Saturday, May 17, 2025

Mythic Worksheet Index, Mythic Magazines 7 through 12

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Volume 7

Customizing a Solo Adventure Before You Begin

  • Meaningful Events List worksheet, pg. 7
Random Starship Generator
  • Known Elements Region Sheet worksheet, pg. 3

Volume 10

Control your Adventure with Keyed Scenes
  • Keyed Scenes Records Sheet worksheet, pg. 20

Volume 12

Getting the Most out of Source Books
  • Nested Characters List Sheet worksheet, pg. 8.
  • Location Crafter Pre-Filled Region Sheet worksheet, pg. 10.

Wednesday, May 14, 2025

Mythic Worksheet Index, Mythic Magazines 1 through 6

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Worksheets they are printed in bold type so they are easier to locate. Flowcharts will be italicized, and a few charts I find to be absolutely key to play (Like the Fate Chart) will be marked by underlining them


Volume 2

Randomized Location Crafting
  • Known Elements Region Sheet worksheet, pg. 25.
Volume 3

Using Mythic With Published Adventures
  • Published Adventure List Sheet worksheet, pg. 11.
Random Dungeon Crawl Generation
  • Known Elements Region Sheet worksheet, pg. 27.

Volume 4

Mythic & Crafter Flowcharts
  • Mythic Adventures Sheet worksheet, pg. 25.
  • Custom Theme Focus Table worksheet, pg. 26.
  • The Adventure Crafter worksheet, pgs. 28-29.
  • Plotlines worksheet, pg. 30.
  • Character List worksheet, pg. 30.
  • Character Sheet worksheet, pg. 31.
  • NPC Worksheets, pg. 32.
  • Scaling Boxes worksheet, pg. 33.
  • Wounds worksheet, pg. 34.
  • Mythic Questions worksheets, pg. 35.

Volume 5
.
Generating Dark Woods and Wild Places
  • Plotlines worksheet, pg. 27.
  • Character List worksheet, pg. 27.
  • Known Elements Region Sheet worksheet, pg. 31.

Volume 6

Creating Mystery Adventures
  • Mystery Matrix worksheet, pg. 6.

Sunday, May 11, 2025

Mythic Worksheet Index, Mythic GME2, part 2: Variations

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Mythic GME2 Worksheets Part 2

The Thread Progress Track

  • The Thread Progress Track 10 points worksheet, pg. 132
  • The Thread Progress Track 15 points worksheet, pg. 132
  • The Thread Progress Track 20 points worksheet, pg. 133

Controlling Your Adventure with Keyed Scenes
  • Keyed Scene Record Sheet worksheet, pg. 153
Using Mythic With Prepared Adventures
  • Adventure Feature List worksheet, pg. 160

Saturday, May 10, 2025

Mythic Worksheet Index, Mythic GME2, part 1 (and Table of Contents)

I wrote my first index for Mythic Magazine articles, because I have a lousy memory. Turns out when it comes to the location of worksheets, I still have a lousy memory, so I am putting together a little tool to track down that missing worksheet that would be perfect for the moment at hand.

I will start with the Mythic GME 2 part 1 and 2,  but then go through the magazines in publication order, grouped in 6 issue blocks (including issue number and page number). (Edit: I am expanding out to Mythic RPG and Variations I an II as well) 

Though, many worksheets can be found in the backmatter of the MGME2, I am giving the original page numbers, because the pertinent rules will be close at hand as well. If there is demand I will list the backmatter in a small separate list, but I think just finding the right worksheet will probably be pretty good for my uses. 

This is going to be a living document, tinkered with and built upon. I will be attaching a Table of Contents to other works in this index at the bottom of the page. I hope this tool will be useful, and thanks for taking the time to read this. 

[Edit. Though this is a necessary first step to finding what is where, it is really just a part 1 project. The part two will be reorganizing this information in to related fields based on what parts of the game the pertain to, much like the Mythic Index by Topic, so you won't be searching ever single index page looking for one chart or worksheet, but you can jump right to related charts and worksheets in the topic of your choice]

Mythic GME2 Worksheets Part 1


Chapter 3: Random Events
  • Adventure List worksheet, pg. 45
Chapter 4: Scenes 
  • Adventure Journal Worksheet, pg. 76
Table of Contents



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

Wednesday, April 30, 2025

Mythic RPG: Ideas and Addendums 5: Simplified Villain and Factional growth

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I have read a lot of factional systems, but they have been, on the whole, for GMs running games for player groups. Soloist need something that is quick, easy, and immediate.

I spent two hours this morning writing and rewriting a procedure to determine a way to track the growth of a villain or faction. Then it hit me that I had missed the very spirit of Mythic in my attempts to be overly thorough. So, here is the simplest villain and factional growth system I could devise and find satisfying.

First, how much do you really care? Is this villain important enough that you seek out rumors about them, or is it just a character in your list that is a thorn in your side when you happen to encounter them.

Lets assume the first situation: Rumors

You, and any underlings you drag around with you, have been in deep wilderness for a month. You make it back to town bruised, bloodied and with busticated equipment. You also come back either a little richer, a little wiser, or both. You hit the healers hut, rent a nice room, and go out for a beer. While you are there you seek out rumors about Boss Noggin, a particularly violent and successful bandit you have been hearing about. 

I would suggest asking the Oracle they simple binary question "Are there rumors about Boss Noggin?", and based the chances on his level of notoriety. If he is a big deal then it is almost certain there are. If he is small fry to everyone but you, the chances will be rather poor. In the case of a Yes, generate an inspirational word pair from the list of your choice and spin a rumor out from it. If the answer is No, then there is nothing to hear. If the you get a Exceptional Yes roll several times and create an outrageous rumor about him (don't worry about whether it is true or not). If the answer is an Extreme No then he seems to have fallen out of public attention for some reason, demands, perhaps, an investigation of its own (that is your call).

Now we move on to the more important part: Encounters.

Having heard Boss Noggin has been recruiting bandits, monsters, and nar'dowells to his camp you gather your forces to shut down this problem before it gets worse. You travel some days to his not so secret hide-away, and you are ready to cross words and swords with your nemesis. 

It is unlikely he has been doing nothing all the time you have been leveling up, gaining wealth, and acquiring magical do-dads.  There is no reason in the world he wouldn't be doing the same thing. 

So, as you square off with this would be bandit king ask your oracle "Has the villain gained any advantages?". Should he be known to be a successful bandit lord the probability is high. Should he just have gotten broken free from the gaol the chances are very low. 

In the case of a Yes, roll an inspirational word pair to account for his new advantage. Should it be Exceptionally Yes, give him several advantages. Should the answer be No, there is no change. Should the answer be and Exceptional No assume he has had a set back and let an inspirational word pair breath life into his loss. 

While, I had fun devising a complicated point based sliding scale of success and loss, it always depended too much on interpreting on the spot of the encounter specifics from vagaries that have been building up over time. This simpler system saves time and effort and asks much less complex improve mid scene. 

I believe I will keep working on a more evolving system, but this one keeps the ball rolling.

Friday, April 25, 2025

Mythic RPG: Ideas and Addendums 4: Mythic RPG and Archetypical Characters


Mythic is a wonderful classless generic game. It has solid rules that are simple to use, and nearly any setting and character can be modeled from it. With that said though there are games in which certain character abilities really highlight a specific skill and talent set, and it maybe hard, even in a freeform (as opposed to point buy) game to cover them all with a few Abilities. It would be much easier to just keep up with one.

With a freeform character you can always have a look at the character summary and extrapolate out skills at a certain level, justified by the description, and as well you should. Now, I am going to offer below another system for developing a set of  Root Archetype Abilities that will suit a wide range of characters from the fantasy and cyberpunk genres. Use these as inspiration for developing your own Archetype Abilities.

The inspiration for this work came from Mythic RPG itself. The Toughness Attribute is an average of your Strength and Willpower. That got me thinking of what other Attribute combinations would lead to, but instead of more core Attributes it lead to the idea of Root Archetype Abilities. 

A quick refresher on the Attributes native to Mythic RPG: Strength, Agility, Reaction, IQ, Intuition, and Willpower. 

Fantasy
It has never been my attitude to save the best for last. Whether fantasy is the best or not is a matter of opinion, but it is certainly the most popular.  So, here are some Root Archetype Abilities for fantasy characters.

Classic Warrior. A Classic Warrior is a frontline fighter. There strengths lie in knowing a wide variety of weapons, armor, shields, and tactics (the last frequently neglected). Here I suggest combining Strength and Intuition into a Ability Prowess. This would be used for any melee or thrown weapon, all kinds of armors and shields, and any close quarters battlefield feats, as well as impressive acts of athletics. The use of equipment should be self explanatory, but if they wish to add a rider to the attack, such as a disarm, attacking a shield to damage it or pull wrench it out of a useful position, or sneak a trip attack into there flurry of quarterstaff blows, they should be able to attempt to do so, with a 0-3RS penalty. When setting the difficulty, think about the type of weapon and how they are suggesting employing it. The first time any feat is attempted, you will be playing it by ear, but as you get a list of them you could build a Scaling Box (Mythic RPG pg. 85) to better judge the difficulty of the task. 

Classic Thief. The roll of thief in fantasy precedes any RPG by years (thank you Fritz Lieber), but over time in RPGs they have come to represent a type of infiltration and exploration specialist. Here a combination of Agility and IQ will give you Larceny, which could have myriad uses. Stealth, acrobatics, picking pockets, a near sixth sense towards oncoming trouble, and a gift for opening locks and traps. Other key skills of the Thief may not fit exactly into the Larcenous Ability, but should still be available with a standard -2RS. Examples could be trying a little magic from a device (such as a scroll) deciphering a coded message from a familiarity with such codes, and speaking that unique patois of common and exotic phrases that allow the Larcenous to talk in the plain view of others in there own private Thieve's Cant. Putting all of that down on an Ability chart would take up so much space and there are so many skills they would never be able to improve them, under the umbrella term of Larceny, we know that the gestalt is greater than the individual skill. Let them shine.

Classic Wizard. the Classic Wizard goes back further than Gandalf or Ged. These are folk who understand the deeper, and some would say sinister, secrets of the world. Mythology and Folklore agree that these are persons of knowledge and power, so a combination of IQ and Willpower would serve well to grant Wizardry. Probably of all the Root Abilities this will require the most adjudication when it comes to the casting of magics, but it can also be a stand in for all kinds of esoteric knowledge, such as identifying monsters and there abilities, deciphering an ancient script, and knowledge of the belief systems of people all over the world. Let your wizards shine, don't leave them shackled to raising this skill or that at the expense of there role in the world. Maybe their magic is a subtle thing but there knowledge should be broad and expansive.

Cyberpunk
Lets flip over now to one of my other favorite genre: Cyberpunk. Through the decades, since games were designed for this genre a number of fan favorites have solidified into discernible archetypes through games such as Cyberpunk 2020, Cyberpunk Red, and Shadowrun (of the million incarnations). Some of the most popular of these archetypes have to do with combat, cyber space, and (my own favorite) drone control. 

Though there are infinite varieties of combatant available in a Cyberpunk game the quintessential Street Samurai  out shines them all. Whether she is a razor girl, a Ronin melee expert, or a master of gun-fu, the thing they all seem to have in common is lightening fast reflexes, that put them first into the fray and may well end it before it has truly begun. This Edge could well be quantified as an average of Reflex and Intuition. Though Edge would certainly put the Street Sammy first in combat the Intuition portion could give them a leg up in taking in the battlefield before the combat begins (allowing them to maximize the usefulness of cover, terrain, and hazardous obstacles), but also get a gut feeling about the capabilities of those they face. Edge should also default as a fighting score for nearly any source of damage, but as its true focus in speed and instinct it would suffer the typical -2RS penalty if used in place of a combat Ability.

From frontlines lets talk backup, and there is no better back up than a flying drone with a camera and a chain gun. This brings use to Drone Jockeys. While your cyber enhanced Street Samurai may be the first combatant you think of when you think cyberpunk, no one has more battlefield versatility, than a Drone Jockey with a high expense account. They also excel at recon, and if your team of infiltrators is very unlucky manually controlling a buildings automated defenses. This is also the team mate most likely able to fix a cyber arm or repair your armored troop transport, but those are secondary to the task of actually jumping into a the drone and using it as a second body. Reflex and Willpower are the necessary ingredients  for the Pilot ability. For all other listed purposes repair and design would be more useful but Pilot would work in a pinch at a -2RS.

Lastly, for navigating the world of data you can't beat the Console Cowboy(girl). With there trusted cyber deck, modified with brilliantly complex IC breakers, and data probes the C.C. can ferret out the deepest secrets of the best buried data-base, if the rest of the party can just get them close enough to interface. IQ is the Attribute that lets them customize their programs and hardware to the specifications of a particular run, and Reaction (along with some very advanced DNI (Direct Neuro Interface) technology) can make them masters of cyberspace, if they can fight, side step, or dupe the Black IC between them and the data they need. The average of those Attributes gives you Cyber Infiltration. This skill will also, with the standard -2RL shift allow them to code from scratch, modify electronics, and fix a busticated cyberdeck (at least long enough to hack an Amazon delivery for the newest Sony model). Good Luck Cowgirl, you are going to need it.

There are infinitely more popular archetypes for various high adventure games, but with the examples above you should be able to come up with the right parring to emulate the core talent of any Archetype adventurer.

Mythic RPG: Ideas and Addendums 3: Setting Designers and Tools that Love them

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Mythic RPG provides an emergent world building experience, that is fun and simple, but for long time GMs like myself, or anyone who is very much into setting design, putting a few set pieces in place can be of great value. 

Of course, if you are between scenes and decide to head to a pub, that can be generated on the spot, and all the details can flow from the moment you walk in the door. That is emergent game play at its best, but there are Soloist who enjoy the GM hat as much as the do the Player hat, and for such Soloist, this article may be of some help.

I still strongly suggest you start by making a character you want to play. In doing so you will have to make a number of decisions. You will pick a genre, for instance, decide the scope of the game (neighborhood to intergalactic), get a list of things you are good and bad at, and maybe as part of your Strengths and Weaknesses section generate a few NPCs that are needful for your character roll. 

(Actually, if you are so inclined you can make several characters, and let each additional one give you a few more setting chunks as long as they don't clash with the character that came before it. For me, exploring a few characters makes for a more well grounded game setting).

Now that you have your character(s), extrapolate them out. If they have special contacts (Strengths) or enemies (Weakness) you have a head start, but there is so much more on your character sheet you can pull off to make setting and character seeds.  Start with the character summary. It should explain who your character is and to some degree how they got to the point they are at as game begins.  For Spider Bella the genre is clearly cyberpunk, she has a grudge against the corporation she was born into (an entity and hook),  she has a fixer of some excellent connections (character and perhaps an organization(?)), she is fostered with a family (yet more characters all with potential connections of there own). Those are all good hooks, fleshing them out a little will get you well on your way to a setting, but hold off on finalizing their details while we explore a couple more tools, but there is yet more. If you have an exceptional ability how did you get it. If you re really awful at some sort of task what consequences has that had. I don't suggest cluttering our character sheet with a full character history, but in answering these questions (maybe on an attachment), you get to see the people, places and things that made your character who it is. Now, that we have mined the character for what it is worth, lets use some other tools.

I suggest starting with issue 49's article "The Society Crafter". Now this has a strong leaning towards creating societies randomly, but each section of it gives a categorization of a piece of information that can help ground the character's home district into a real place. Its broad topics are "Beginning, Productivity, Flourishing, Covenants (think of them as formal or informal treaties), Defenses, Culture, and Society Events. Every one of these things, besides making a very real feeling location, also are rich in game hooks. What is more, should you draw a blank on any of these, the random tables could well be useful.

The set of useful categories, combined with what I know about the character, gave me a nice little neighborhood with some light background and a lot of flavor. I started to get a feel where the known NPC come in, and I could see some necessary NPCs that would be needed to make the crafted society work. 

Now,  that I have a feel for the neighbor hood I want places in it. Using the context from the character and the society, I turn to MM16 "Location Crafting Random Cities".  My technique for using tools like this can be found in earlier blog articles, but in short I generate all the randomized categories, then do a character walk through to experience them. As I do, the world becomes populated with food vendors, little shops, gangs, policing agencies, other adventures, market places, and probably most importantly the characters home. 

This is enough details for a dozen games, but I suggest one more tool: MM38, "Solo Setting and World Creation System". This article gives you an opportunity to generate both micro and macro histories that build on one another. Before rolling for the history fill out the genre, tone, and context sections, to set in wet concrete (if not stone) the details you have already established, and the limits you wish to put on the setting.  Then jump in there and follow is history crafting procedures (you can find blank fillable PDFs of the World Building sheet here), it it will give you cornucopia of ideas for organizations, problems to solve, plot hooks of many kinds, and a feeling of history about your setting. 

That should be enough for you to launch a campaign.

Now, prepopulate your lists a bit and get to playing!