Saturday, April 25, 2026

Myth Maker: Addendum 3 : Project solidified

After much talking with my two closest gamer friends, one radically independent, and one more conventional, and a bit of encouragement from Tana, the genius behind the Mythic GM Emulator and the under appreciated Mythic RPG, plus a heck of a lot of writing, the first Myth Maker project has a cohesive structure, goal, and direction to get there.

These Myth Maker projects (this being the first of what I believe will be many) while drawing inspiration from many sources, will be self contained mega modules written to play with various Word Mill products, so the soloist can sit down with the PDF, and have guidance for setting, character creation, and a basket full of adventure starts, in a location that while started in the text, will be finished in the imagination of the soloist. I think demonstration is better than explanation, and I will be using this blog as a work diary, and discussion board for the project. 

The first Myth Maker project is, "The Verdant Peninsula: Adventures in a Magi-Tech Revolution". The setting is a jungle paradise/hellscape, which was settled by 5 schools of wizardry, who they were driven out of there homelands by a magic fearing imperial power, over the last 500 years. From the unique location ruled by custom more than law, a group of mysterious quasi mystical inventors created an innovative technology that is changing the world.

The mega adventure will is introduced when a character, native or foreign and of any power level, gains access to an well preserved oiled leather attaché filled with in game documents which both describe the setting but hold mysteries of their own (provided through sample Fate Questions to get the ball rolling). The attaché itself is the wrapper mystery. How it came to the character will be a matter for the soloist to decide, whether through a random custom table, inspiration rolls (from the table in the Mythic GME2), by picking off a list, or simply making up your own start. But it is clear from the contents and comments annotated on the contents, that his collections of documents had a purpose and a destination. This is the initial adventure thrust and glue that holds the project together. 

With in the attaché will be actual in game documents ranging from a travel brochure, to what is clearly information gained by spy craft. Central to all the documents with be the magi-tech (Rune-Plate techgnosis) and the peculiar magocracy that influences all aspects of life in the Verdant Peninsula.

Every document is subject to suspicion and doubt because every document is written to an in game purpose. This means there is no god's eye view, but a number of views of people from many professions, walks of life, and situations. And all of those will have attached adventure hooks. Taken as a whole, if flawed, still give a reasonably accurate outward view of the setting.

I have set a goal to have finished the first draft by the end of summer, Sept. 20, and I want to have a finished product, free to down load off this blog, by Christmas. 

The table of contents (ToC), will be built up on this page. Right now what goes up isn't' for playing. It will be a rough draft, and a chance for potential players to point out important gaps (rather than intentional ones that leave room to customize the game to your liking). 

While this isn't the product I had originally set out to make, I am pleased with the direction it is going, and I hope a few of you will join me for the journey, and everyone takes a free copy and the end to do whatever it is you see fit, whether that is use it as written, dissect it for parts, build a complete world around the this small island of adventure, or print it off and burn it page by page to get through the long winter nights. 

Thank you for your time

Wizard Dad. 


Table of Contents

The Raising of the Tower of Naming part 1

The Raising of the Tower of Naming part 2

My Dearest Peg, part 1

My Dearest Peg, Part 2












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