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Its great to see a 2nd edition of this wonderful system for solo or GM'less play. Everything about it is better. The content, the explanations, the art and the many options that you can use to tailor this engine to suit your own gaming style.
I like to sample other oracles/engines but Mythic is still one of the very best!
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One of the most useful tools for gamemastering I've ever found, Mythic GME has been a companion at my games for several years now. This new edition puts together all the materials that have been added to the system over the years, plus some very small, not very important rules changes, to be the definitive package to use it either solo or as part of your regular RPG games. It deserves also special mention for the effort it puts on being clear, concise, and the excellent examples of its use.
All around, one of the best purchases you can do, no matter which game you play.
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My introduction to solo RPG was Mythic and Geek Gamers youtube channel. Mythic provides solid tools for running a solo RPG. My only advice, which is also given in the book, is to not overuse the oracle. It's okay to arbitrarily decide where the narrative goes, as long as it is fun. That being said, making the game too easy by steering the story away from challenges will lead to boredom imo.
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Excellent update for a system (Mythic 1e) I didn't like initially. Mythic 2e makes so much more sense, being much better presented, supported and explained. Briefly put: this is the current golden standard of solo play.
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i received the Premium Hardcover book today. The print quality is excellent. A sharp glossy color, full color pages throughout. Pages are decently thick and an easy to read (not overly glossy) satin finish.
The contents are great too, but you probably already knew that!
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-This is my favorite issue of Mythic Magazine yet! I've already used the One Page Mythic article to introduce new players to roleplaying, and I've had success in pairing it with rules-lite RPGs that make for an ultra slim solo roleplaying experience. I was even more excited by the Long Journeys article. I've wanted exactly this, a Mythic way of handling adventures where the journey itself is the adventure, and the article doesn't dissappoint. This issue's Long Journey mechanics are now the default at my table. Congrats on another excellent issue!
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I wish I would have done a bit of research before purchasing (I purchased The Adventure Crafter deck), I would have just bought this deck. Knowing what I know now, this deck is highly superior and does everything the other deck does. The graphic on looks nice, the cards are easy to read, the manual explain everything fairly well (except how to use the list cards). If you are good with making up your own interpretations, like yhe mystery of what will happen, buy this now as it will work with any system.
If you are good with interpretations but want an outline, try the other product from this publisher.
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Maybe I just don't fully understand how to use the deck, but this seems like reskin of another product, Mythic, from this publisher. The manual doesnt explain things as well as the other product and I would suggest to clarify the manual a bit more. This deck indicates that you can use it with their other product, which I purchased right after; however, it doesnt add much more that the other offers. I hate to say that i regret this purchase. I wish i would have done a bit more research on both products prior to purchase.
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I couldnt recommend Mythic enough before this release of 2nd edition. Now after reading how backwards compatible it is with all other Mythic related releases makes this a must have for veterans of the system, while also being the perfect starting point for newer players to solo rpgs.
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A great Unification and thus simplifiation of the Mythic GME Process along with updated Layout and Design
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I've long been a fan of the Mythic GM Emulator, but this second edition is an amazing improvement!! It incorporates the best parts of the second Variations book while sanding down the rough patches. Random Events have been much improved while not becoming significantly more complex. In fact, my only gripe is that the Mythic Themes from Variations didn't make it in. Unquestionably, this book is worth every penny.
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Mythic GME always was the original Game Master Emulator. Its awesome simple but powerful tools and unique mechanics like the Chaos Factor just work universally well in any setting or situation.
Mythic GME 2e is so much more than that. Years and years of exploration and various books full of Variations and magazines full of ideas and neat additions all lead up to this masterwork, containing the complete and fine-tuned essence of it all.
The main mechanics make it great. The building blocks of useful variations make it truely the best. Full of clarifications and examples and optional detail, you will be right on track for a great ride. The book also containing and (optionally) utilizing an extensive book of random tables pretty much makes for the cherry on top, though this alone would justify the price.
The world's best Game Master Emulator. The world's best Solo RPG Supplement. One of the best GM Supplements. And an awesome book of portents / random tables. All in one.
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Have tried Mythic GME a few times in the past, still not super confident, been readed the magazines as well. This is the definitive Mythic GME experience. The variations books were okay, and the magazines are insightful and great for resources and tips, but this is what you'll really want for solo play.
I've been trying to use mythic more and experiment with new RPGs since 2e came out. Hopefully I'll be more confident moving on from the Ironsworn series now that I have more tools.
Overall, If you want resources/tools to use, a good GM emulator, tables for inspiration, or even Examples that clearly show how individual mechanics work. This is the book to get.
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This thing has nearly everything you could ever need not just for solo play, but to help you as a GM in a traditional group game. I would recommend this even if it were twice the price. The tools in this book is absolutely incredible. Inspiration for characters, places, effects of spells, plot twists, and much much more.
In one word: Incredible.
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I bought this solely on Tana's track record for solid ideas and solid writing, and I wasn't disappointed. This edition neatly ties together the first edition and material that has come out since then.
I like the fact that it recognizes different ways you might want to use the various tools. I like the fact that it offers options and variants. That could, however, be daunting for someone new to all this when they face over 200 pages of material. My tip for someone brand new to this who wants to start small: Use just the Fate Chart (and only the gray column) or just the Fate Check (only the odds modifier) to get a simple yes/no answer to a question you would have posed to a GM. Get the hang of that, and then you can read up on exceptional results, the Chaos Factor, and random events, and then move on to lists or scene setup.
The examples are well worth reading.
While I'm glad to see all those meaning tables, I'd rather have the entries in "chaos" order than alphabetical order. That is, in the same sense that "Yes answers are typically more active than No answers," push the terms that involve greater chaos, action, tension, excitement, or danger toward the high end of each table, and the terms that are more about safety, calm, or relief toward the low end of each table. That would give me more opportunities for blending expectations and randomness. A simple d100 roll would still work as before. In addition, I'd have the option to bias the results if I want. The bias can take various forms, such as swapping the d100 digits (e.g., 82 becoming 28 if I'm biasing low), or taking the higher or lower of two d100 rolls, adding or subtracting 50 when the d100 roll is in the "wrong" half of the table, or maybe even using the Chaos Factor as the tens digit and rolling d10 for the ones digit. Take the Character Identity table as an example. "Killer" would be toward the high end and "Lackey" toward the low end. If I'm creating a character who should probably be a dangerous enemy, I'd bias the roll toward the high end. If I'm creating a character who's probably neutral or harmless, I'd bias low. If I'm creating an intriguing or puzzling object, I might make two rolls on the Objects table, one biased high and one biased low. But it's still random; I'm only biasing the roll, not dictating an exact result. And I could always use a straight d100 roll when I don't want to bias the result.
There wouldn't be a perfect chaos ordering for each table, but "close enough" would be close enough. For example, two people might disagree on whether "dangerous" is more or less chaotic than "threatening," but both terms would be toward the chaotic end of the table, while "reassuring" and "ornamental" would be more toward the low end.
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