Friday, February 28, 2025

Mythic RPG Project: Chapter 1 Introduction

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Like most introductory chapters in books here we find a lot of key concepts that we will need later on, here brought to the forefront and defined. Below is a systematic summary of the elements in chapter 1.

Even in this first chapter we see a peek of how the game will be played. There is a discussion of establishing baselines, different sorts of tags (units of adventure elements), hints on play elements. This is a condensation of course, but I believe it will serve the purposes for our project. 

Key takeaway from Chapter 1: Introduction

  • Mythic offers several play styles, from a spontaneous GM assistant, to group GMless games, to solo GMless play, as an event aid in other game systems, and even as a writing aid.
  • The importance of logic (context) and interpretation (improvisation).: Logic in this sense means logical in context of your game. 
    • What keeps an airship up, how does a lightsaber work, what is the price of a lousy lawyer.
    • Interpretation is how you improvise, based on prompts or other randomly introduced elements, the next scene or action based on the logical context of the scene/setting.
  • Details and Ranks: details describe an entity. Ranks, set by a baseline of average, help to understand interact its variation from the mean, higher or lower and set a level of competence (in the case of a PC), level of inherent quality (example, hardness of a door), or difficulty of a challenge (forcing open a steel door).
    • “A detail is just what it sounds like: an important aspect of the character or object.” pg. 9
    • “Every detail has a corresponding rank that describes the “potency” of that detail.” pg. 10
    • “Ranks are all relative to the typical denizen of the same game world as your character.” pg. 10
    • “A character with a strength of above average is slightly stronger than the average person in that game world, for instance.” pg. 10
    • “Skills, abilities and powers are all relative to this average model who also possesses the same skill, ability or power.” pg. 10
    • “It is sometimes easier to think of skills in terms of professionals. A typical professional will have the relevant skill at average rank. That is high enough to earn a living with the skill.” pg. 10
  • “You can think of abilities and powers in the same way.” pg. 10
    • “ A character with telekinesis is compared to others with the same ability. The typical telekinetic has this power at average rank. What this means in real-world terms is up to you. Perhaps the average telekinetic can pick up a book from across the room, while one who has a rank of exceptional can pick up a person from across the street.”: pg. 10-11
  • “For any detail, you only have to figure out what the average rank stands for in real-world terms (editor note, real-world for your game setting). Once you know that, higher and lower ranks will work themselves out relative to this standard.” pg. 11
    • Once a baseline (Average) is established, record this for future reference.
  • Game actions (detailed fully later in the book).
    • “Resisting, or difficulty, ranks, which are used to set the difficulty of a particular task, can be set in much the same way.” pg. 11
    • “A difficulty rank is not based on a character detail but on a task or situation.” pg. 11
    • “The easiest way to think up difficulty ranks is to also think in terms of our average citizen. What rank in the appropriate detail would he need to accomplish the task?” pg. 11
    • “Difficulty ranks need to be relative to a scale … Otherwise, the ranks won’t make sense.” pg.11
    • “...rank is relative to the normal guy.” pg. 11
  • Could an action be accomplished by an unskilled/uneducated/Un-power individual? If no
    • “Just as character details relating to skills and abilities are based on the average professional, so too are difficulty ranks that rely on skills. For instance, the difficulty of hacking into a computer system is relative to the difficulty an average hacker would have in getting in, not the average general person.” pg. 11


Mythic Musings 4: The Mythic RPG Project

Most of the articles on this blog, at least since last year, have been organizing or working with Word Mill Games products, with occasional forays into other systems I play, like the Cypher System. This blog has also been focused on solo play. Well, folks absolutely none of that changes today, but we are going to have a bit of a focus switch. We are moving away, briefly, from the relatively new Mythic Game Master Emulator 2 and the Mythic Magazines and going to take a detailed look at Mythic's oldest product the Mythic Role Playing Game

I am no game historian, but I do know that this game, with its built in GM emulator, had a pivotal role in developing solo gaming, from a fringe activity, to a very popular branch of the RPG hobby. It introduced Oracles into common use, though I am sure something like it has been used for years, and encouraged people to make characters they want to play from the jump rather than slogging through levels or building up improvement points at a lower power level and "earning" the higher level character. 

This is the first part of a two part project. In the first part, we are going to wrap our heads around the Mythic RPG (MRPG), chapter by chapter, looking at it from a rules as written (RAW) point of view. 

In the second part, we are going to take innovations from the Mythic GM Emulator 2, and many Mythic Magazine articles, to add useful subsystems, perhaps with a little tweaking, to make this core RPG more robust. 

There is a Mythic RPG2 on the horizon, and it probably will be published before this task is over, but I feel this slim 140ish page book, offers possibilities for endless adventure as it stands right now, and could, with some useful additions be as strong a generic RPG as GURPS, Cypher System, or Fate Core.

Below, you will find the table of contents for MRPG, and as I cover each chapter I will hyper link to the page discussing it. 

I think that is plenty in the way of introduction. Lets jump right in.

Table of Contents
Chapter 3: The Fate Chart
Chapter 4: Task Resolution
Chapter 5: Combat
Chapter 6: Randomness
Chapter 7: The Adventure
Chapter 8: Game Master Emulation
Chapter 9: World Creation
Chapter 10: Character Advancement
Chapter 11: Converting to Mythic
Chapter 12: Notes and Suggestions
Chapter 13: Extended Play Examples

Sunday, February 16, 2025

Mythic Index Topic 18: Science Fiction Resources


I have always loved science fiction. So does Mythic. From customizing rules to full made games there is a little of everything below. A lot of what is below are rules modules or approaches that can be used in any style of game, but I feel would be very useful in a number of SciFi campaigns.


  • “Using Mythic With Published Adventures”
    • MM Vol. 3, pg. 4
  • “Randomized Starship Generation”
    • MM Vol. 7, pg. 13
  • “Control Your Adventure With Keyed Scenes”
    • MM Vol. 10, pg. 12
  • “Solo RPG Mythic Starter: Scrubber’s Error”
    • MM Vol. 12, pg. 13
  • “Creature Crafter Simplified”
    • MM Vol. 13, pg. 14
  • “Emotional Quest Adventures”
    • MM Vol. 14, pg. 3
  • “Randomized Worlds Generation”
    • MM Vol. 15, pg. 3
  • “Location Crafting Random Cities”
    • MM Vol. 16, pg. 3
  • “Adapting The Event Focus Table To Your RPG”
    • MM Vol. 18, pg. 3
  • “Specialized Meaning Tables”
    • MM Vol. 18, pg. 10
  • “Turn Any Show, Movie, Or Book Into A Solo Adventure”
    • MM Vol. 20, pg. 17
  • “Creating Complicated Campaigns”
    • MM Vol. 23, pg. 3
  • “The Event Crafter”
    • MM Vol. 24, pg. 3
  • “Handling Long Journeys In Solo Play”
    • MM Vol. 25, pg. 10
  • “Never-Ending Adventures”
    • MM Vol. 28, pg. 3
  • “Mythic RPG Narrative Combat”
    • MM Vol. 28, pg. 10
  • “Open World, Sandbox Solo Play”
    • MM Vol. 33, pg. 3
  • “Mythic Mass Combat System”
    • MM Vol. 33, pg. 12
  • “One-Page Creature Crafter”
    • MM Vol. 34, pg. 3
  • “Fluid Scene Structure”
    • MM Vol. 34, pg. 10
  • “RPGs As Inspiration For Mythic Adventures”
    • MM Vol. 35, pg. 3
  • “Location Based Adventures”
    • MM Vol. 36, pg. 3
  • “Troupe Style Solo Adventures”
    • MM Vol. 37, pg. 3
  • “Solo Roleplay In Video Games”
    • MM Vol. 37, pg. 16
  • “Solo Setting & World Creation System”
    • MM Vol. 38, pg. 3
  • “Rules & Tools For Science Fiction Adventures”
    • MM Vol. 40, pg. 16
  • “The Villain Crafter”
    • MM Vol. 41, pg. 3
  • “Mythic as a Player Emulator”
    • MM Vol. 41, pg. 18
  • “Creating Game Loops In Solo Play”
    • MM Vol. 43, pg. 3
  • "Steal the Rebellion"
    • MM Vol. 48, pg. 16
  • "The Society Crafter"
    • MM Vol. 49, pg. 3

Saturday, February 1, 2025

Blog Update: Life happened

I recently received a grant to continue my IT education by getting a series of certifications after was down sized as part of a mass layoff. The first of those certs is a tough one, a fundamentals class I wish I had taken in college, but I am grateful to have now. 

Sadly though, there are only so many hours in the day so my blogging time has been severely impacted. This blog is not dead. It isn't on hiatus. It just isn't being updated regularly. With that said I am keeping up and even improving my Mythic Magazine Index, and tidying up old articles. Editing has never been my strong suit, as I am sure you have noticed. So it is nice to take some time to get a bit of the older articles polished up. 

On the gaming front I have been exploring with using the GURPS 3d6 roll under dice system and there Advantages, Disadvantages, and a long stretch of a variation on their skill system, to play the mountain of D&D 3.x/Pathfinder 1e material I own. My special interest at this time is exploring the various nooks, crannies, and secrets of the Eberron setting.

I do plan to leave the guidelines of the D&D/GURPS hack up here when I am comfortable I have worked out all the kinks I can. Also, there will be more Mythic content coming down the line, like a list of articles from the Mythic Magazine that are Fantasy focused. 

So please enjoy the articles and tools that are here, and I will get back in the saddle to adding more material as soon as I can.

Until then Happy Gaming,
Wizard Dad