Friday, June 20, 2025

Mythic Worksheet, Charts, and List Index, Mythic Magazines 13 through 18

Sometimes one must admit they have bitten off more than they can chew. I am going to revise this series to just being locations of worksheets and flow charts. Even Wizard Dad is a bit over whelmed by the incredible number of charts, tables, etc that are in the Mythic Mags. I think I got bogged down in the delightful cornucopia of details. This much detail isn't necessary. So going forward (and then probably backwards, I am only going to list flowcharts and Worksheets, which are what I find myself looking for more often than not.

Volume 13

Adapting Mythic’s Ranks Rules

  • Fate Check Modifiers Updated chart, pg. 4

Creature Crafter Simplified 

  • Creature Description Table, pg. 12
  • Creature Ability Table, pg. 14
  • Creature Statistics Table, pg. 15
  • Creature Action Table, pg. 17
  • Creature New Ability Table, pg. 18

Volume 14

Emotional Quest Adventures
  • The Emotional Quest flowchart, pg. 5
  • Fulfillment Issues Table, pg. 7
  • Suggested Fulfillment Values table, pg. 8
  • Fulfillment Opportunity Priming chart, pg. 10
  • Epiphany Fate Question Odds chart, pg. 13
  • Epiphany Fate Questions Results table, pg. 13
  • Emotional Quest Record Sheet, pg. 19
More Flowcharts
  • Location Crafting flowchart, pg. 25
  • Randomized Location Crafting flowchart, pg. 26
  • Statistics Check Flowchart, pg. 27 
  • Creature Crafting Flowchart, pg. 28
Volume 15

Randomized World Generation
  • Worlds Story Descriptors Table, pg. 8
  • Worlds Region Descriptors Table, pg. 9
Volume 16

Location Crafting Random Cities
  • City Story Descriptors Table, pg. 6
  • City Region Descriptors Table, pg. 7
  • City Connectors Table, pg. 8
Volume 17

The Big Collection of Big Examples
  • Meaning Table Behaviors Vocal, pg. 29
(Highly Useful back matter)
  • Adventure Lists worksheet, pg. 32
  • Nested Characters List Sheet, pg. 33
  • Adventure Crafter List Sheet, pg. 34
  • Adventure Crafter Deck List Sheet, pg. 35
  • 2E Adventure List Sheet, pg. 36
  • Keyed Scenes Record Sheet, pg. 37
Volume 18

Adapting The Event Focus Table To Your RPG
  • Adaptable Event Focus Table, pg. 4
Specialized Meaning Tables
  • Meaning Tables: Elements Table ,pg. 15
    • Adventure Tone
    • Animal Actions
    • Cavern Descriptions
  • Meaning Tables: Elements Table ,pg. 16
    • Character Actions, Combat
    • Character Actions, General
    • Character Background
  • Meaning Tables: Elements Table ,pg. 17
    • Character Conversation
    • Character Descriptors, General
    • Character Descriptors, Physical
  • Meaning Tables: Elements Table ,pg. 18
    • Character Identity
    • Character Motivation
    • Character Personality
  • Meaning Tables: Elements Table ,pg. 19
    • Character Traits and Flaws
    • City Descriptions
    • Clues
  • Meaning Tables: Elements Table ,pg. 20
    • Creature Abilities
    • Creature Descriptions
    • Dungeon Descriptions
  • Meaning Tables: Elements Table ,pg. 21
    • Forest Descriptions
    • Location Descriptions, General
    • Magic Item Descriptions
  • Meaning Tables: Elements Table ,pg. 22
    • Object Descriptions, General
    • Object Descriptions Small Items
    • Planet Descriptions 
  • Meaning Tables: Elements Table ,pg. 23
    • Plot Twists
    • Powers
    • Sounds
  • Meaning Tables: Elements Table ,pg. 24
    • Spell Effects
    • Starship Descriptions
    • Suspect Descriptions 

Blank Page to First Scene 2: World Building 1, Paradise


World Building with the Mythic RPG is both extremely easy and rather challenging. It is easy because, with the loose idea of what you want, and the Fate chart, you can ask simple yes/no questions and start filling in the details. It is challenging because it can and will subvert your expectations quickly, which can lead to a game that wasn't what you had in mind. When an actual GM does this to his players, and he sees it isn't quite working out they can intelligently course correct, getting back on track. Mythic RPG, for all it is a wonderful system, isn't a thinking one. We bring the thinking to it. Thus, it is better to nail down anything you want to be concrete as soon as it comes to mind and NOT to leave it all up to Mythic.

There are two starting places we need the Hub, a district of Paradise, and Shadow, the term that Paradisians call everywhere else. I want to start in media res. So, I will be jumping straight into action, so I don't need a lot of details on Paradise yet, and because exploring is the purpose of travel for Saul, I don't want to go over board with the starting location either.

If you were to follow this link Setting Creation Elements, you would find that Mythic Magazine has provided us with a plethora of tools for creating setting and parts there of, but lets first look at the suggestions from Mythic RPG.

Chapter 9, World Creation (starting on pg. 85) gives us gives us a number of tools for emergent world building, and we will put those to good use in the near future, but starting with the Hub we are going to nail down some details before we let randomness take the wheel.

Mythic Magazine 38, pg. 3 gives us the article  “Solo Setting & World Creation System” (This can be found in Compilation 7). This has several tools useful for us (bonus points for us as it mentions that this or a variation of it will be used in Setting Creation in MRPG2). First off, there are lists of  Adventure Genre to roll randomly or at least consider for inspirational purposes. I like Hybrid Fantastic Sc-fi. That gives us a broad base for our local district in Paradise. Next, and just as important, not just for this setting but for the campaign at large, is Adventure Tone. Epic and Strange match our needs, but I am going to add Whimsical as well, to remind myself that this is more of a light hearted game for fun than a dash to rescue the multiverse. The penultimate tool at hand is Context. Here we are going to lay down ground rules for play in Paradise.

"Context is what informs our expectations. Context
is everything we know about our adventure world,
from the genre and setting to important past
events and our Player Characters themselves." MM Vol. 38, pg.8

So, to describe the context of the campaign, and Paradise specifically I think "Madcap Genre-bending Multidimensional Adventure!" pretty much covers both the city of Paradise (or at least the hundred or so miles we are likely to explore) and gives us a good idea of the types of adventures and scenes to come.

Along with context we can set Context Rules.

"A Context Rule is adventure Context
that you elevate to a game rule. Treat it
like a mechanical element of your RPG
or adventure, like any other rule. It’s
an instruction you can refer to when
interpreting Mythic prompts and events." MM Vol. 38, pg. 10

Context Rules for Paradise and Beyond
  1. In Paradise there is no death, and very little want. If a character from Paradise dies in a Shadow the reappear in Paradise, though worse for the wear (and possible naked).
  2. If a setback can be interpreted in a humorous way in Paradise it is. Most Shadows will have more serious consequences.
  3. As Paradise holds an aspect of anything in creation, nothing is out of place there, though somethings maybe pretty weird nonetheless.
  4. Paradise is a safe haven (like a home base in a West Marches style campaign) which isn't to say adventure can't happen there, but if you put your loot in a bank or stow it with a powerful friend it will still be there when you get back. 
  5. You can reach any time or world from Paradise, as it has it cast its Shadows all over creation, it is harder to get back to than to exit from (excepting through dying of course, but that tends to be unpleasant).
The last tool in “Solo Setting & World Creation System” is a history generator. As Paradise has always existed and (theoretically) always will this would be a bit daunting, even for one neighborhood, so lets just give it one go for a brief local immediate history.  You will find the grid for generating histories in MM 38, pg. 9. (As I don't own the compilations I can't narrow it down for you there, sorry). For, those who haven't picked up this gem of a magazine yet I will briefly explain. There is a 5 by 3 grid of boxes, with interconnections by way of random d10 rolls taking you to other boxes. 1-2 may lead down to a box while the next box may have 3-4 lead right. That isn't too important right now. I am just going to run through it quickly and give you the narrative outcome.

Start>Attack Depletion>Deposit Freedom>Indulge Elements>Deny Attention>End

When Saul first came to the more or less abandoned Transcorp industrial district of Paradise it was a pretty much a slum. It was a corner that reminded him largely of the old fossil factory towns on old Earth which had been totally abandoned as soon as there was a way out, but people did live here, natives that were pretty dang close to looking like humans, and so while desolate it looked a lot like home. 

Saul had already been doing some dimension hopping for a while and in his wild rush from Domain to Domain he hadn't spent a lot of the loot. So, he arranged for a few cheap fabricators from a richer district (and by doing a few favors) and flexed a bit of his "magical" muscles and started cleaning the place up and arranging the tools the locals would need to refurbish the neighborhood. There were some clashes with various gang types, and one mob syndicate, but honestly it wasn't like the place was churning out the cheddar, so a deal was cut that it would remain something of a safe haven for people who wouldn't hassle the locals, on the condition that the locals wouldn't ask too many questions. That and bit of the vig was expected should the place turn a profit. And with that they let it go. 

To make sure that it didn't draw too much in the way of speculators and gentrification, it outer edges were left pretty rough, though the inside became a homey safe haven for locals, your more good natured banditos, and weirdos from across paradise and beyond. Saul really pushed for it to be named Saulsburg, as it was his idea, but it ended up being name Haven, about the least interesting name they could come up with. 

With the next installment we will drop Saul into some hot water, and then generate an opening scene

Tuesday, June 17, 2025

Blank Page to First Scene 1: Character Creation

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One of the most charming aspects of Mythic RPG, is that the character summary starts the ball rolling. I said in my last post I wanted a character who was experienced in both magic and plane/genre hopping. The character could be a researcher constantly seeking the new, or someone a little less ivory tower and more self centered, though I know I don't want to play a real ne'er-do-well. A balance of practical and academic with a streak of heroism when the cards are down sounds like just the character for me. Flipping through a popular sci-fi name generator I have decided on Saul Tane. 

Pre summary rambling
(This isn't an official part of character creation, but a little free form writing just to toss ideas on to the white space. For me after a few paragraphs of this, I have a much clearer view of who the character is going to be. This step is optional in the extreme, but without I draw a blank when I try to build a character.)

Saul Tane comes from a backwater galaxy, and in a tiny corner of that, which has barely conquered space travel within there own galactic system, much less, grappled with all the possibilities of dimensional shifts along the Parallel Axis. 

About five hundred yeas ago a couple clever monkeys (sorry, scientist) realized that while the dimensions of space may be finite, there sure were a lot of them, and most of those finite dimensions are filled with, well nothing (which is a very silly place to travel to). Considerably less were filled with next to nothing, which is also a poor vacation destination. Even after much research could they find any mathematical dimension that very full of something.

Soon after, a very clever monkey, working with an equally clever monkey with a spanner developed an engine that could launch a small craft into one of those finite, but nearly empty spaces, and on account of their emptiness (and this is where it gets weird) they could travel great distances in less time because those same universes (the ones full of nothing, or to be more precise next to nothing) would have expanded at a much slower rate, yet still shared all the same points in space. What is more, extremely dense substances, like a large class three gas giant, or as star or black hole of any size, leave a gravitational shadow, which could, if your charts are right or you have an extremely clever monkey of your own, you can "Fall" out of those "higher" dimensions into a new spot within their own galaxy. It is true sometimes a ship would fail to reappear where it was planning to go, but it was assumed that just meant they had fed a black whole they mistook for a star, because their science monkey wasn't clever enough. And most of the time that was true, but some of the time....

If you stumble through space without a map looking for ultra dense materials that will leave a shadow in "hyper-space" (a term about as silly as the use of  phrase "AI" in the 21st century Earth) you can stumble upon a Transdimensional Beacon. Particularly altruistic beings, that have probably long since became transcendent or extinct, left these behind to help lost travelers get to a safe harbor. (Because the only reason they could conceive of that you would be in near null space is that they got lost). Once activated these beacons transmit the lost travelers location to The Universal Reality Engine, which then moves the ship to The Omni-dimensional location, the jewel at the center of it all: Paradise. So, far as anyone knows it is a one way trip.

Paradise is a city of infinite size that exist at the very center of all things on the Parallel Axis, and as a shadow in all dimensions and times, though it is bugger hard to get to from anywhere in particular. In fact, it is easier to get to the One Real Place accidentally, than to access it from its nigh infinite Shadows. Also the name Paradise is somewhat misleading. It is a city of infinite size, which means it also has some slums, blue light districts, and urban war zones (also of infinite size, but avoidable with a good map). In fact, it is thought that the name Paradise at one time was slang for an acronym, but at this point no one remembers it, and on the whole the name has stuck.

Summary
Saul Tane is hardly the first human to reach Paradise, but of all of those that have, he has the least desire to go back to Earth (though occasionally he visits an Earth, but more on that later). Saul Tane, was a combination, genius, adventurer, and pain in the arse. None of those things have changed in the ages he has spent in the timeless city of Paradise.

It can't be said he got to Paradise on purposes, but his studies, both conventional, mathematical, and "speculative" suggested it must be there. His mistake was thinking that the black hole in sector 1794, was Paradise. It turned out to be a Transdimensional Beacon, that transported him to Paradise.  Still it worked out all the same, and what is more he doesn't have to repay the $3 bet that the technically lost to his boss (or replace yet another ship come to think of it). He had made a second mistake as well. He thought the God Engine (more conventionally called the  Universal Reality Engine) would be in Paradise, but if it is he hasn't been able to find it. Which isn't to say he hasn't learned to access it. 

Tall, with wide shoulders that start a like a block of stone at his non existent neck, down to a near nonexistent waist, with inelegant tree trunk legs and hands like shovels, you can't say that Saul is a fashion plate in any humanoid dimension (well maybe a couple), but he is sturdy and strong, especially for an astrophysicist (most of which seem to be skinny fellows with thick glasses). Wizards come in all shapes and sizes, so he is doing fine on that front. A moody fellow (again common amid Wizard) he can be jovial or terse, and that can change on a whim, but the mood he has most of is curious, and that extends to nearly everything. Not given to fight unless there is no other option, he usually uses magic to cheat. On the whole he doesn't want to fight, but he hates to lose (though if forced to admit it, he does like the occasional tavern brawl). He is built like a brick cylinder, the moves about that well as you would expect for a brick cylinder, but he is very dexterous and steady of hand.  

What he lacks in grace of foot and common good looks he makes up for with a very keen mind and, of course, Magic.

Attributes 
Brawn:     High
Agility:    Below Average
Finesse:    Above Average
Smarts:     Exceptional 
Intuition:  Above Average
Ego:  Exceptional

Toughness: High
Vis Pool Maximum :  Exceptional

Current Vis Pool: Exceptional

(As you can see I have changed up the abilities some. To reflect that Strength is total body strength I picked a word that better reflected that to me. I switched IQ to Smarts to make it a bit more universal a term, Willpower became Ego, to reflect it is both a sense of self, thus potentially social, and a force of personality. I added Vis Pool Maximum, because a free form magic needs some limitations and Vis (Latin for energy) pool having a ceiling discourages using magic for everything. )

Abilities
Wizardry
: Exceptional(The ability to tap into the power of the Universal Reality Engine. Usually effects are mapped to the paradigm of the particular setting/genre)

Brawl: Above Average (Fighting with fist, simple, and improvised weapons)

Skullduggery: Above Average (Sneaking and besting security measures)

Tech: High (All things gadgety or buttony)

Talk: Above Average (skill set ranging from haggling,  diplomacy through persuasion, but not lying)

Deception: High (Lies, disguise, and slight of hand)

Ride/Drive: Average (getting about without using your own feet)

Athletics: Average (Anything you could learn in PE)

Know: Exceptional (Knowledge of a lore variety)

Investigate: High (Detailed searches and analyzing physical evidence)

(There are plenty of other abilities, like Shoot, Melee, Heal, Acrobatics, etc. but even a well rounded man of action can't know them all)


Strengths/Weaknesses

Strengths and weaknesses can give Rank Shift (RF) bonus or penalties. I also use them as tricks or permissions similar to the Fate RPG. With an experienced character you can expect a lot of quirks so hidden Strengths and Weakness will probably come out in play (see pg. 19 Mythic RPG).

S-Instant acclamation: Having traveled to many dimension and worlds Saul orients to new paradigms very quickly. +2RS for acclimation checks 

S- Instant translator: Through a Low difficulty spell that takes but a moment to cast, Saul can talk to any being with an organized language, which is translated by the Universal Reality Engine (mind he may still have a terrible accent). This is usually an Average check for most casters, so the RS bonus has already been included. (Most planeswalkers use some variation on this trick be it spell or hardware.) 

S- Wizard: Rather than having a limited attachment to the URE through rotes or devices, Saul has learned some of the "programming language of reality" or "True Speech". This grants permission to use free form magic. The difficulty of the spells are determined in the magic section.  (forthcoming) (depending on your local idioms)

S- Planar Compass: With a small amount of concentration Saul can track down the closest "thin" spot that will take him back to Paradise. (There are many more of these than people think.)  (+2RS to sensing the closest Thinning. More on Thinnings in the World Building article) There are spells that can simply take one to Paradise, but you have to overcome to local "gravity", and this is much easier to do at a Thinning.

W- Weirdness attractor: If it can go wrong, it will go weird (roll Fate Check to see if PC Negative Random events have a Weirdness component.) 
 
W- Mood Swings- Saul is given to powerful emotions so any extremely good or bad situation could leave him giddy or morose or enraged. Exceptional Ego roll to resist. While in the grips of a powerful mood -1RS for all social interactions (like uses of Talk and Deceive Skills). (There are two kinds of wizards in the multiverse, those that are calm, serine, and centered in its harmonies. Saul is the other kind). 

W- Curious to a fault (or Poke it with a Stick)-  When encountering anything new and unknown Saul must "figure it out". Should he chose not to for what ever reason, this triggers a Mood Swing check.


Notes.
50 Favor Points

Monday, June 16, 2025

Mythic RPG: Blank Page to First Scene (Brought to you by the Red Book and Mythic Magazine)

As I am sure has become apparent by now, I am a nut for Mythic. It isn't the only free-form DYI RPG I love (Fudge, and FAE will never stop getting a share of my affections), but when it comes to tools to truly start from scratch, between the Red Book, and Mythic Magazine all the tools I could want are just a few pages away. (and yes I know a second edition of Mythic RPG is on the way, but why wait to have fun?)

When I was primarily a GM, I would poll my players before a new campaign and listen to their input about what sorts of characters they have in mind and what sorts of gaming experience they would like to play. Today I am asking myself the same question. I think I would like to play something with very wide open possibilities, probably with the ability to shift from genre to genre with the same core cast of characters. Magic has to be present, or technology that is so close to it as to match Arthur Clarks famous quote, "Any sufficiently advanced technology is indistinguishable from magic".  There are a lot of RPGs that offer that (and more than a few books, that I could use as primary sources), but I am in the mood to work from a blank slate. I also want lots of roleplaying and mystery or research. Action is welcome but needs to take a back seat to exploration.

I will not be making the character as humble apprentice, but as an experience reality warping and world walker. 

I do like the idea of a hub though. A place to launch and end adventures. 

I will start by cracking open Mythic RPG, which as a tool kit game can accommodate anything imaginable. Once I know the PC (at least a bit) I will know where it is he calls home, and then we can really get the ball rolling. 

So lets get started, building Characters and building Worlds.

ToC


Wizard Dad Blog Update

After months of study I am on a short break between classes. I am truly sorry that I didn't have the bandwidth for both, but I am sure you folks understand that. I plan to pick up where I left off with some projects, and others will fall by the wayside, but there is also something new, and I hope fun and useful, on the horizon (check out the next blog post). 

What is certain is I will keep advancing the Mythic Magazine Index, and keep ferreting out the locations of all those precious worksheets and charts, until we can all grab the one we need as easy as flipping to the back of a book to find it. That is going to be a big project and long in completion, but useful for me, and I hope you as well, by the end. 

When the next class slides my way (probably pretty soon) I will have to balance the blog and the class work, but now that I have found my study hat I can hang it next to my wizard hat, and I believe switch back a forth between them more easily.

With that all said I plan to enjoy this free time to get back to my nerdy core, and blog it all so you can join in the fun, if you like.

W. D.

Saturday, May 17, 2025

Mythic Worksheet, Charts, and List Index, Mythic Magazines 7 through 12

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Worksheets they are printed in bold type so they are easier to locate. Flowcharts will be italicized, and a few charts I find to be absolutely key to play (Like the Fate Chart) will be marked by underlining them


Volume 7

Customizing a Solo Adventure Before You Begin

  • 20% Meaningful Event Focus Table, pg. 6.
  • 25% Meaningful Event Focus Table, pg. 6.
  • 33% Meaningful Event Focus Table, pg. 6.
  • Meaningful Events List worksheet, pg. 7.
Random Starship Generator
  • Starship Story Descriptors Table, pg. 15.
  • Starship Region Descriptors Table, pg. 16. 
  • Starship Connectors Table, pg. 17. 
  • Known Elements Region Sheet worksheet, pg. 32.
  • Area Elements Table, pg. 33.
  • Special Elements Table, pg. 34.
  • Random Element Descriptors Table, pg. 35.
  • Meaning Tables: Descriptions table, pg. 36.
  • Meaning Tables: Actions table, pg. 37.

Volume 8

Generating Compelling Backstories
  • Backstory Focus Table 2, pg. 14
  • Meaning Tables: Descriptions table, pg. 22.
  • Meaning Tables: Actions table, pg. 23

Volume 9

Generating NPC Behaviors With Fate Questions
  • Meaning Tables: Behavior, pg. 15.
  • Resolving NPC Behavior flowchart, pg. 17.

Volume 10

Starting and Ending Scenes
  • Simulationist Versus Theatrical chart, pg. 7.
Control your Adventure with Keyed Scenes
  • Keyed Scenes Records Sheet worksheet, pg. 20.
  • Meaning Tables: Action, pg. 21.
  • Meaning Tables: Descriptions, pg. 22.
 
Volume 11

Solo Play Strategy: Focusing In
  • Adventure Crafter Event Focus Table, pg. 8.

Volume 12

Getting the Most out of Source Books
  • Nested Characters List Sheet worksheet, pg. 8.
  • Location Crafter Pre-Filled Region Sheet worksheet, pg. 10.
RPG Social Skills With Mythic's Behavior Checks
  • Successful Social Skill Outcomes table, pg. 23.
  • Degrees Of Social Skill Success table, pg. 24.
  • Simplified NPC Action Table, pg. 28.

Wednesday, May 14, 2025

Mythic Worksheet, Charts, and List Index, Mythic Magazines 1 through 6

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Worksheets they are printed in bold type so they are easier to locate. Flowcharts will be italicized, and a few charts I find to be absolutely key to play (Like the Fate Chart) will be marked by underlining them


Volume 1

Removing The Ambiguity Of Ambiguous Events 

  • Meaningful Standard Focus Table, pg. 6.
Behavior Checks Simplified

  • Disposition Score Modifier Table, pg. 10.
  • Simplified NPC Action Table, pg. 11.

Volume 2

Making The Most Of Altered Scenes
  • Scene Adjustment Table, pg. 6.
Randomized Location Crafting
  • Region Descriptors Table, pg. 11.
  • Area Elements Table, pg. 14.
  • Random Element Descriptors Table, pg. 16.
  • Special Elements Table, pg. 18.
  • Known Elements Region Sheet worksheet, pg. 25.
  • Region Descriptors Table, pg. 26.
  • Area Elements Table, pg. 27. 
  • Meaning Tables: Descriptions, pg. 30.
  • Meaning Tables: Actions, pg. 31.

Volume 3

Using Mythic With Published Adventures
  • Published Adventure Focus Table, pg. 9.
  • Published Adventure List Sheet worksheet, pg. 11.
Random Dungeon Crawl Generation
  • Dungeon Story Descriptors Table, pg. 16.
  • Dungeon Region Descriptors Table, pg. 17.
  • Dungeon Connectors Table, pg. 18.
  • Known Elements Region Sheet worksheet, pg. 27.
  • Area Elements Table, pg. 28.
  • Special Elements Table, pg. 29.
  • Random Element Descriptors Table, pg. 30.
  • Meaning Tables: Descriptions table, pg. 34.
  • Meaning Tables: Actions table, pg. 35.

Volume 4

Mythic & Crafter Flowcharts
  • Using the Fate Chart flowchart, pg. 15.
  • Resolving Random Events flowchart, pg. 16.
  • Resolving Scenes flowchart, pg. 17.
  • Adventure Crafter Adventures flowchart, pg. 18.
  • Fate Check flowchart, pg. 19.
  • Detail Check flowchart, pg. 20.
  • Detail Check Table, pg. 20.
  • Behavior Check flowchart, pg. 21.
  • Disposition Table, pg. 21.
  • Meaning Tables: Descriptions, pg. 22.
  • Meaning Tables: Actions, pg. 23.
  • Mythic Adventures Sheet worksheet, pg. 25.
  • Custom Theme Focus Table worksheet, pg. 26.
  • The Adventure Crafter worksheet, pgs. 28-29.
  • Plotlines worksheet, pg. 30.
  • Character List worksheet, pg. 30.
  • Character Sheet worksheet, pg. 31.
  • NPC Worksheets, pg. 32.
  • Scaling Boxes worksheet, pg. 33.
  • Wounds worksheet, pg. 34.
  • Mythic Questions worksheets, pg. 35.

Volume 5

Combining Mythic With Adventure Crafter
  • Adventure Crafter Focus Table, pg. 8.
Generating Dark Woods and Wild Places
  • Woods Story Description Table, pg. 15.
  • Woods Region Description Table, pg. 16.
  • Wood Connectors Table, pg. 17.
  • Plotlines worksheet, pg. 27.
  • Character List worksheet, pg. 27.
  • Known Elements Region Sheet worksheet, pg. 31.
  • Area Elements Table, pg. 32.
  • Adventure Crafter Focus Table, pg. 32.
  • Special Elements Table, pg. 33.
  • Random Element Descriptors Table, pg. 34.
  • Meaning Table: Descriptors, pg. 35.
  • Meaning Table: Actions, pg. 36.

Volume 6

Creating Mystery Adventures
  • Mystery Matrix worksheet, pg. 6.
  • Mystery Elements Table, pg. 10.
  • Mystery Special Table, pg. 12.
  • Mystery Events Focus Table, pg. 13.
  • Mystery Descriptors Table: Clues, pg. 16.

Sunday, May 11, 2025

Mythic Worksheet, Charts, and List Index, Mythic GME2, part 2: Variations

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Mythic GME2 Charts and Worksheets Part 2

Worksheets they are printed in bold type so they are easier to locate. Flowcharts will be italicized, and a few charts I find to be absolutely key to play (Like the Fate Chart) will be marked by underlining them. 

Determining NPC Statistics

  • NPC Statistics Table, pg. 127
The Thread Progress Track
  • The Thread Progress Track 10 points worksheet, pg. 132
  • The Thread Progress Track 15 points worksheet, pg. 132
  • The Thread Progress Track 20 points worksheet, pg. 133
  • Discovery Fate Questions table, pg. 136
  • Thread Discovery Check table, pg. 137
Resolving Player Vs. Character Knowledge
  • Player vs PC Knowledge chart, pg. 144
Choose Your Chaos Flavor
  • Mid-Chaos Fate Chart, pg. 147
  • Mid-Chaos Fate Check Modifiers, pg. 147
  • Low-Chaos Fate Chart, pg. 148
  • Low-Chaos Fate Check Modifiers, pg. 148
  • No Chaos Fate Chart, pg. 148
Controlling Your Adventure with Keyed Scenes
  • Keyed Scene example tables, pgs. 150-154
  • Keyed Scene Record Sheet worksheet, pg. 153
Using Mythic With Prepared Adventures
  • Scaling a Prepared Adventure flowchart, pg. 157
  • Adventure Feature List worksheet, pg. 160
  • Prepared Adventure Event Focus Table, pg. 164
Using the Adventure Crafter With Mythic
  • Using the Adventure Crafter with Mythic table, pg. 175

Saturday, May 10, 2025

Mythic Worksheet, Charts, and List Index, Mythic GME2, part 1

I wrote my first index for Mythic Magazine articles, because I have a lousy memory. Turns out when it comes to the location of worksheets and lists I still have a lousy memory, so I am putting together a little tool to track down that missing worksheet that would be perfect for the moment at hand.

I will start with the Mythic GME 2 part 1 and 2, but then go through the magazines in publication order, grouped in 6 issue blocks (including issue number and page number). 

Though many charts and worksheets can be found in the backmatter of the MGME2, I am giving the original page numbers, because the pertinent rules will be close at hand as well. If there is demand I will list the backmatter in a small separate list, but I think just finding the right worksheet will probably be pretty good for my uses. 

On the note of Worksheets they are printed in bold type so they are easier to locate. Flowcharts will be italicized, and a few charts I find to be absolutely key to play (Like the Fate Chart) will be marked by underlining them. 

This is going to be a living document, tinkered with and built upon. I will be attaching a Table of Contents to other works in this index at the bottom of the page. I hope this tool will be useful, and thanks for taking the time to read this. 

[Edit. Though this is a necessary first step to finding what is where, it is really just a part 1 project. The part two will be reorganizing this information in to related fields based on what parts of the game the pertain to, much like the Mythic Index by Topic, so you won't be searching ever single index page looking for one chart or worksheet, but you can jump right to related charts and worksheets in the topic of your choice]

Mythic GME2 Charts and Worksheets Part 1

Chapter 1: Mythic Adventures

  • Mythic Adventure Elements table, pg. 11
Chapter 2: Fate Questions
  • Fate Question flowchart, pg. 17
  • Fate Chart, pg. 19
  • Example Odds table pg. 20
  • Chaos Factor Values flowchart, pg. 22
  • Fate Questions Answers chart, pg. 24
  • Fate Check Modifiers chart, pg. 26
  • Fate Check Answers chart, pg. 26
  • Fate Questions as RPG Rules chart. pg. 30
Chapter 3: Random Events
  • Generating Random Events flowchart, pg. 36
  • Random Event Focus Table, pg. 37
  • Choosing The Event Focus table, pg. 43
  • Adventure List worksheet, pg. 45
  • Meaning Tables: Action (1&2), pg. 47
  • Meaning Tables: Descriptions (1&2), pg. 48
  • Meaning Tables: Elements (Location, Character, Object), pg. 49
Chapter 4: Scenes 
  • Elements of a Scene table, pg. 60
  • First Scene Strategies table, pg. 64
  • First Scene 4W Strategy flowchart, pg. 65
  • Testing Expected Scene table, pg. 67
  • Altered Scenes Strategies table, pg. 68
  • Scenes Adjustment Table, pg. 70
  • Adventure Journal Worksheet, pg. 76
  • Scene Start and End Strategies table, pg. 77
  • Simulationist vs. Theatrical chart, pg. 79
  • Elements Meaning Tables at a Glance chart, pg. 86
  • Meaning Tables Elements charts pgs. 87-101
  • Strategies for Generating NPC Actions flowchart, pg. 107
  • NPC Behavior Table, pg. 109
  • End of Scene Bookkeeping flowchart, pg. 112
Table of Contents

Wednesday, April 30, 2025

Mythic RPG: Ideas and Addendums 5a: Simplified Villain and Factional growth

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I have read a lot of factional systems, but they have been, on the whole, for GMs running games for player groups. Soloist need something that is quick, easy, and immediate.

I spent two hours this morning writing and rewriting a procedure to determine a way to track the growth of a villain or faction. Then it hit me that I had missed the very spirit of Mythic in my attempts to be overly thorough. So, here is the simplest villain and factional growth system I could devise and find satisfying.

First, how much do you really care? Is this villain important enough that you seek out rumors about them, or is it just a character in your list that is a thorn in your side when you happen to encounter them.

Lets assume the first situation: Rumors

You, and any underlings you drag around with you, have been in deep wilderness for a month. You make it back to town bruised, bloodied and with busticated equipment. You also come back either a little richer, a little wiser, or both. You hit the healers hut, rent a nice room, and go out for a beer. While you are there you seek out rumors about Boss Noggin, a particularly violent and successful bandit you have been hearing about. 

I would suggest asking the Oracle they simple binary question "Are there rumors about Boss Noggin?", and based the chances on his level of notoriety. If he is a big deal then it is almost certain there are. If he is small fry to everyone but you, the chances will be rather poor. In the case of a Yes, generate an inspirational word pair from the list of your choice and spin a rumor out from it. If the answer is No, then there is nothing to hear. If the you get a Exceptional Yes roll several times and create an outrageous rumor about him (don't worry about whether it is true or not). If the answer is an Extreme No then he seems to have fallen out of public attention for some reason, demands, perhaps, an investigation of its own (that is your call).

Now we move on to the more important part: Encounters.

Having heard Boss Noggin has been recruiting bandits, monsters, and nar'dowells to his camp you gather your forces to shut down this problem before it gets worse. You travel some days to his not so secret hide-away, and you are ready to cross words and swords with your nemesis. 

It is unlikely he has been doing nothing all the time you have been leveling up, gaining wealth, and acquiring magical do-dads.  There is no reason in the world he wouldn't be doing the same thing. 

So, as you square off with this would be bandit king ask your oracle "Has the villain gained any advantages?". Should he be known to be a successful bandit lord the probability is high. Should he just have gotten broken free from the gaol the chances are very low. 

In the case of a Yes, roll an inspirational word pair to account for his new advantage. Should it be Exceptionally Yes, give him several advantages. Should the answer be No, there is no change. Should the answer be and Exceptional No assume he has had a set back and let an inspirational word pair breath life into his loss. 

While, I had fun devising a complicated point based sliding scale of success and loss, it always depended too much on interpreting on the spot of the encounter specifics from vagaries that have been building up over time. This simpler system saves time and effort and asks much less complex improve mid scene. 

I believe I will keep working on a more evolving system, but this one keeps the ball rolling.

Friday, April 25, 2025

Mythic RPG: Ideas and Addendums 4: Mythic RPG and Archetypical Characters


Mythic is a wonderful classless generic game. It has solid rules that are simple to use, and nearly any setting and character can be modeled from it. With that said though there are games in which certain character abilities really highlight a specific skill and talent set, and it maybe hard, even in a freeform (as opposed to point buy) game to cover them all with a few Abilities. It would be much easier to just keep up with one.

With a freeform character you can always have a look at the character summary and extrapolate out skills at a certain level, justified by the description, and as well you should. Now, I am going to offer below another system for developing a set of  Root Archetype Abilities that will suit a wide range of characters from the fantasy and cyberpunk genres. Use these as inspiration for developing your own Archetype Abilities.

The inspiration for this work came from Mythic RPG itself. The Toughness Attribute is an average of your Strength and Willpower. That got me thinking of what other Attribute combinations would lead to, but instead of more core Attributes it lead to the idea of Root Archetype Abilities. 

A quick refresher on the Attributes native to Mythic RPG: Strength, Agility, Reaction, IQ, Intuition, and Willpower. 

Fantasy
It has never been my attitude to save the best for last. Whether fantasy is the best or not is a matter of opinion, but it is certainly the most popular.  So, here are some Root Archetype Abilities for fantasy characters.

Classic Warrior. A Classic Warrior is a frontline fighter. There strengths lie in knowing a wide variety of weapons, armor, shields, and tactics (the last frequently neglected). Here I suggest combining Strength and Intuition into a Ability Prowess. This would be used for any melee or thrown weapon, all kinds of armors and shields, and any close quarters battlefield feats, as well as impressive acts of athletics. The use of equipment should be self explanatory, but if they wish to add a rider to the attack, such as a disarm, attacking a shield to damage it or pull wrench it out of a useful position, or sneak a trip attack into there flurry of quarterstaff blows, they should be able to attempt to do so, with a 0-3RS penalty. When setting the difficulty, think about the type of weapon and how they are suggesting employing it. The first time any feat is attempted, you will be playing it by ear, but as you get a list of them you could build a Scaling Box (Mythic RPG pg. 85) to better judge the difficulty of the task. 

Classic Thief. The roll of thief in fantasy precedes any RPG by years (thank you Fritz Lieber), but over time in RPGs they have come to represent a type of infiltration and exploration specialist. Here a combination of Agility and IQ will give you Larceny, which could have myriad uses. Stealth, acrobatics, picking pockets, a near sixth sense towards oncoming trouble, and a gift for opening locks and traps. Other key skills of the Thief may not fit exactly into the Larcenous Ability, but should still be available with a standard -2RS. Examples could be trying a little magic from a device (such as a scroll) deciphering a coded message from a familiarity with such codes, and speaking that unique patois of common and exotic phrases that allow the Larcenous to talk in the plain view of others in there own private Thieve's Cant. Putting all of that down on an Ability chart would take up so much space and there are so many skills they would never be able to improve them, under the umbrella term of Larceny, we know that the gestalt is greater than the individual skill. Let them shine.

Classic Wizard. the Classic Wizard goes back further than Gandalf or Ged. These are folk who understand the deeper, and some would say sinister, secrets of the world. Mythology and Folklore agree that these are persons of knowledge and power, so a combination of IQ and Willpower would serve well to grant Wizardry. Probably of all the Root Abilities this will require the most adjudication when it comes to the casting of magics, but it can also be a stand in for all kinds of esoteric knowledge, such as identifying monsters and there abilities, deciphering an ancient script, and knowledge of the belief systems of people all over the world. Let your wizards shine, don't leave them shackled to raising this skill or that at the expense of there role in the world. Maybe their magic is a subtle thing but there knowledge should be broad and expansive.

Cyberpunk
Lets flip over now to one of my other favorite genre: Cyberpunk. Through the decades, since games were designed for this genre a number of fan favorites have solidified into discernible archetypes through games such as Cyberpunk 2020, Cyberpunk Red, and Shadowrun (of the million incarnations). Some of the most popular of these archetypes have to do with combat, cyber space, and (my own favorite) drone control. 

Though there are infinite varieties of combatant available in a Cyberpunk game the quintessential Street Samurai  out shines them all. Whether she is a razor girl, a Ronin melee expert, or a master of gun-fu, the thing they all seem to have in common is lightening fast reflexes, that put them first into the fray and may well end it before it has truly begun. This Edge could well be quantified as an average of Reflex and Intuition. Though Edge would certainly put the Street Sammy first in combat the Intuition portion could give them a leg up in taking in the battlefield before the combat begins (allowing them to maximize the usefulness of cover, terrain, and hazardous obstacles), but also get a gut feeling about the capabilities of those they face. Edge should also default as a fighting score for nearly any source of damage, but as its true focus in speed and instinct it would suffer the typical -2RS penalty if used in place of a combat Ability.

From frontlines lets talk backup, and there is no better back up than a flying drone with a camera and a chain gun. This brings use to Drone Jockeys. While your cyber enhanced Street Samurai may be the first combatant you think of when you think cyberpunk, no one has more battlefield versatility, than a Drone Jockey with a high expense account. They also excel at recon, and if your team of infiltrators is very unlucky manually controlling a buildings automated defenses. This is also the team mate most likely able to fix a cyber arm or repair your armored troop transport, but those are secondary to the task of actually jumping into a the drone and using it as a second body. Reflex and Willpower are the necessary ingredients  for the Pilot ability. For all other listed purposes repair and design would be more useful but Pilot would work in a pinch at a -2RS.

Lastly, for navigating the world of data you can't beat the Console Cowboy(girl). With there trusted cyber deck, modified with brilliantly complex IC breakers, and data probes the C.C. can ferret out the deepest secrets of the best buried data-base, if the rest of the party can just get them close enough to interface. IQ is the Attribute that lets them customize their programs and hardware to the specifications of a particular run, and Reaction (along with some very advanced DNI (Direct Neuro Interface) technology) can make them masters of cyberspace, if they can fight, side step, or dupe the Black IC between them and the data they need. The average of those Attributes gives you Cyber Infiltration. This skill will also, with the standard -2RL shift allow them to code from scratch, modify electronics, and fix a busticated cyberdeck (at least long enough to hack an Amazon delivery for the newest Sony model). Good Luck Cowgirl, you are going to need it.

There are infinitely more popular archetypes for various high adventure games, but with the examples above you should be able to come up with the right parring to emulate the core talent of any Archetype adventurer.

Mythic RPG: Ideas and Addendums 3: Setting Designers and Tools that Love them

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Mythic RPG provides an emergent world building experience, that is fun and simple, but for long time GMs like myself, or anyone who is very much into setting design, putting a few set pieces in place can be of great value. 

Of course, if you are between scenes and decide to head to a pub, that can be generated on the spot, and all the details can flow from the moment you walk in the door. That is emergent game play at its best, but there are Soloist who enjoy the GM hat as much as the do the Player hat, and for such Soloist, this article may be of some help.

I still strongly suggest you start by making a character you want to play. In doing so you will have to make a number of decisions. You will pick a genre, for instance, decide the scope of the game (neighborhood to intergalactic), get a list of things you are good and bad at, and maybe as part of your Strengths and Weaknesses section generate a few NPCs that are needful for your character roll. 

(Actually, if you are so inclined you can make several characters, and let each additional one give you a few more setting chunks as long as they don't clash with the character that came before it. For me, exploring a few characters makes for a more well grounded game setting).

Now that you have your character(s), extrapolate them out. If they have special contacts (Strengths) or enemies (Weakness) you have a head start, but there is so much more on your character sheet you can pull off to make setting and character seeds.  Start with the character summary. It should explain who your character is and to some degree how they got to the point they are at as game begins.  For Spider Bella the genre is clearly cyberpunk, she has a grudge against the corporation she was born into (an entity and hook),  she has a fixer of some excellent connections (character and perhaps an organization(?)), she is fostered with a family (yet more characters all with potential connections of there own). Those are all good hooks, fleshing them out a little will get you well on your way to a setting, but hold off on finalizing their details while we explore a couple more tools, but there is yet more. If you have an exceptional ability how did you get it. If you re really awful at some sort of task what consequences has that had. I don't suggest cluttering our character sheet with a full character history, but in answering these questions (maybe on an attachment), you get to see the people, places and things that made your character who it is. Now, that we have mined the character for what it is worth, lets use some other tools.

I suggest starting with issue 49's article "The Society Crafter". Now this has a strong leaning towards creating societies randomly, but each section of it gives a categorization of a piece of information that can help ground the character's home district into a real place. Its broad topics are "Beginning, Productivity, Flourishing, Covenants (think of them as formal or informal treaties), Defenses, Culture, and Society Events. Every one of these things, besides making a very real feeling location, also are rich in game hooks. What is more, should you draw a blank on any of these, the random tables could well be useful.

The set of useful categories, combined with what I know about the character, gave me a nice little neighborhood with some light background and a lot of flavor. I started to get a feel where the known NPC come in, and I could see some necessary NPCs that would be needed to make the crafted society work. 

Now,  that I have a feel for the neighbor hood I want places in it. Using the context from the character and the society, I turn to MM16 "Location Crafting Random Cities".  My technique for using tools like this can be found in earlier blog articles, but in short I generate all the randomized categories, then do a character walk through to experience them. As I do, the world becomes populated with food vendors, little shops, gangs, policing agencies, other adventures, market places, and probably most importantly the characters home. 

This is enough details for a dozen games, but I suggest one more tool: MM38, "Solo Setting and World Creation System". This article gives you an opportunity to generate both micro and macro histories that build on one another. Before rolling for the history fill out the genre, tone, and context sections, to set in wet concrete (if not stone) the details you have already established, and the limits you wish to put on the setting.  Then jump in there and follow is history crafting procedures (you can find blank fillable PDFs of the World Building sheet here), it it will give you cornucopia of ideas for organizations, problems to solve, plot hooks of many kinds, and a feeling of history about your setting. 

That should be enough for you to launch a campaign.

Now, prepopulate your lists a bit and get to playing!


Wednesday, April 16, 2025

Mythic RPG: Ideas and Addendums 2: The Unexpected NPC, Using the One Page Character Crafter With Mythic RPG Ranks

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So, you have made a character (last blog post) and you have picked a setting (first blog post for this project). Now, you are ready to launch into play. Or maybe you want a little more of the world around you before you do your Adventure Setup (MRPG Chapter 8)  and First Scene (MRPG Chapter 7). Either way you are going to need NPCs.  If you are like me and want a little setting detail, maybe a few things on your list before you begin, your character summary probably mentions some individual or organizations that the character is familiar with. 

Fortunately you don't have to fly blind, there is a good resource for generating NPC's to be found  in Mythic Magazine (MM) Vol. 45 on pages 3-7, "The One-Page Character Crafter". 

For most NPCs, you probably won't need stats at all. The shop keeper or corner side rent-a-cop may have a couple of personality traits to improve the RP experience (which the 1-PCC provides), but unless that rent-a-cop or some entry level ganger, goes for a weapon, it is all just talk. 

For named NPCs that will be around longer, you will probably want and need more detail. 

The 1-PCC gives you an excellent idea who a person is. That is pretty much its job, but if you peek up into the right hand corner you will see there is a box for adjusting the power level of the NPC.

Here is a list of ranks for Mythic RPG Characters: Minuscule, Weak, Low, Below Average, Average, Above Average, High, Exceptional, Incredible, Awesome, and Superhuman. As one would expect most people will be Average, with a very large minority being Blow and Above Average. 

As you encounter an important NPC (or develop one that is needful for the setting), think of the NPCs primary life function. Not necessarily as it relates to your character, but as it relates to their life. Assign this Attribute or Ability a score of Above Average. Next roll on the NPC Statistics Chart in the top right corner. 

Next, pick something that someone maybe bad at. Set it to Below Average and again roll on the NPC Statistics Chart. 

Should the result be 4-7, "Use the value you Expect" well you already nailed it. Good job. Should it come up 2-3, "Weaken the value a little" lower the rating by -1RS. Should it come up 1, "Weaken the Value a lot", drop the value by -2RS. 

In the same vein should it come up 8-9 increase the value +1RS, and should it come up 10 increase the Value 2RS. 

Now you have two mechanical facts about the character. From there follow the procedures given in 1-PCC but keep in mind there strengths and weaknesses as you do. 

This will give you two facts about the NPCs Attributes or Abilities. Knowing just two things that are interesting or outstanding about the character you have a core to build around. 

So lets do a very quick example. Spider Bella, just Bell to her adopted family and few friends lives in a foster home, as she is very new to the sprawl. Her Fixer (to be established later), has arranged a kind and soothing environment (or as close as you can get in the Fringe) for his neurotic new talent. Most household around here have a matriarch, as violence amid men on the fringe can be appalling. 

Enter Jubilee Swanson, a kind woman who doesn't mind keeping an eye on a girl new to the neighborhood especially as it comes with a couple hundred cred a week. She is a known factor to the Fixer, but she isn't to us, so let pick up a couple characteristics. I would say we should start with Willpower, as she is keeping a family more or less (for the Fringe) on the straight and narrow. Our initial Assumption is that she will be Above Average.... roiling the die we get a 4 "As expected". She is a little more stick to her guns than most. But maybe old age and infirmity are catching up with her (MRPG Chapter 10) so we can assume Her toughness may have taken a blow... rolling the die we get an 8 "Slightly Higher than Expected", bring her up to Average. Not bad for an old woman.

From here we just fill in details from the article. Identity Descriptor: Science, so maybe she is a off researcher in one of the Black lab found in the fringe: Mind Descriptor: Professional, this will certainly help describe her attitude towards Bell; Body Descriptor: Endurance, so she take her fitness seriously; Talent Descriptor: Elite, this says to me she doesn't work for a black lab, but perhaps runs one. I would add some Ability set at High to reflect this, maybe cyberware? Or perhaps a High for IQ. 

And just like that we have a valuable and interesting NPC ready to interact with our nervous Ms. Bell.

Should anyone else want to contribute suggestions for NPC generation hit me up below, in the Mythic Patreon, or  the Mythic Discord, under Mythic RPG. 

Happy Gaming
Wizard Dad 


P.S.
There will of course be some NPCs whose power level you will not necessarily want to randomize, especially if it will wreck there point in the campaign. Spider Bella's adopting family can all be wild cards, but her fixer should at least be above average at Fixer related skill. Even then though I strongly suggest, though you affix some few abilities in stone, randomly roll for some of there Attributes or Abilities (maybe using the the technique in the last blog article) so you get a feeling of a person shaped by the bumps and scrapes of the world, rather than just a puppet that you have crafted. 

W.D.


Tuesday, April 15, 2025

Mythic RPG: Ideas and Addendums 1, an Alternative Character Creation

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When it comes to character creation, I am forced to admit, that I stink at coming up with a character Summary (the first step in the Mythic RPG character creation process) off the cuff. Oh I have a million ideas for characters, but when it comes down to the moment I draw a blank. This can be blamed directly on the fact that I played and ran various D&D style games for more than 30 years, and though there were other games scattered into that time frame, the habit of 3 decades is hard to buck, fortunately Ms. Pigeon, the author,  hasn't made that necessary. 

If you check out Chapter 11 in Mythic RPG there is a brief but wonderful set of rules for converting characters to Mythic. And one of the options there is a 3d6 to Mythic Ranks conversion. 

Putting the Cart before the Horse
I am sure you can see where this is going, but lets go through the steps and make a character. For years now I have started by rolling Abilities, taking a good hard look at them, and let the numbers inspire the kind of character that would have what trait, talents, and personality. The randomization process can make some scores very high and some very low, but low scores and high scores each suggest some kind of background that made them what they are. 

For example, I rolled up a perfectly enjoyable character that had a Below Average Willpower but an Incredible Intuition. Those two traits spoke to me, and I was inspired to make a Medium whom was constantly plagued by Ghosts to the point he was  nervous wreck. From there, I had further inspiration to make a specific plaguing spirit that would some times possess the Medium and his mental skills, and very difficult personality would be dominant for the rest of the scene. It was the combination of the flaw and the outstanding high score that suggested the character. 

Lets go through the process fresh and see what we come up with. 

This is not going to be a point buy character, though  the number of points that would have been used is useful scaling the type of game the character would be suited for.

Starting with the six basic Attributes we get the following set of starting stats.
Strength 12; Agility 17; Reaction 10; IQ 9; Intuition 11, Willpower 11. Checking against the Scaling Chart on page  99 of Chapter 11, it comes out like this

Strength Average
Agility Incredible
Reaction Average
IQ Below Average
Intuition Average
Willpower Average  
Toughness Average

Toughness is a derived stat falling between Strength and Willpower, but as they are both Average there wasn't much calculation to go on.

If we jump back to Chapter 2 Character creation on pg. 21 we see a Cost Per Word chart. Tallying everything up this would be a 54 point character, putting it in range between "gritty real world" and "action adventure" genre expectations. It also suggest around 35 points of Abilities would be reasonable for the character. As this is not a point buy character, we don't have to strictly stick to that number, but it does suggest a couple of strong skills or one skill that is truly over the top. 

Looking at the two outlier Attributes makes me thinking of a sports that require high degrees of agility, but at the expense of developing there mind. Perhaps someone who was in at special training program, perhaps even something like the Olympics (adjusted to the setting of course). With those bits of information I can write a Summary.

Summary
Spider Bella is an up and coming infiltration talent. She got her start as an athlete for a mega-corp propaganda division, but due to sabotage during her training she was left "unsuitable" for propaganda tridios. She was moved to train for more clandestine work. 

After an infiltration snafu for the parent (corp), in which she was left for dead, circumstances moved her into the Shadows. She is a bit insecure in her new social status as a non-entity Fringer, but her Fixer makes sure her talents go to profitable use, and the family that houses her is well paid to see to her well being. She is a gifted spider (physical infiltrator) with the skills for getting in and getting out of physical securities. Her Fixer makes sure she has the equipment needed of more technological obstacles. 

Putting the Horse back in Front.
Now that the summary is in place, lets have a look back at the character Attributes and see if anything needs changing, because the initial rolls were specifically for inspiration.

I want to leave the high Agility and low IQ alone. Those are basic building blocks for the character. I think an average Willpower is right for a former corporate operative. But her Intuition and Reactions are weak for her role. So, I will raise those to Above Average.

Attributes
Strength Average
Agility Incredible
Reaction Above Average
IQ Below Average
Intuition Above Average
Willpower Average
Toughness Average

Abilities (for this portion we just mine the summary for details, and keep a loose eye on the 35 point cap for an Action Adventure type game)

Acrobatics High (this is the same as her Agility -2RS, but it makes a good base to raise it higher)
Athletics Average (Some Athletic that are nearly pure agility, like pole-vaulting would default to her Agility -2RS making them High)  
Dance Average (This also could default to her Agility -2RS giving her a roll of High. It is here mainly as flavor)
Infiltration  Incredible (This is her primary skill and includes stealth, B&E, and other specialized mechanical infiltration skills)
Martial Arts Average (This could default to Agility and be High, but that wouldn't work for locks and holds, just for strikes and kicks)


(while this is more points than the suggestion allotted for they do make since for the character, and a number of them will be paid off in Weaknesses below)


Strengths and Weaknesses

  • Secret Identity +1RS on remaining concealed when off the job, on the job she wears a mask that conceals her features from physical observation. She has no visible tattoos or scars. The bonus is for a changed affectation of cold professionalism when she is "working". This is a remnant from her corporate training.
  • Foster family at a cost -1RS. On the Fringe nothing is free, but then again in the Corps nothing was either, so Bell feels both an emotional and financial debt to her foster family.
  • Fear of Abandonment -1RS to mental actions when suddenly left alone.
  • Gullible -1RS to resist subtle trickery or flattery
  • Holds a Grudge -1RS when socially dealing directly with corporate representatives
  • Enhanced visual memory and vision +2RS when recalling visual details (such as blueprints and floor plans). This is also a remnant of her corporate training and visual implants. One hour of recording and multi spectrum vision that allows for both night vision and seeing invisible laser and radio frequencies.
  • Outside Life -1RS for dealing with pressures brought on by non work conflicts (typical teen superhero drama)
  • Fixer- Bob the Guy +1RS - Bob can find work for Spider Bela when she requests it, but it tends to be easy low pay work that both he and his foster family get a cut of. 
  • Debt to Bob the Guy -3RS Bell is a very moral young woman (burglary and corporate espionage is just a job). She feels an amazing debt to the Fixer that dragged her back from the brink. That impacts every interaction she has with him, and the Fixer is very good at reading character and knows it. 
  • Facial scarring from a bent doctor taking a bribe to give her a faulty vaccine -1RS when beauty is a factor.
In the end we have a young adult woman, slightly stunted by the conflicts in her life. She can be a cold calculating infiltration specialist, but that is a mask over a vulnerable and sensitive fish out of water who feels a great debt of gratitude, and a large amount caring for her foster "family".  How long can she manage both "lives" before they lead to a breakdown. That is up to Mythic to decide. 

Monday, April 14, 2025

Mythic Musings 5: Mythic RPG Project 2; Ideas and Addendums

While I absolutely loved doing a deep dive into the Mythic RPG, and I very much appreciate the readers who checked in on it, the point of doing it was two fold. The first was to make sure I really knew what I was playing, and when I pontificated on it I wasn't giving people inaccurate information. The other reason though was to break it up into its constituent pieces to then start applying Mythic Variations, Magazine articles, and genre specific house rules to the corpus of the work. 

Ideas and Addendums will be just that. I am starting a Magic meets Machine dystopian game that is inspired by a very popular IP. I don't actually plan to convert that game into Mythic. In fact its dice system (a d6 dice pool) doesn't line up at all with the conversions given in Chapter 11 of Mythic RPG. The point on picking that game for inspiration is variety. It has room for fantasy stories, sci-fi stories, survival stories, different types dungeon crawl scenarios, horror story, and of course heists, which it is best known for. With that much variety, it can be a setting for all seasons. 

For this series of test scenarios, I am going to use one tiny bit of setting as a base point, but probably a wide variety of characters to highlight different aspects of the game. If the primary character of the day is a drone pilot, it will be very hard to test magic systems with them. 

As has become my normal procedure, I will link all articles to a table of contents below, and put return links on all the articles. I think this will be fun on a couple of levels. One we (I would love some input from you folks) we will be getting to do deep dives into various Mythic Magazine articles. Secondly we will get a chance flex our own brains with unique ideas. 

I hope you all will join me for this second ambitious project. 

W.D. 

Alternative Character Creation
Building Mythic RPG NPC with the One Page Character Crafter
Setting Designers and Tools that Love Them
Mythic RPG and Archetypical Characters
Simplified Villain and Factional Growth



Saturday, April 12, 2025

Mythic RPG Project: Chapter 11 through 13 and Backmatter


Though the last chapter wraps up the mechanics of the Mythic RPG, there are three chapters and some backmatter that are worth mentioning.

Chapter 11: Converting to Mythic
This chapter was of great use to me when I started playing Mythic RPG. It has some very interesting Scaling Boxes that convert common Attribute scores from other mechanical system into Mythic Ranks.
 

Amid them are the ubiquitous 3d6 used in D&D, GURPS, HERO, and the last two decades outpouring of OSR material. The "5 dot" attribute system used in White Wolf, and later Onyx Path game systems, and also % scales used in Chaosium game systems. From these examples, you could build a 2d6 system, transfer the Fate Core scale, or even take a crack at the various dice pool games that have popped up over the last 30 years of the hobby. There are further scaling boxes for transferring dice based damage (more or less that found in D&D and various OSR games), into resistance difficulties for  Toughness rolls. There isn't quite enough material here to justify an entire essay, but if you want to bring a character from one of those systems into your Mythic table play, it is very good to have guidelines to do it.

Chapter 12: Notes and Suggestions
In the first part of the chapter we find some common questions about Solo Roleplaying and some specific questions about the book and choices made in design and presentation. It is an interesting read, and a sort of snap shot of gaming history, considering the important roll this game and the Mythic GM Emulator to follow had on solo gaming.

Tips for better play, the second half of the chapter, is still chocked full of useful information. I particularly like the "Frankenstein's Game section" suggestions, as it is pretty much my play style to a "T".

Chapter 13: Extended Example
This is a must read, because it shows the entire system in action. As it plays out you see every sheet used and every rule employed (excepting full Character creation). It also plays out as an interesting story, as we all hope our games will. See if you can spot the classic fantasy hero that is getting a glow up in the example.

Backmatter
Past the last chapter, and before the index is an area you will want to toss some bookmarks in. Every useful chart from character creation through combat is here (though the page numbers run out it starts on pg. 121). There are also useful filled in useful Resolution Tables for Character advancement and combat, combat modifier charts, Random event charts, and finally blank printable Resolution Charts, Scaling Boxes, Adventure Worksheets, Character and NPC Sheets, and other goodies. As the author is crazy about examples you find a few more of them tucked in as we slide towards the index, which is useful and detailed, but I find rarely necessary as the book is very well laid out.

Final thoughts
Well, it seems I have run out of book. I did this deep dive, because I love this game and because I wanted to grind all the details home. Do I play it exactly as it is written. No. I am a game tinkerer, and this one is no exception, but I will say I have changed very little for my home games. A little customization here and there to match the mood of the settings. I think Ms Pigeon would approve. 

If this product interests you consider picking up a copy at DriveThruRPG, the link is on the project first page, just and the link at the top of this page will take you to it. Mythic was well supported with two books of optional rules (Variations 1 and Variations 2) in its first edition, and a second is on the way, but I say why wait. For less than 10 dollars and one or two days of reading (if you don't just use these articles as a jump start) you could be wandering any world you can conceive of, whether it is well know to you or a fabulous world that you and Mythic make together, and when the 2nd edition does hit the press, you will be ahead of the curve. 

If you got this far thanks for reading,
Wizard Dad. 

Friday, April 11, 2025

Mythic RPG Project: Chapter 10b: ... and Decline

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What goes up, must come down, and Mythic RPG has rules for that as well. Starting on page 93 there is a discussion of what happens when old age catches up to a character as well as the attrition that comes from letting yourself get a bit rusty over time from not using an Attribute or Ability. While most games probably wouldn't be played over a long enough period to start recording physical and mental decline, this RPG is very complete. 

Effects of Aging
"The impact aging has on a character can be difficult to judge. The following guidelines are very general, and you should feel free to either ignore them completely or modify them as you see fit." pg. 93

Page 93 also has a Resolution Table that summarizes the procedure for aging, including the potential for additional complications besides the loss of  Attribute points, in the form of a Health Crisis, which is outlined on page 94. 

This is essentially a systemic health problem that could be potentially lethal. For a slice of life game this would be particularly appropriate (even for NPCs). Fortunately for normal humans these checks are only made every 10 years against the Toughness Attribute. Though over the years the checks get harder and harder to make.

This should of course be modified to suit your game. Different species or perhaps hyper-tech treatments may hold off the effects of aging nearly indefinitely. Let your context be the guideline for this aspect of the game, or if you don't wish to bother with it at all, give it a pass. With that said playing an aging hero in his declining years could very well make for a poignant RP experience. As the author does, I do so as well, leave that in your hands to decide. The same can be said for....

Effects of Disuse
"A character can also decline from lack of activity. If you don’t use it, you lose it, as the saying goes. The impact of lack of use of an ability or attribute is less damaging than from age, however." pg. 95

This check, made yearly for unused abilities is summarized on the Resolution Table on page 95. This level of realism in a game may have mixed reception, but it speaks to the thoroughness of the system whether it is used or not. 

The procedure is a simple Fate question against the Attribute or Ability in question with a -1RS for every year the Attribute or Ability hasn't been put to use. 

Mythic RPG Project: Chapter 10a: Character Advancement...

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Mythic RPG has the most holistic character advancement rules I have ever read. Advancing a character not only can be done by several methods, but all of those methods are clear and logical, and flow out of the narrative of the emergent story, guided of course by the soloist questions. 

This adherence to a holistic approach also means character Attributes and Abilities and decline over time do to the wear of old age or the slump of retirement. The attachment to the story should please most narrative favoring roleplayers, and the realistic approach should please most simulationist. 

Strewn throughout the chapter are useful Resolution Tables that are filled out to provide examples of how the process is to work. Though I will do my best to summarize the procedures, this is a must read chapter to get the fullness of the system.

When to Check for Advancement?

In most RPGs characters gain either some equivalent of experience points, an abstraction of achievement that brings on a raise of level or some other power increase, or the get some sort of point pool for purchasing new or higher abilities. Mythic  has neither of these mechanics. Instead it continues the use of the Fate Chart to determine what improves when. These Fate Chart checks are made when certain "growth" criteria have been reached. This can be done from an extraordinary success, at the end of a period of training, or after a certain duration when any person living the lifestyle of the character would naturally improve. 

Experience

"At the conclusion of an adventure, you should look your character over and see if there were any abilities or attributes that came into play during the adventure where the character did something extraordinary." pg.89

This is the closest that Mythic RPG character advancement gets to other RPGs. If you do something so well that you end up remembering the end of the session and go "WOW", it is probably worth an Advancement Check. The experience should be a success that went beyond the norm and had an impact on the session. Naturally, these will get less common the more accomplished a character becomes, but do to the random nature of Fate Rolls, and your own creative ingenuity in overcoming or circumventing the challenges that a narrative sends your way, it will probably happen more often than you would think.

Training
"Training is the most common way characters learn and grow, just like us." pg. 90

Training is typically how we learn a skill, whether it is in some formal setting, an informal tutor, or just grinding it out on your own, we learn by learning. Well so can your character. Training cost down time and character effort, so while training there are limited other things you can do. To make this less confusing there are training guidelines that can be summarized as follows

  • Training can only be done between Adventures. Your character will have to be out of the hurly-burly to focus on the training.
  • The effect (Ability or Attribute) being trained for must be explicitly stated.
  • The amount of training time must be stated in advance, and will take longer for scores that are already high than it would for those that are low. It takes little time to make little gains, but bigger gains demand more time and effort. This of course should be tailored to the Ability or Attribute in question.
Time
"Even if a character is not actively training, and isn’t having any major experiences, the simple process of time can advance a character. In a sense, this is the same as training, except it takes place over a longer period. For instance, a man of 40 can be expected to have a broader range of knowledge than a man of 20, simply by virtue of having lived longer." pg.90

This does make a remarkable amount of sense, as we make our on travel on the river of time we learn things that are part of our daily lives. Sometimes these maybe small hobbies picked up but never taken to a professional level, or the maybe the natural growth that takes place as your experience enriches in a job.  Fortunately this too has a series of guidelines so we won't be groping around for when we should make the next check.
  • What is to be raised must be clearly stated.
  • There must be a clearly stated reason why the passage of time would increase the Attribute or Ability.
  • A reasonable amount of time must have passed to warrant the check.
  • Lastly, the check cannot have been improved in any other way during the passage of that time.
What can be Advanced?

Technically speaking anything can be advanced, but some are trickier than others. Because this part of the game requires a narrative reason for advancement, as well as a check you will usually have to find a narrative reason to make the check. 

Attributes such as Strength, Agility, and Reflexes, could arguably be increased with an exercise regiment. The same argument can be made for IQ if you, the player, can be creative, but what exercise will increase Intuition or Willpower. Like the author I will leave that up to you, but if you can make an argument that will please yourself then I say go for it. It is your solo game.

Abilities are usually skills, and thus there is a framework for building them up. Want to be a better boxer, get an instructor and hit the sand bag. Want to be a better Actor, sign up for local productions and get some experience. 

Other Abilities, like psychic powers, or super powers, may be harder to justify, but if you can come up with a creative training regiment, or if during the game you have a breakthrough Experience these two can be raised. 

Strengths and Weaknesses the author suggest will be the hardest to buy up, or buy off. Strengths usually reflect an internal knack, not shared by others, and thus finding teacher will be more than a little challenging. Also Strengths are not rolled in and of themselves, but are roll modifiers on the whole.

Weaknesses of some sorts can make since to buy off, but the narrative of them is extremely important. If you want to get rid off a characters alcohol ism then you are looking a them finding extensive therapy and resisting a lot of temptation (mind if the succeed, perhaps they can use that as a reason to increase Willpower), but no amount of counseling will bring back a severed hand. At least not in most games. 

Advancement Fate Check
After the appropriate amount of time has passed, and all other criteria met it is time to ask the Advancement Question. This is like any other Fate Question, it has 4 possible outcomes and at the end of it you will have a definitive answer. It is an odds check and it will be modified by the quality of that time and effort put into it, how high the skill already is, and any other factors you can think of. But at the end of it all it is a Fate Check like any other. (see pg. 92 for excellent examples).

Other Forms of Advancement
With all of that said, increasing the little block on a character sheet full of numbers is only one kind of character advancement.  The other kinds are gained in the narrative as well, but are more story and less stat. These could include, getting an object that is more powerful (in a fantasy or high tech game... or just a bigger gun in a modern game), getting a job that dribbles or pumps in income, making friends in the right places, or earning some sort of social status. All of that could grow out of roleplaying and a good Fate Chart check. If the gain is not temporary and will stick around (unlike a piece of equipment that may break or get used up), you should probably confirm it with a Fate check and make a note of it on your character sheet. 

Thursday, April 10, 2025

Mythic RPG Project: Chapter 9: World Creation


This is one of the shortest chapters in the book. It spans pages 85-88 and two pages of that are examples. There is a very good reason for the brevity. If you have been following chapter by chapter you already have all the tools you need for World Creation. This chapter just gives you a nudge into how to use them. 

The author starts with Where to begin, and so will I.

Where to Begin?
You can begin with as much detail or as little as you like. If you already have a setting in mind then you have a strong head start, but that doesn't mean there isn't work to be done. If you don't have any thing except a genre direction a character (Chapter 5), a Scene Setup (Chapter 6), and an Adventure Setup (Chapter 7), you are still ready to play. The difference in starting with some degree of predetermined setting and starting "from scratch" all comes down to the number of Fate Questions about the setting you will need to ask.

"Whether you start detailed or with a blank slate, if you are running a Mythic adventure, the key word to keep in mind is “evolution.” Since the Mythic adventure engine is guiding the progress of the adventure, there is no telling what details about the game world this will reveal. Players could begin with their characters in a very generalized concept of a game world and, by the end of their first adventure, have a much more concrete picture of where it is their characters live." pg. 85

The focus on Evolution, makes this a masters class in emergent setting design.

Evolution of  a Setting

"Everything from setting details to adventure specific rules will evolve out of a gaming session." pg. 85

If you know a few or maybe even a books worth of setting details, or if you are coming tabula rasa you are going to still have a lot of questions. In the case of a game set in the bucolic woods of "Wind in the Willows", you already know a lot of the characters, and there attitudes, and some of the comings and goings at the River and beyond, but you don't know what is going on in this very moment. That is what inspiration rolls on the Action/Subject Tables and Specific Fate questions will tell you. If you only know that you want to play a science fiction game on an alien world with fabulous but poorly understood ancient technology, though that is a good start, you will still need to ask many Fate and inspirational questions. As you do either the life on the River or the Alien World will start to take on a more and more definite shape. Even if you just start with your character, decide to add a bit of  action, such as they are in a speeding car at night, and currently in a state of fright, that is enough that you can start narrowing down the infinite possibilities, one scene at a time, and in the process building up a list of facts about the evolving world your character has found themselves in. With that said their are still some tools and guidelines that will make the task both easier and feel actualized. 

Issues of Control
"If playing without a GM, the situation is more controlled by Mythic. Still, the course of the adventure is largely shaped by the questions the players ask and the scene ideas they generate." pg. 85

If you are flying with no map, you still have a lot of control over your game. Do you want to play in a game with some form of magic, or hyper tech? If you do, forgo asking if it exist. As a solo player you only have to please yourself. Let your setting have the goodies you want to play around with. Instead start asking specifics about the magic. Or if you want to play a police officer who works in a particular department, don't ask if you do are a police officer in that department. Ask instead if your boss is a hard ass, if you have a partner, and whether you have any open cases. The presupposition on your part is more than fine, it means you will have the game you want, but your questions will steer the bits that need steering. Of course, you you want to go out on the high wire, with absolutely no presuppositions, that will work fine too, because Mythic will still answer any question you have right down to how gravity works. The world will be defined with a yes or a no to any particular question. So, when world building pick your questions with an eye towards creating. 

Tools of the Trade
As you can see with the Fate Questions you ask about the world, you already had that tool in your pocket since Chapter 3. Well the other tools you need for world creation are already in your pack as well.  These are the Resolution Tables and the Scaling Box.




"Notes are crucially important for keeping track of this evolving game world." pg.85

By filling out these two forms (go ahead and have a stack of them) you can keep track of the mechanical aspects of your unfolding world. With the Resolution Table, you can make game specific rules, covering things like Magic, Hyper Tech, the effects of the use of special Abilities, etc. With the Scaling Box you can create baselines, that you will refer back to with some regularity. Even if you can't copy off the exact form, it quite easy to take legal pad and construct a pile of them. 

As for general world details, a few copies of the Adventure Worksheet, and a couple of legal pads will see that  you don't lose track of any important facts, people, or events.


And question by question and scene by scene your world will become rich with detail. 

Global Questions
"Everyone, even the least educated, knows something
about the society and world they live in. Even if you begin
an adventure knowing nothing about the campaign world,
your characters know more than you do. It is fair to ask fate
questions that reflect general knowledge. For instance, if
players are adventuring in a generic sci-fi universe, which
they know nothing about, some questions they might ask
right away are: Is faster than light travel possible? Are
aliens common? Does everyone speak the same language?" pg. 86

Your first few sessions will probably focus on global questions. More if you are working from scratch and less if you have a more established setting. Even you are playing Mythic in a well known fictional or historical world there will be things you need to figure out as a precursor to other questions. For example if your game is set during the Hundred Years War, maybe you don't know what part of it you are currently in, or whether it is one of the many lulls in the conflict. Even if you decide you are in the thick of things from go, you will want to know what side currently holds the advantage. If you just know you are on a desert planet in a far future, there will be many Global Questions that will come to mind. It is ok if you start with some assumptions (gravity pulls you towards the center of the Earth), but it is equally ok for you to ask about the basic mechanics of physics. A yes or no answer, depending on the question can create a truly unique gaming environment. 

An important factor about Global Questions is that your character already knows the answers, even if the player is just learning them. Global Questions reflect the basic truths of the setting. Your character probably doesn't know how gravity works as a fundamental force of nature (I sure don't'), but they will know it keeps there feet on the ground... or they may not know such a thing at all, and be able to move freely through three dimensional space unhampered. The point is, though, that they know these things for the very basic reason of being alive in this setting. 

Ok, you have your sheets, and scrap paper, a character sheet. Ready to ask a few Global Questions, make an Adventure Setup, and Scene Setup. You are pretty much ready to play Mythic RPG. 

Go ahead and start playing, the next chapter is Character Advancement, so you probably want to be ready for it.