Sunday, September 29, 2024

Variation 6: Resolving Character Vs. Player Knowledge

Resolving Character Vs. Player Knowledge (MGME2 pgs. 141 - 144)

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In this Variation, several strategies are outlined to deal with the "problem" of PC vs Player knowledge. It gives options such as unreliable information, which could appeal to simulations players, to using the knowledge to construct better expected scenes. Sometimes a PC could be walking into a trap, a fact known to the Player. There is a suggestion that this could be used to make thrilling cinematic moments. Here the Player is observing what is happening to the PC, rather than directly experiencing it as it is happening. 

The multi approach options will help players of many different styles. While there is a only a few pages devoted to it, several useful approaches are given. 

This topic is discussed specifically in one Mythic Magazine article, and the problem is also covered to some extent in the article about using pre-published game modules. 

  • “Resolving Character vs. Player Knowledge”
    • MM Vol. 8, pg. 4
  • “Using Mythic With Published Adventures”
    • MM Vol. 3, pg. 4
Though not directly referred to, many other articles include situations where players have meta knowledge, for which the advice in this variation could be very useful . In the set up of solo focused, mythic guided adventures, you start with some prefabricated details that make it a module.
  • “Solo Adventure Modules”
    • MM Vol. 11, pg. 12
  • “The Secret Of Tockley Manor”
    • MM Vol. 11, pg. 19
  • “Solo RPG Mythic Starter: Scrubber’s Error”
    • MM Vol. 12, pg. 13
  • “Journey To The Isle Of Kitra”
    • MM Vol. 22, pg. 11
  • “Swords & Towers”
    • MM Vol. 29, pg. 12
  • “The Crypts of Krozen Crest”
    • MM Vol. 44, pg. 3
Also many articles about NPC and Setting creation, as well as guiding scenes, give details that are essential for the use of the material.
  • “Customizing A Solo Adventure Before You Begin”
    • MM Vol. 7, pg. 4
  • “Turn Any Show, Movie, Or Book Into A Solo Adventure”
    • MM Vol. 20, pg. 17
  • “Open World, Sandbox Solo Play”
    • MM Vol. 33, pg. 3
  • “Solo Setting & World Creation System”
    • MM Vol. 38, pg. 3
  • “Combining Mythic With The Adventure Crafter”
    • MM Vol. 5, pg. 4
  • “Generating Compelling Backstories”
    • MM Vol. 8, pg. 11
  • “Control Your Adventure With Keyed Scenes”
    • MM Vol. 10, pg. 12
  • “Creating Game Loops In Solo Play”
    • MM Vol. 43, pg. 3
The various articles expanding the Location Crafter options also needfully give certain amounts of meta knowledge going in.

  • “Randomized Location Crafting”
    • MM Vol. 2, pg. 8
  • “Random Dungeon Crawl Generation”
    • MM Vol. 3, pg. 12
  • “Generating Dark Woods And Wild Places”
    • MM Vol. 5, pg. 12
  • “Randomized Starship Generation”
    • MM Vol. 7, pg. 13
  • “Randomized Worlds Generation”
    • MM Vol. 15, pg. 3
  • “Location Crafting Random Cities”
    • MM Vol. 16, pg. 3
  • “The Event Crafter”
    • MM Vol. 24, pg. 3

Monday, September 23, 2024

Variation 5: Diversifying Threads

Diversifying Threads (MGME2 pgs. 140 - 141)

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In this short Variation , we don't see so much a hard rule as useful advice. Taking a simple one statement thread and breaking it various related components can add granularity and include more of the context.

This is another Variation which doesn't have any specific Magazine correlation, but there are useful related articles. 

  • “Starting, And Ending, Scenes”
    • MM Vol. 10, pg. 4
  • “Generating Compelling Backstories”
    • MM Vol. 8, pg. 11
  • “Creating Complicated Campaigns”
    • MM Vol. 23, pg. 3
  • “NPC Evolving Motivation Rules”
    • MM Vol. 39, pg. 3
  • “When Characters Distrust Each Other”
    • MM Vol. 24, pg. 24
  • “The Villain Crafter”
    • MM Vol. 41, pg. 3
  • “One-Page Character Crafter”
    • MM Vol. 45, pg. 3
  • “Gather A Crew” Mythic Adventures”
    • MM Vol. 32, pg. 3

Friday, September 20, 2024

Variation 4: The Thread Progress Track

The Thread Progress Track (MGME2 pgs. 132 - 140)

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Sometimes you just can't summarize an idea better than the author did so I will allow this quote to introduce the concept of this variation.

"You never know where a Mythic adventure will take you. Usually this is exciting, exploring the unknown with your Player Character. Sometimes, though, it can be frustrating: you want a more linear narrative to play out, but Mythic just isn’t cooperating.

You can use the Thread Progress Track to focus your adventure on a target goal and keep things moving toward a conclusion."

This simple tool allows you to create a specific adventuring experience, such as you would get with a themed module or published adventure, while still staying firmly within the free form, generate it as you go, excitement of a Mythic game.

But the idea of using a track method to develop aspects of the game also shows up prominently in many of the Mythic Magazine articles. 

  • “Creating Mystery Adventures”
    • MM Vol. 6, pg. 4
  • “Crafting Solo Horror Adventures”
    • MM Vol. 19. pg. 20 
  • “Conclusive Adventure Conclusions”
    • MM Vol. 20, pg. 3 
    • (Which I believe was the original iteration of the thread progress track)

As an honorable mention the article on randomized world creation has a track style all its own, but is extremely useful on those days you just aren't quite sure what you want to play, but want a little meat on the adventure skeleton before you introduce the first scene.

  • “Solo Setting & World Creation System”
    • MM Vol. 38, pg. 3

Monday, September 16, 2024

Variation 3: Getting the Most out of Source Books

Getting the Most out of Source Books (MGME2 pgs. 128 - 131)

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The gist of this section is about seeing all the potential source books can offer. It encourages the reader to view take a wide view on what can be a source book in a solo game, from actual game manuals, to non gaming books you find inspirational due to descriptions, setting, or imagery. 

After an introduction on how wide the topic can be in zooms in on specific uses. These include world building, use as a tool in determining what to play (by randomly selecting from your available inspirational materials, as if your whole library were a description table), then tips on using whole books as inspirational tables. 

This was one of the ideas that has a direct link to an article in Mythic Magazine (MM), but the use of pre-published information can be found in several article referred to below. 

  • “Getting The Most Out Of Sourcebooks”
    • MM Vol. 12, pg. 3
  • “Turn Any Show, Movie, Or Book Into A Solo Adventure”
    • MM Vol. 20, pg. 17
  • "RPGs As Inspiration For Mythic Adventures”
    • MM Vol. 35, pg. 3

Variation 2: Determining NPC Statistics

Determining NPC Statistics (MGME2 pgs. 127 - 128)

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This variation is a very simple, yet effective, way of gaging the capability of an NPC based on the context available in the scene. It involves deciding what is a reasonable stat value, then randomizing the final out put with a Mythic Fate Check. 

While no magazine article directly touch on this topic some are related.

  • “Generating NPC Behavior With Fate Questions”
    • MM Vol. 9, pg. 11
  • “One-Page Character Crafter”
    • MM Vol. 45, pg. 3

Sunday, September 15, 2024

Mythic Musings 3 : Various Variations on Variations: Connecting the second half of Mythic GM Emulator 2e to supporting magazine articles.

I clearly have a bias. I really like the Mythic GM Emulator system, and the magazine that comes out every month to support it. I am a member of the Patreon. I participate in its Discord channel.

Now, let me be absolutely clear on one matter. You don't need ANY book or supplement to jump in and enjoy the hobby of soloing your RPGs. In fact, if you dial back in this blog to my May the 6th article, you will find a home made GM Emulator that took me only a couple hours to put together. 

With that said, there is a lot of fun in breaking into a solo game play community, such as can be found in the Mythic Discord. There you find a brisk trading of ideas, inspirations and techniques people have used to enrich their own games. 

I suggest you jump in with both feet and pick up Mythic Game Master Emulator Second Edition ($14.95 in pdf). The front half of that book will have materials that will keep you happily playing for weeks. 

The second half of that book is what I want to talk about today: Variations. In this section will find a rich diversity of essays about such diverse topics as setting up your solo adventures (pg. 123), to keeping a game focused using a progress track (pg. 132), to using Mythic to play premade adventures (pg. 156). 

None of the discussion topics above are strictly necessary for play, but they turn the Mythic System into a kaleidoscope of option. 

Many of these variations were introduced through the Mythic Magazine, and the articles which introduced them have slight variations on the themes and their own examples of its use. Additionally there are bits of articles that have similar flavors that can complement the Variations.

So below I will link you to blog articles keyed to each Variation from MGME2 that will include the magazine articles that were its inspiration, were in turn inspired by a Variation, or have a natural relationship if no direct connection.

Naturally, these articles will be living documents as more articles further enrich the base game. I hope it will be of use to some potential gamer, who perhaps needs a bit of a life raft in the sea of options.


W.D.

Variation 1: Getting Prepared for Solo Adventure

Variation 2: Determining NPC Statistics

Variation 3: Getting the Most out of Sourcebooks

Variation 4: The Thread Progress Track

Variation 5: Diversifying Threads

Variation 6: Resolving Character Vs. Player Knowledge

Variation 7: Conclusive Adventure Conclusions

Variation 8: Chose Your Chaos Flavor

Variation 9: What is "A Session" in Solo Play

Variation 10: Control Your Adventure with Keyed Scenes

Variation 11: Using Mythic with Prepared Adventures

Variation 12: Handling Complicated Campaigns

Variation 13: Peril Points

Variation 14: Using Adventure Crafter With Mythic


Though this is finished for now, I plan to revisit this blog post and its related links regularly to update as new information or insights come forward.

W.D.


(If you enjoyed this article, check out the Blog Index for more content that may entertain or inspire)

Variation 1: Getting Prepared for Solo Adventure

Getting Prepared for Solo Adventures, (MGME2 pgs. 123 - 126)

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This Variation focus on the most basic concept of how you get organized to play a solo session. It it include topics such as organizing your physical materials (books, papers, etc.), pre-creating lists from your inspirational materials, deciding what broad style the game will be (linear vs. sandbox), and how to go about recording your scenes and adventures afterwards. It wraps with several useful paragraphs that remind us that as we are the only audience of our work it can be done at the pace that fits our lives. 

There is a Mythic Magazine article that directly touches on this subject, but also other articles that tie into the theme.

  • "Getting Prepared For A Solo Adventure”
    • MM Vol. 4, pg. 4
  • “Customizing A Solo Adventure Before You Begin”
    • MM Vol. 7, pg. 4
  • "Matching An RPG To Your Style Of Solo Play”
    • MM Vol. 9, pg. 4
  • “Turn Any Show, Movie, Or Book Into A Solo Adventure”
    • MM Vol. 20, pg. 17
  • “Open World, Sandbox Solo Play”
    • MM Vol. 33, pg. 3
  • “Troupe Style Solo Adventures”
    • MM Vol. 37, pg. 3