(Return to ToC)
Mythic Magazine (MM) Vol. 56
Solo Playing Styles, pg. 3 -13 (10 pages)
- No charts, tables, flow charts, or worksheets (C,T,FC,WS)
- Side bar References
- "Getting Prepared for a Solo Adventure", MM Vol.4
- "A Guide for New Solo Roleplayers", MM Vol 49
- "Writing Fiction with Mythic", MM Vol. 43
- "Mythic on the Move", MM Vol. 50
- No Big Example
- Summary: This article covers in broad strokes many solo playing styles and advantages they present. While not exhaustive (because it couldn't be), it paints a wide panorama of styles. This article is extremely entertaining as well, with plenty of gentle humor.
Various styles included are: Shoot from the Hipster, The Journalist, The Novelist, The Frankengamer, The Inheritor, The Juggler, The Traveler, The Dimensional Shifter, The Serialist, The One Shoter, The Comforter, and the Omelet Maker.
Detail Check Revisited, pg. 14-25 (11 pages)
- Tables. No C,FC,WS
- Detail Focus Table
- Chaos Factor Influence table
- No Sidebar References
- Big Example
- Fenog Needs a Gift
- Summary: As the name suggest this revisits an old optional rule found in Mythic Variations 2, which has been brought up to date with the Mythic GME 2. It is designed to add context to places or things found during sessions.
These contextual details are found on the Detail Focus Table and are: Courage, Good, Calm, Reassured, PC Focus, Thread Focus, Describe, No Extra Content, Active, NPC Focus, Wary, Anxious, Bad, and Fear. - The Table is arranged so that the higher the number the more daunting the result, and the lower the number the more beneficent. The Overlap with Random Encounters is discussed in the article.
- An example of each result is included.
MM Vol. 57
"Evolve Adventure Settings With the Adventure Crafter", pg. 3-23 (20 pages)
- Tables, Worksheets, Charts. No FC
- Expanding Events Sheet
- Expanding Events Triggers
- Plot Points tables
- Sidebar References
- "Keyed Scenes", MM Vol. 10 AND MGE2 pg. 149
- "The Event Crafter", MM Vol. 24
- "News Feeds", MM Vol. 35
- "NPC Evolving Motivations", MM Vol. 39
- Big Example
- "Gods and Other Awkward Things"
- Summary
- Evolving Expanding Events takes procedures from "The Adventure Crafter" and uses it to generate background elements that continue to grow without the intervention of the PC.
- Included are procedures for starting the Event.
- Explanations of Turning Points
- Triggers for using Turning Points
- And a very long table of 100+plot points to inspire the shape of Turning Points
- Prior knowledge of The Adventure Crafter are not necessary to use this article.
"Mythic Chases", pg. 24-33 (9 pages)
- Tables and charts, No WS, FC, C.
- "Does the Chaser Win this Round" chart
- "Chaos Mayhem Focus" table
- "Foot Chase Mayhem" table
- "Vehicle Chase Mayhem" table
- No Sidebar References
- Big Example
- "Bastion Rises from the Lower Dark"
- Summary:
- The intent of this article is to make vibrant cinematic chase scenes for RPGs. To accomplish this there is an outlined technique which includes the following.
- Chase Pace, which escalates the excitement potential for the chase.
- Chase Rounds during which time you can gain or lose ground.
- Chase Mayhem, which uses a combination of focus (themes), modified by a roll on specific meaning tables and is then interpreted to be the action that takes place during the Chase Round
- The mechanism for ending the chase is found on the Chase Mayhem Focus table.
MM Vol. 58
"Creating Dialogue With NPCs", pg. 3-13 (10 pages)
- Tables, Charts, Flow Charts. No Ws
- NPC Speech Prompt Points chart
- When to Roll for a Conversation Prompt flow chart
- Conversation Focus table
- Conversation table
- Conversation Words table
- Sidebar References
- "Character Conversations Table MGE2 pg. 204
- Big Example
- "There are Lights in the Sky" (after second article)
- Summary
- This article, as you would imagine from the title, focus on creating dialogue with NPCs. It offers three broad avenues for doing so.
- The first consideration is when do you need to generate dialogue, this is covered in the section Conversation Prompts. For when to use the mechanics for inspiration are laid out in the first three suggestions below. The fourth section "How they say something" Could be used at any time to indicate the manner of speech of the NPC.
- Initiating Conversation
- Answering a Question
- Responding
- How they say something
- Expected Speech is exactly what it sounds like. After you know the tone and topic of the conversation, using what context you know about the NPC, to roleplay some amount of dialogue until you hit another Conversation Prompt.
- Discovering Meaning is used when you get to a point in the conversation where you can't predict what is coming up next.
- Conversation Words are the 100 most used words in the English language. These can be rolled to see in what manner the NPC conveys there ideas.
"Moonlight Radio", pg. 14-38 (24 pages)
- Charts, Tables, Worksheets. No FC
- Welcome to Moonlight Radio table
- Is this a Horror Game? chart
- Hello Focus table
- Caller's Voice table
- Moonlight Radio Conversation table
- Conversation table6
- Weird Caller Focus table
- Caller Log Sheet (worksheet)
- Scheduled Segment Focus table
- Revelation table
- Revelation Focus table
- No Sidebar References
- Big Example
- "There are Lights in the Sky"
- Summary
- Moonlight Radio is a dialog driven adventure in which you play a late night radio host that airs calls about strange goings on, which as the game progresses gets stranger and stranger. As it is very chart based it has a lot of replay value, and with a few tweaks can be played in genre ranging from horror, through weird fiction, and even cozy.
MM Vol. 59
"Rank Rules", pg. 3-7 (4 pages)
- Charts, Tables, No Ws. No FC.
- Ranks chart
- Rank Randomizer table
- Context Rank Shifts chart
- Contested Fate Questions Chart
- No Sidebar References
- No Big Example
- Summary
- This article revises the Ranks system first found in Mythic RPG to be more in line with the up coming Mythic RPG second edition. Additionally its rules are used in both of the following articles in this Volume.
"The Spell Crafter", pg. 8-27 (19 pages)
- Tables, Flow Charts. No WS. No C
- Spell Type table
- Random Spell Effect table
- Spell Effect: Conjure table
- Spell Effect: Control table
- Spell Effect: Damage table
- Spell Effect: Death table
- Spell Effect: Life table
- Spell Effect: Nature table
- Spell Effect: Travel table
- Spell Effect: Spectacular table
- Spell Creation Visual Guide flow chart
- Spell Requirements table
- Sidebar References
- "Magic Traditions", MM Vol. 45
- Big Example
- Dr. Marou Fiends a Wound
- Summary
- This article allows spontaneous generation of spells cast by NPCs, thus avoiding player meta knowledge. This done by way of the "Rank Rules" article in this volume, and a generous number of random effect tables.
"Mythic Cyber Dystopia", pg. 28-37 (9 pages)
- Tables. No C. No Ws. No FC.
- Cyber Dystopian World Focus table
- Cyber Dystopian World table
- Cybernetic Character Focus table
- Cybernetic Character table
- Virtual World Elements table
- Cyber Dystopian Missions Seed table
- No Sidebar References
- No Big Example
- Summary
- This article provides all the tools needed to either spice up a pre-existing game with cyberpunk elements, or if you prefer build a full cyberpunk setting randomly or from the various suggestions, including elements such as setting origins, cybernetic NPC creation, Virtual reality elements, and adventure seeds.
- This article uses the "Rank Rules", from the first article in this issue.
MM Vol. 60
"Fantasy World Crafter", pg. 3-22 (19 pages)
- Worksheets, Charts, Tables. No FC.
- Fantasy World Sheet
- Fantasy Sub-genre chart
- Fantasy Sub-genre Focus table
- Adventure Tone table
- Central Mythology chart
- Central Mythology Focus table
- Legends table
- Central Society chart
- Central Society Focus table
- Civilization Descriptors table
- City Descriptors table
- Name Sounds table
- Magic chart
- Magic Focus table
- Monsters chart
- Monster Focus table
- Threats and Tensions chart
- Threats and Tensions Focus table
- Plot Twists table
- No Sidebar References
- No Big Example
- Summary: By following the steps laid out throughout this article in order, you can build a fantasy world in a top down manner, which is the opposite of the typical manner of asking Fate Chart questions and deriving the answers in the moment. Each section leads to a whole, which gives you a unique table at the end: The World Meaning Table, derived from all the previous steps. This is used to add flavor to Discovery checks.
"High Points Adventure", pg. 23-34 (11 pages)
- Tables. Flow Charts
- Gap Events table
- High Points Adventure Visual Guide flow chart
- No Sidebar References
- Big Example
- The Odyssey of Captain Estebanti
- Summary
- High Points Adventure introduces a new avenue in which to solo RP. The focus of the game is on the "High Points" which are defined as "... a handful of standout moments that you remember with a smile", and thus could be different player to player or even game to game.
- Included in the article are means of generating the Hight Points, which are the Expected Scenes, though they are still subject to Random Events and Alterations, to keep the game from being too predictable.
- Between the High Points you consult the Gap Events table to find out what happened to the character between the High Points.
- The flow chart High Points Adventures Visual Guide and the Big Example give the gist of the concept and make good reference material for High Point Adventures.
No comments:
Post a Comment