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Mythic Role Playing
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Mythic Role Playing

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Create dynamic role-playing adventures without preparation
For use as a stand-alone game or as a supplement for other systems

Most Role-Playing Games operate under the principle that there are players and there is a Game Master. The GM prepares all the details of an adventure, and then "runs" the players through that adventure. This usually requires a great deal of preparation on the part of the GM.

Mythic is different in that it requires no preparation from the GM. Mythic adventures are meant to be played off the cuff, with perhaps a few minutes of brainstorming to come up with the initial setup. Mythic can also be played entirely without a GM. The same mechanics in Mythic that allow a GM to run an adventure without preparation also allows a group of players to do without the GM.

In a Mythic adventure, the GM (or players sans GM) can start an evening's entertainment with about five minutes of preparation. As the adventure unfolds, the GM is just as surprised by the twists and turns as the players are.

There are various ways in which Mythic can be used:

No GM, multiple players
Players decide on an opening scenario, and perhaps a few details or two, and Mythic takes it from there. All action is decided through the asking of yes/no questions and the application of logical principles. By answering questions, the adventure moves along, with the occasional random event throwing players a curve ball. The action is broken into scenes, just like in a movie, to keep everything straight.

No GM, one player
Mythic can be used to go solo. There have been many solo systems in the past. But let's be honest, they weren't so great. Solo play in Mythic works the same as group play. You're just alone.

One GM, any number of players
For those who like to be a GM, we have something for you, too. The same tools that allow Mythic to automatically generate adventures on the fly without a GM also work with a GM. This means very little to zero preparation, if you don't want to prepare. Simply create an opening scenario (hey, you can come up with that on the drive over!) and follow Mythic as it guides you along. Mythic will throw in its own twists and turns, so the GM will be just as shocked as the players.

Mythic, stand-alone
Mythic can be played as a complete role-playing game. The same logic-based tools that guide an adventure along can also answer other questions, such as "Did Boltar's sword hit the goblin?" On its own, Mythic is a free-form and interpreted system. Much of the details defining a campaign world will come up as the adventure proceeds.

Mythic with other RPGs
Mythic's main strength is the ability to generate dynamic, unfolding adventures on the fly. Mythic can replace the GM even if you're playing another role-playing game and not using Mythic rules as the core rules for your campaign. Mythic takes the place of the GM, but the main RPG's rules still handle character creation, combat, task resolution and everything else. Questions that players would normally ask the GM are now asked to Mythic, instead.

Mythic Specifications:
Pages: 144
Art: Full-color cover, black & white and color interior; illustrated
Dimensions: 8.5" x 11"
Format: pdf

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Diskussionen (3)
Customer avatar
Julian S January 06, 2019 7:10 pm UTC
As a newbie to paper and pen RPG and as yet have not found a group to adventure with I thought I'd try solo. I like the idea of this set up, but from hours of reading and highlighting the book and trying to set up a sequence to start play I'm stuck. To me a flowchart with page references would help. Has any one done a diagram to simplify this book for new comers to the hobby? And why don't more game designers add easy read flow diagrams... a one or two page logical order goto to their large core rulebook tombs? Maybe it's just me not being able to process the info :-)
Customer avatar
Jim L January 07, 2019 1:08 am UTC
I might do a guide on my blog on how to use Mythic GM Emulator with other systems. What I did was to ditch the Mythic system altogether (not that it's bad, just that I wasn't as fond of it as other systems) and combined the GM Emulator with Savage Worlds. For me, it flowed very naturally. You only need to print out three things: the Fate Chart, the Events Generator, and the Adventure Worksheet. The Fate Chart and Events Generator are easy enough to use. For the Adventure Worksheet, simply use it to keep track of the scenario as it goes along.
Customer avatar
Julian S January 16, 2019 6:41 pm UTC
Thanks for the advice and your time to reply Jim. I'll give that a go. Have recently bought Solo for Traveller and will see if I can use that with fantasy as well as sci-fi.
Customer avatar
Guntis V October 31, 2015 12:07 pm UTC
Duh. This should have been the first tabletop RPG I saw! Amazing.
Customer avatar
Kurt R August 22, 2015 10:52 am UTC
I just got this PDF and was wondering what chapters do I need to read that are in the MGME to get the SOLO RPG aspect out of this?
Customer avatar
Jim L October 18, 2015 4:35 am UTC
I've successfully run a solo game on Savage Worlds using the following tools from Mythic:
- Adventure Worksheet
- Fate Chart
- Events Tables
- Scaling Box

I found that I didn't really need anything else, including the NPC worksheets, but YMMV depending on what system you use. Here are the chapters that I think are worth reading to learn its style of GMEing:
Chapter 3 - Fate Chart
Chapter 6 - Randomness
Chapter 7 - The Adventure
Chapter 8 - Game Master Emulation
Chapter 9 - World Creation
Chapter 11 - Converting to Mythic
Chapter 12 - Notes and Suggestions
Chapter 13 - Extended Play Example

Hope this helps!
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January 07, 2003
Dieses Produkt wurde am January 07, 2003 in unseren Katalog aufgenommen.