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. 

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