Monday, March 3, 2025

Wizard Dad: Setting Elements Tables for the Eberron Setting (3.5 edition) Pg. 2 Classes and Factions

Link to Page 1 and ToC

This is a continuation of the sub-lists for the Eberron Campaign setting, started in part 1. For the whys and wherefores follow the link above.

Classes (including NPC Classes)  (Eberron is supposed to have everything from D&D 3.5 in it. Well in this class list I tried to take them at their word. Sorry to have to use an irregular format, but it was the only way to fit everything in I will try to come back and give some insight on where the exotic classes can be found in Eberron.)

Link to Classes D20 SRD Classes

1-2
    1, Aristocrat
    2. Adept
    3. Mage Wright
    4. Commoner
    5. Expert
    6. Artificer
    7. Barbarian
    8. Bard
    9. Cleric
    10. Druid
    11. Fighter
    12. Monk

3-4
    1. Paladin
    2. Ranger
    3. Rogue
    4  Sorcerer
    5. Wizard
    6. Psion
    7. Psychic Warrior
    8. Soulknife
    9. Wilder
    10. Psychic Rogue
    11. Ninja
    12. Scout

5-6
    1. Spellthief
    2. Warlock
    3. Wu Jen
    4. Shugenja
    5. Spirit Shaman
    6. Ardent
    7. Divine Mind
    8. Erudite
    9. Lurk
    10. Hexblad
    11. Samurai
    12. Swashbuckler
 

7-8
    1. Dragonfire Adept
    2. Factotum
    3. Archivist
    4. Dread Necromancer
    5. Incarnate
    6. Soulborn
    7. Totemist
    8. Favored Soul
    9. Healer
    10. Marshal
    11. Warmage
    12. Shaman

9-10
    1. Sohei
    2. Beguiler
    3. Dragon Shaman
    4. Duskblade
    5. Knight
    6. Crusader
    7. Swordsage
    8. Warblade
    9. Binder
    10. Shadowcaster
    11. Truenamer 
    12. Re-roll or pick

Factions

1-2
    1-2. Aurum
    3-4. The Blood of Vol
    5-6. The Chamber
    7-8. The Dreaming Dark
    9-0. The Library of Korranburg

3-4
    1-2. The Lords of Dust
    3-4. Order of the Emerald Claw
    5-6. The Twelve
    7-8. The Wayfinders Foundation
    9-0. The Church of the Silver Flame


Sunday, March 2, 2025

Wizard Dad: Setting Elements Tables for the Eberron Setting (3.5 edition) Pg. 1: Master List, Sapient Humanoid Species, and Unique Magics

When I  solo play in a preestablished setting I want the feeling of that setting to really shine. I mostly use Mythic GM Emulator 2 for my stand in GM. Two important elements in using MGME2 are Character Lists and Threads (plots) Lists

The one thing that delightful system lacks, is a dedicated lists for setting elements. Because I have been noodling around in the Eberron campaign setting for the last few months of solo play, I have built up a master list for the setting and a ton of sub-lists that it refers to. As I have had a few requests for those list I am going to drop them here. This is hardly comprehensive for a 288 page book, but I feel it adds spice that differentiates this setting from a more generic setting. 

The way I use these lists is two fold. First, I roll three elements from them at the beginning of an adventure arc to insure that the game unfolding will have a Eberron flavor. I make sure in the first three scenes that all of the elements show up in some form. 

Next I have an entry in both the Threads list and the Character list of "Setting Elements Table". This allows for a random introduction of some aspect setting to spring in unexpectedly.

Enough explanation, on to the Lists.

Master List

1-2
    1-2. Sapient Humanoid Species* 
    3-4. Classes*   
    5-6. Magic, Common
    7-8. The Five Kingdoms*
    9-0. The New Nations*

3-4
    1-2. The Monster Nations*
    3-4. Beyond Khovaire*
    5-6. History*
    7-8. Factions*
    9-0. Magic, Unique*

5-6
    1-2. Monsters
    3-4. Faiths
    5-6. Dragon Marked Houses
    7-8. Dragon Shards
    9-0. 
Conveyances (seems weird but it one of the coolest parts of Eberron)*

Many of the sub-lists (Like the Five Kingdoms) have sub-lists of their own (details of a specific kingdom). So this little side project may take a while. I am going to mark the major topics with an " * " to denote I have done them, so I am not getting redundant. 

Sapient Humanoid Species            

1-2.                                
    1-2. Humans                    
    3-4. Changelings           
    5-6. Dwarves                
    7-8. Elves                    
    9-0. Gnomes

3-4
    1-2. Half-elves
    3-4. Half-orcs
    5-6. Halflings
    7-8. Kalishtar
    9-0. Shifters

5-6
    1-2. Orcs
    3-4. Goblins
    5-6. Hobgoblins
    7-8. Bugbears
    9-0. Warforged (close enough)

7-8
    1-2. Gnolls
    3-4. Lizard Folk

Unique Magics of Eberron

1-2
    1-2. Artificing
    3-4. Dragon Marks
    5-6. Dragon Shard Items
    7-8. Draconic Prophecies
    9-0. Elemental Binding

3-4
    1-2. Daelkyr Corruption Magic
    3-4. Dragon Totem Rituals
    5-6. Positive Energy Necromancy
    7-8. Mage bred Animals
    9-0. Kunderack Deposit Boxes

5-6
    1-2. Schema
    3-4. House Sivis Speaking Stones

I don't want this page to get to crowded, so I am going to split up the sub-lists over several posts. 

Pg. 2: Classes and Factions

Pg.3 Conveyances, The Five Nations, and History

Pg.3 Beyond Khovaire, The Monster Nations, The New Nations






Mythic RPG Project: Chapter 2 Character Creation, part 1, what does it all mean.


It is good game design to put character creation after the introduction, and we find that is how it is done in MRPG. Mythic offers two types of character creation. The first is a freeform style, structured, but not restricted, with which you could make any type of character you can imagine. This is good for people who are playing solo and have a strong idea what it is they want to make. 

The second option is a point based system for designing new characters within the restrictions of the points available. As the demonstration in the book (pgs. 19 and 23) shows you can make the same character with each system, just one has more built in restriction due to point availability. 

The appeal to the freeform character creation is that you get exactly what you want, which would appeal to people soloing that don't have to worry over much about having characters that are fair and balanced to the other players in the group.

The appeal to the point buy is that every character in the group will be dealt the same hand, points wise, but still have a huge potential to make characters that approach their character concept. For the solo player who is not especially comfortable doing things freeform, the point by character creation offers nice guide rails to help in character design.

Enough of my pontification; lets actually look at what is in the book.

The first paragraph sums up the process in short paragraph so well that there is no way I could do it better, so lets have a look at it.

"Whichever creation method you choose, a Mythic
character is composed of the same basic parts. There are
five sections to a Mythic character: Summary, Attributes,
Abilities, Strengths/Weaknesses, and Notes." pg.14

Summary
In this first step you give an outline of the character you want to build.  It will act as your guiding blueprint for all of the following steps. It doesn't need to be long or complicated. If you have played games like Fate this step will be familiar. 

The books example is of a suave spy. 

“People take notice when
Nathan Silver enters a room. His aristocratic features and
sharp, intelligent eyes draw attention. He is a man of
many talents and those talents are often sought by
governments from around the world. Although he doesn’t
like getting his hands dirty, Nathan is deceptively adept
at hand-to-hand combat and a crack shot with a pistol.” pg. 14

This four sentence paragraph encapsulates most of the important details of the character. It is more detailed than the "High Concept" you find in Fate, but it serves a similar purpose in that it gives in a small amount of space a clear snap shot of the character to come. 

Attributes
The next step it to assign Attributes. 

"These are fundamental statistics that
tell how strong, how smart and how fast your character is. Attributes are not learned, they are more like innate abilities, although they can change over time."(pg. 14).

The default list of Attributes are: Strength, Agility, Reflex, IQ, Intuition, Willpower, and Toughness. The book is quick to point out that this list can be modified. 

"In a magical setting, they may add a spirit attribute. Or, in a more
social genre, they may add charisma or appearance. The
atmosphere of the adventure you are playing will
determine whether you need additional attributes,..." pg. 15

Here is the first hint that this strongly a DYI game, but its list of default Attributes, gives a strong start to determining a character, and we will stick to them for now. (Though we may tinker with them when we do the character creation demo in a future blog post)

Most of the Attributes are exactly what they sound like, but lets go through them anyway just so we all can stay on the same page.
  • Strength
    • a measure of raw physical strength
  • Agility
    • how capable the character is on their feet. Balance, dodging, etc.
  • Reflex
    • a measure of reaction time.
  • IQ
    • A measure of cognitive ability, but not a knowledge base.
  • Intuition
    • Awareness of things in the surroundings, and perhaps a hunch for things going on that cannot be seen.
  • Willpower
    • Mental strength, and associated with learning other abilities
  • Toughness
    • The ability to withstand hardship. It is a composite ability that falls between Strength and Willpower. (In a point based game Toughness doesn't require point investment if take at baseline).
Determining Attribute Ranks
In a freeform game you would simply set each Attribute at the appropriate level based on the information in your character Summary. In a point based game it is a bit more involved and we will cover that soon.

Abilities

"If attributes are a character’s innate, personal
resources, then abilities are additional talents that the
character has developed. Usually, abilities take the form
of skills. However, abilities can also be powers and
supernatural capabilities. Abilities, essentially, is a list of
what the character can do." pg.15

While every character has the same Attributes, Abilities set one character in a setting off from the rest. These can be a broad as "Social Skills" or as narrow as "Walther PPK handgun" Again, in the freeform game reflect back on the summary and pick Abilities that fit with it. Make sure you are not over lapping with Attributes. If you are playing a vampire and decide all vampires have Superhuman Strength, that would be shown in your Strength Attribute, as even humans have a Strength Score, but if you have a mesmerizing gaze, that is not covered in Attributes, and thus would be an Ability.

Editor: If you are stumped to describe Abilities, pick up nearly any base RPG game book, and check out its character options, most games have more than any one character could ever use.

Abilities should be tantamount to skills or powers that a character can call on at any time. If it is more of a knack that enhances or a shortcoming that hinders an Attribute or Ability that would be a "Strength" or "Weakness"  which we will get to soon.

Hidden Abilities
Hidden Abilities are used to fill in the gaps that you didn't consider at character creation, but make sense in the context of the character Summary. 

"The most fundamental rule about a Mythic character
is that the character summary encapsulates the essence of
that character. If it seems apparent from that summary
that the character should possess a particular ability, then
the character probably does possess it, and at the most
logical rank. Conversely, if it seems likely that the
character does not possess a particular rank, or does so at
a low rank, then that should also be the case." pg.16

Hidden Abilities  are primarily a tool for freeform characters, that start more as an advanced character mark up, than a fully formed character. In that context it makes sense that a hidden ability may come out of the woodworks. 

Strengths and Weaknesses

"Strengths and weaknesses: everyone has them, even
you and me. You better believe characters have them to,
and then some!" pg. 16

Strengths and Weaknesses could be thought of as the extras that truly make your character unique.

A Strength gives a bonus or special quality to a character. A Weakness gives a penalty or some other sort of hinderance. They are separated from Abilities because they have niche application. 

In a freeform game, pick Strengths and Weaknesses that help shape the character more in line with the summary. (Though there is no rule that says a freeform character has to have Weaknesses, I encourage you to go ahead and take some if they help to realize the character’s summary theme. Also it is fun to play a flawed character).

In a point buy game, Strengths start with a cost of 5 build points for a simple 1 category shift. Likewise a 1 shift Weakness is worth 5 extra build points, which will come in handy when we do our point buy character example. 

Strengths and Weaknesses can also be tricks or ticks that don’t model to an Ability. For instance, if you always know the direction of the magnetic pole that is not an Ability,  because it requires no roll. Flipping that around, if you simply cannot register the color blue, that also doesn't map to an Ability, but it could lead to some trouble. 

Cost of Strengths and Weaknesses, for point buy characters, are set by potency and frequency, but that will be made clearer during our point buy example. 

For excellent examples of Strengths of Weakness check out pgs. 17 and 18 (especially 18 which gives genre specific example).

Hidden Strengths and Weakness
Just as there maybe Hidden Abilities for a growing freeform character, so there maybe Strengths and Weakness that don't show themselves until game is under way. Again, refer back to the character Summary before committing to pick these up. They should build your character towards the realization, not just add cool abilities. With that said your summary maybe hiding some very cool abilities. 

Point buy characters need to pick up all their Strengths and Weakness during creation, or wait for an opportunity to pick them up during play (more on that in the in the Character Advancement Chapter). 

Notes
Notes make up the last section on character creation. This where you put details that aren't covered above. Character appearance, thoughts, goals, philosophy, a touch of history, or people they know could all be details to fill notes. You should also used this section when you need to add a detail from your on going game, such as the loss of a finger when trying to get an industrial elevator to work, or a couple details about that sweet girl from the pub you plan to marry if you can ever get rid of your stupid boss and his stupid cursed ring.

Everyone needs favors
Favor points, recorded in Notes, are a meta currency that allows points to be spent to improve roll results. 

"Characters start out with 50 favor points, and may
gain more at the end of each scene (see Chapter 7).
When a question is asked on the Fate Chart, the player
may spend up to 25 favor points to change the result of
the percentile roll used to answer that question, on a point-by-point
basis" pg.20-21

Each scene in which there is some progress towards a goal. These are awarded between 10-25 at the end of a scene and the scale is determined by how accomplished the scene was. 
This, like with most meta currency systems, allow the Player a bit of narrative control. This is important in a game that can rocket off into the unexpected at any point. These points are applied after the Fate Chart check. 

"Now, don’t say we didn’t do you any favors." pg. 21

Now that we know the parts and how they work, in the next update we will make a character, using the point buy system. If I do my job right, you should be able to figure out how you would do this freeform along the way.


Future home to Link to Chapter 3

Friday, February 28, 2025

Mythic RPG Project: Chapter 1 Introduction

Return to TOC

Like most introductory chapters in RPG books, we find here many of the key concepts that we will need later on, brought to the forefront and defined. Below is a systematic summary of the elements in chapter 1.

Even in this first chapter we see a peek of how the game will be played. There is a discussion of establishing baselines, different sorts of tags (units of adventure elements), hints on play elements. This is a condensation of course, but I believe it will serve the purposes for our project. 

Key takeaway from Chapter 1: Introduction

  • Mythic offers several play styles, from a spontaneous GM assistant, to group GMless games, to solo GMless play, as an event aid in other game systems, and even as a writing aid.
  • The importance of logic (context) and interpretation (improvisation): Logic in this sense means logical in context of your game. 
    • What keeps an airship up, how does a lightsaber work, what is the price of a lousy lawyer.
    • Interpretation is how you improvise, based on prompts or other randomly introduced elements and, the next scene or action, based on the logical context of the current scene in the setting.
  • Details and Ranks: Details describe an entity. Ranks, set by a baseline of average, help to understand interact its variation from the mean, higher or lower and set a level of competence (in the case of a PC), level of inherent quality (example, hardness of a door), or difficulty of a challenge (forcing open a steel door).
    • “A detail is just what it sounds like: an important aspect of the character or object.” pg. 9
    • “Every detail has a corresponding rank that describes the “potency” of that detail.” pg. 10
    • “Ranks are all relative to the typical denizen of the same game world as your character.” pg. 10
    • “A character with a strength of above average is slightly stronger than the average person in that game world, for instance.” pg. 10
    • “Skills, abilities and powers are all relative to this average model who also possesses the same skill, ability or power.” pg. 10
    • “It is sometimes easier to think of skills in terms of professionals. A typical professional will have the relevant skill at average rank. That is high enough to earn a living with the skill.” pg. 10
  • “You can think of abilities and powers in the same way.” pg. 10
    • “ A character with telekinesis is compared to others with the same ability. The typical telekinetic has this power at average rank. What this means in real-world terms is up to you. Perhaps the average telekinetic can pick up a book from across the room, while one who has a rank of exceptional can pick up a person from across the street.”: pg. 10-11
  • “For any detail, you only have to figure out what the average rank stands for in real-world terms (editor note, real-world for your game setting). Once you know that, higher and lower ranks will work themselves out relative to this standard.” pg. 11
    • Once a baseline (Average) is established, record this for future reference.
  • Game actions (detailed fully later in the book).
    • “Resisting, or difficulty, ranks, which are used to set the difficulty of a particular task, can be set in much the same way.” pg. 11
    • “A difficulty rank is not based on a character detail but on a task or situation.” pg. 11
    • “The easiest way to think up difficulty ranks is to also think in terms of our average citizen. What rank in the appropriate detail would he need to accomplish the task?” pg. 11
    • “Difficulty ranks need to be relative to a scale … Otherwise, the ranks won’t make sense.” pg.11
    • “...rank is relative to the normal guy.” pg. 11
  • Could an action be accomplished by an unskilled/uneducated/Un-power individual? If no
    • “Just as character details relating to skills and abilities are based on the average professional, so too are difficulty ranks that rely on skills. For instance, the difficulty of hacking into a computer system is relative to the difficulty an average hacker would have in getting in, not the average general person.” pg. 11


Mythic Musings 4: The Mythic RPG Project

Most of the articles on this blog, at least since last year, have been organizing or working with Word Mill Games products, with occasional forays into other systems I play, like the Cypher System. This blog has also been focused on solo play. Well, folks absolutely none of that changes today, but we are going to have a bit of a focus switch. We are moving away, briefly, from the relatively new Mythic Game Master Emulator 2 and the Mythic Magazines and going to take a detailed look at Mythic's oldest product the Mythic Role Playing Game

I am no game historian, but I do know that this game, with its built in GM emulator, had a pivotal role in developing solo gaming, from a fringe activity, to a very popular branch of the RPG hobby. It introduced Oracles into common use (though I am sure something like it has been used for years), and encouraged people to make characters they want to play from the jump rather than slogging through levels or building up improvement points at a lower power level and "earning" the higher level character. 

This is the first part of a two part project. In the first part, we are going to wrap our heads around the Mythic RPG (MRPG), chapter by chapter, looking at it from a rules as written (RAW) point of view. 

In the second part, we are going to take innovations from the Mythic GM Emulator 2, and many Mythic Magazine articles, to add useful subsystems, perhaps with a little tweaking, to make this core RPG more robust. 

There is a Mythic RPG2 on the horizon, and it probably will be published before this task is over, but I feel this slim 140ish page book, offers possibilities for endless adventure as it stands right now, and could, with some useful additions, be as strong a generic RPG as GURPS, Cypher System, or Fate Core.

Below, you will find the table of contents for MRPG, and as I cover each chapter I will hyper link to the page discussing it. 

I think that is plenty in the way of introduction. Lets jump right in.

Table of Contents




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



Sunday, February 16, 2025

Mythic Index Topic 18: Science Fiction Resources


I have always loved science fiction. So does Mythic. From customizing rules to full made games there is a little of everything below. A lot of what is below are rules modules or approaches that can be used in any style of game, but I feel would be very useful in a number of SciFi campaigns.


  • Science Fiction Resources

    • “Randomized Starship Generation”
      • MM Vol. 7, pg. 13
        • Compilation 2
    • “Solo RPG Mythic Starter: Scrubber’s Error”
      • MM Vol. 12, pg. 13
        • Compilation 2
    • “Randomized Worlds Generation”
      • MM Vol. 15, pg. 3
        • Compilation 3
    • “Specialized Meaning Tables”
      • MM Vol. 18, pg. 10
        • Compilation 3
    • “Solo Setting & World Creation System”
      • MM Vol. 38, pg. 3
        • FC
        • WS
        • Compilation 7
    • “Rules & Tools For Science Fiction Adventures”
      • MM Vol. 40, pg. 16
        • Compilation 7
    • "The Star System Creator"
      • MM Vol. 46, pg. 3
        • WS
    • "Steal the Rebellion"
      • MM Vol. 48, pg. 16
        • Completion 8
    • "Event Crafter Collection"
      • MM Vol. 51, pg. 18
    • "A Mythic Bestiary"
      • MM Vol. 52, pg. 3
    • "Galaxy Creator"
      • MM Vol. 55, pg. 3
        • WS
    • "Mythic Cyber Dystopia"
      • MM Vol. 59, pg. 28

Saturday, February 1, 2025

Blog Update: Life happened

I recently received a grant to continue my IT education by getting a series of certifications after was down sized as part of a mass layoff. The first of those certs is a tough one, a fundamentals class I wish I had taken in college, but I am grateful to have now. 

Sadly though, there are only so many hours in the day so my blogging time has been severely impacted. This blog is not dead. It isn't on hiatus. It just isn't being updated regularly. With that said I am keeping up and even improving my Mythic Magazine Index, and tidying up old articles. Editing has never been my strong suit, as I am sure you have noticed. So it is nice to take some time to get a bit of the older articles polished up. 

On the gaming front I have been exploring with using the GURPS 3d6 roll under dice system and there Advantages, Disadvantages, and a long stretch of a variation on their skill system, to play the mountain of D&D 3.x/Pathfinder 1e material I own. My special interest at this time is exploring the various nooks, crannies, and secrets of the Eberron setting.

I do plan to leave the guidelines of the D&D/GURPS hack up here when I am comfortable I have worked out all the kinks I can. Also, there will be more Mythic content coming down the line, like a list of articles from the Mythic Magazine that are Fantasy focused. 

So please enjoy the articles and tools that are here, and I will get back in the saddle to adding more material as soon as I can.

Until then Happy Gaming,
Wizard Dad