Worksheet, pg. 14

(If you enjoyed this article, check out the Blog Index for more content that may entertain or inspire)

Tuesday, August 5, 2025

Mythic Worksheet Index, The Adventure Crafter, The Location Crafter, and Mythic Variations 1

  ToC

(I have opted not to do the Worksheets from Mythic GME1, as they are reproduced and improved upon in MGME2

The Adventure Crafter

Chapter: Lists and the Adventure Sheet

  • Plotline List, pg. 11
  • Character List, pg. 11
  • Adventure Sheet, pg. 12
The Location Crafter

Back Matter
  • Location Crafter Region Sheet, pg. 19 (use of explained through out the book)
(The Monster Crafter had no worksheets)

Mythic Variations I

Mythic Themes
  • Custom Theme Focus Table, pg. 18
(The Mythic Variations II had no worksheets)


(If you enjoyed this article, check out the Blog Index for more content that may entertain or inspire)

Mythic Worksheet Index, Mychic Magazines 19 through 24

 ToC

Volume 19

Crafting Solo Horror Adventures
  • The Horror Progress Track, pg. 15

Volume 20

Conclusive Adventure Conclusions
  • Thread Progress Track, pg. 9
Turn Any Show, Movie, Or Book Into A Solo Adventure
  • Location Crafter Pre-filled Region Sheet, pg. 26
  • Keyed Scenes Record Sheet, pg. 35
Volume 23

Creating Complicated Campaigns
  • Adventure list, pg. 12
Volume 24

The Event Crafter
  • Event Crafter List Sheet pg. 7

(If you enjoyed this article, check out the Blog Index for more content that may entertain or inspire)

Thursday, July 31, 2025

Wizard Dads Workshop: Layering games for a richer setting.

I love to play all kinds of games. I run the gamut from cozy mysteries through dark dystopian sci-fi. I also love setting building. Whether it is taking a the skeleton of simpler written prefab setting (Like the grey box set of Forgotten Realms circa 1987 or the orange original Numenera setting from 2013) and building on it, or coming up from scratch with my own original setting I love adding details, characters, plots and intrigues, interesting places to explore, and discovering the game world.

Back in my GMing days this was the bread and butter of my gaming life. Mind I loved running for my game group, and letting them add their own little details from character history, mentors, or just suggesting what would make a cool addition to the game. Sans game group now, as a solo player, I still reach out to gaming friends for suggestions and advice. In fact, me and three other friends have been tinkering around with an OSR setting, mostly written by me, but with a lot of input from them, for over 5 years. We rarely play it, we just love the act of setting building.

But, it is as an individual solo gamer I want to talk right now. 

In most solo games from scratch you start with a nearly blank slate. A cool idea seed and a character, and you let it take off from there. That is a great way to start, and I have done it dozens of times. In fact for the techniques I am going to discuss below that is exactly how I would suggest starting. The only drawback is the world comes to you through one set of eyes. Which isn't necessarily a problem, and for many players it is definitely feature not flaw, but for me that doesn't truly satisfy that world building itch.

In a prior article, "West Marches on one character a day, or a Crosshatch Campaign", game suggestions for running a stable of characters over the same geographic and chronological areas so that the events of one character would cause ripples that other characters would have to deal with. I still use that method with nearly every full campaign I run. It builds up a series of events an rumors that effect every character that comes after it.

Another method I use is borrowed, and slightly altered, from the Mythic Magazine article "Deconstructing Prepared Adventures For Solo Play" (found in MM vol. 50, pg. 3), but instead of applying it simply to adventures (which it does exceptionally well), I apply it to whole setting books, novels, and lately an entire 11 book novel series. (All you need to make this work is a random number generator that you can easily access from any search engine.) 

Using both of these together has given me an exceptionally rich game world, where I can start a character from rat catching newbie to visiting lord and have not trouble having piles of context to run my game from.

For the last month, I have been doing something a bit different. The background scenario I am using, and you could use any variation on this you like, is that I have a cozy mystery solving character (a librarian in fact) in a fantasy setting (though this would work for any setting that allows for action adventures), who has her own daily affairs and small, relatively safe adventures where she solves crimes and tends her library, but she is also surrounded by many unread and un catalogued books. Now, this is a private library with a taste towards the exotic, so it wasn't unusual that it acquired a set of diaries from a former treasure hunter, discussing his travels and the many strange and frequently unsolved mysteries he found along the way. This is a high fantasy setting, so the journals of a the treasure hunter are full of close calls with monsters, strange societies, and magic. 

Rather than simply roll a few random plot hooks from the themes of the journals (which would be a perfectly reasonable option), instead I am playing out the treasure hunters adventures using the techniques found in the article "Mythic As A Solo Journaling Game" (found in MM Vol. 30, pg. 10). To actually play out the treasure hunt in Journal style. When the treasure hunter finds his treasure he moves on, leaving in his wake several unsolved mysteries, and a lot of game details about the setting. 

Now, my cozy librarian, while she wields a little magic, doesn't have a single skill that lends itself towards life as an adventurer, so she takes all the little mystery strands and finds people who do, leading to the third level of layering: one shots. 

Acting now as the quest giver, she finds an adventurer whose skills and style would mesh with the needs of the mystery (" “Gather A Crew” Mythic Adventures", MM Vol. 32, pg. 3), and they go forth and untangle the mystery. The advantage to the one shot approach is that you get to play over the course of several mysteries, many character types, and even drift from your normal RPG to something you have been wanting to try out. It won't tangle with the rules from your primary game because it is encapsulated, and along the way you add yet another layer of word building to the setting (and probably create yet more adventure hooks for your primary game along the way). 

A solo game can be a fun one off, or a long campaign, but it also can be a creative opportunity to make a vibrant and uniquely personal world for your imagination to wander, and for me that is the biggest pay off of all. 

(If you enjoyed this article, check out the Blog Index for more content that may entertain or inspire)

Wednesday, July 30, 2025

A Bundle Scene Starters sans Context: Part 2

(A brief tutorial on how to use the numbering system is given on pages 1-2)

1-2 

3-4

1-2  A transport carrying captives (slaves, prisoners of war, criminals, dissidents), one of high priority (former noble, bandit leader, enemy officer), is blown over releasing the captives. The locals turn on them in a frenzy, (whether they are guilty or not). There is no obvious reason for the crash. An armored transport (armored man on a war steed, reinforced jeep, VTOL drone) swoops in and takes one of the captives, but not the one of high priority. Your PC(s) is close enough to witness the event. What do you do?

3-4 While travelling in a new area the PC(s) inadvertently enter a secret war zone (trade war, labor dispute, gang territory dispute, freedom fighters using gorilla tactics) between an established power and a local resistance. A group of "terrorist" have been captured by the dominant side after an attack on a civilian establishment, with many injuries and possibly deaths. The underdog call it a false flag. Does the PC(s) get involved?

5-6 While attending a regular social gathering (open mic night, weekly market square, local band performance) an important community leader (well loved religious heterodoxical leader, district councilor, well regarded political activist), is spirited away from the crowd as if he disappeared. A local radical group opposed to their ideals takes credit, and makes outrageous and unfulfillable demands for the release. 

7-8 While on the lamb (running from some authority or powerful figure) for reasons that are either good or due to a mistake, the PC(s) take refuge in a out of the way small rural setting (a farm town in the Midwest, a forest hamlet, a semi permanent oasis village). While they arrive coming down from the north (or south, or east, or from off planet) another unknown person cloaked (perhaps literally) in mystery arrives as well. This hamlet in the wilderness is the secret home of a powerful but respected recluse, loved by the community, until the stranger begins his whispering accusations, that the villagers listen to far to readily. Why is this stranger so influential, and what are there feelings about the recluse?

9-0 The PC(s) is called to a the site of a crash (air plane, space ship, minivan, caravan wagon) by an old but important acquaintance (mentor, parent, friend, old enemy), the crash ends, or at least pauses, an old feud (family argument, boarder war, personal grudge), but soon after the PCs arrive old secrets are revealed that call both sides of the dispute into disreputable light. Every one expects the PC(s) to sort it out. What do they do?

5-6

(If you enjoyed this article, check out the Blog Index for more content that may entertain or inspire)

Monday, July 28, 2025

Wizard Dad's Work Shop: A Bundle Scene Starters sans Context: Part 1.

First, let me give credit where credit is due. The inspiration and primary tool I will be using for this project come from various Word Mill Games products, with perhaps a few other randomizing tools thrown in. I am only going to be giving outputs so I don't believe the I will be doing the authors any injustice using there tools. With that said, though I don't this caveat will be necessary, please don't reproduce this article in whole or in part for commercial use.   

The primary tool I will be using is The Adventure Crafter Deck, which I have found be extremely useful in coming with with starting scenes or pushing a game forward when it seems to be running out of steam. 

I will probably get some minor use out of The Game Master's Apprentice: Base Deck. It is especially useful when you need a little more inspiration to tease out detail about a scene.

What I am going to do is make generic, context-less, game hooks, that can be used as rumors, catalyst, or mid game jump starters. I will provide a little who and what, but the context of your own game will determine what that finally looks like.

If this is popular I will do the same with NPCs and Locations, but there is no point in either of those without some reason to go there. 

In the first few hooks I will provide a fantasy, fantastic modern, sci-fi, and pulp adventure  interpretation just to show how it works."

This is a bit of an experiment, in sharing with others, but having random hooks, NPC, items, and locations with no context laying around has save a huge amount of time in my own games. 

The 5 hooks provided alone do not have to be used alone, you can randomly roll several and combine them for a more dynamic scene. I may string several of these pages together into a mega table, if there grow to be enough of them. 

How it all works. Roll a d6 on a 1-2 use the hooks from this page. On a 3-4 or 5-6, scroll past the current list and you will find links to those pages. (I think we will wrap up this chain of starters on pages 9-0). After you have your page roll a d10 and jump into the scene with your own character and game context. Feel free to add several together, and make a unique start or continuation of your game.)

1-2 

1-2 Some exotic [monster, alien, a person in a Halloween costume] character springs forth unexpectedly from an unpredictable direction [shadows, a parallel dimension, from behind a cloaking device]  and from and threatens, perhaps even attacks, your PC(s), but with no intention to kill, but very loudly, while from behind a concealed [shrouded in darkness, protected by a blur module, simply very stealth] and skilled co-assailant seeks to steal the most valuable thing to be seen [a wallet, briefcase, weapon, jewelry], after which both fade back into the back ground [magically vanish, mundanely run into the dark]


3-4
Social: At a popular celebration [Christmas Parade, Harvest Festival, Coronation], , in which your PC(s) have a front row viewing, in a major urban metropolis [New York, Fanatsy New York, Sc-fi New York, Metropolis (which is New York)], the local leader's [Mayor, King, Archbishop, Celebrity] body guards vanish from the scene, while he/she/they are giving a speech.

5-6 The PC(s) are approached, a well informed quest [ giver (but not one familiar to them) to assist them with the investigation of a strange and violent crime, that seems to have no rational motive, that is within the realm of expertise of your character(s). They bring all the case information and hold nothing back.

7-8  The PCs are drawn to a back water district after hearing of a friend/allies death (or wounding). The PC (or one PC if there are multiple) is the target of a failed assassination attempt by the lieutenant of a new local warlord/crime boss, to remove he/her/they as a potential complication before they can settle in. 

9-0 Something that has upset a formerly known NPC has come back from the PC(s)'s past to haunt them. The NPC now is powerful enough to exert threat over a distance. The PC's must avoid bounty hunters and/or law enforcement until they can either clear up/make amends/disappear.

3-4

5-6

(If you enjoyed this article, check out the Blog Index for more content that may entertain or inspire)