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Tana Pigeon | Word Mill Games
Tana Pigeon | Word Mill Games

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Progress Journal, July 15

Greetings Mythicists! I have a few updates for you ...

I am looking at the remainder of 2022 as a time to make a big push to get some important Mythic projects completed. Top priority on that list is completing Mythic GME 2nd Edition, which I hope to have out before the end of the year.

I'm also working on getting Mythic Magazine Compilation 3 done within the next four weeks.

I've been slowly making changes to the Word Mill Games website to make it more approachable and nicer. I hope to add more content to the Resources section, and overall beef up the site.

The above efforts I see as presenting more polished versions of both Mythic and Word Mill Games overall.

When Mythic GME 2e comes out, right now I'm viewing it as Mythic's core book. When the 2e version of the Mythic RPG red book comes out, it will likely be considered an addendum book ... you would need the core Mythic GME book to make use of the red book. This is partly a practicality issue, since the new Mythic GME book is going to be substantially larger than the original. It wouldn't make sense to repeat 100+ pages of the same material in another book. Instead, Mythic RPG 2e will present rules for turning the Mythic GME into a full, stand-alone role-playing game.

I will likely from there go through the rest of my old books and make 2e versions of them, continuing this extension book mentality. Mythic Variations 1 and 2 will likely become just Mythic Variations 2e, and would include material from both books as well as material from Mythic Magazine that I consider to be the most important and successful.

After that, I will probably move on to second edition versions of the Crafter books, but that's a ways down the line.

Please let me know any thoughts you have regarding this plan!

Happy adventuring :)

Comments

I think your plan on moving forward is an excellent one Tana!

Keith Malinowski

Faaantastic, I agree with comments above! I noticed I wrote my last message from the phone in a bus and might have sounded weird:) But totally, to clarify what I meant, the variations included description descriptors, for example, behavior checks which got simplified, variations 1 with theme focus, and some magazines included NPCs or location descriptors which for example imho mythic always missed and had players go for alternatives like UNE. In essence, mythic players ended up mostly taking pieces from all around and I was hoping a Mythic GME V2 would include the best of those essentials, so in a way, variations 1or2 would be really made of OTHER optional content (as you mention modular rules that would not be essential, but not the ones that originally made variations 2). That is why I would think Variations 2 2e would be a bit misleading? Just an opinion!

JeansenVaars

Thank you, Tom, for the kind words :) Aside from some fairly minor changes, and the addition of new content, second edition Mythic will look and play much like the original. In fact, I don't even have to update the Mythic GME Deck because it works fine with 2e. My main motivation behind publishing a second edition is to get a nicer, more modern looking version of Mythic out there. I want Mythic to look the best it can, and I wish I had done this years ago. The Fate Chart is still there, although slightly modified and simplified. Everything else is also there, just maybe presented a bit more smoothly. I won't even have to actually update the Variations books, everything that is compatible with Mythic 1e will be compatible with Mythic 2e. Doing a second edition of Variations is more about presenting a nicer looking book that is more in line with the look and focus of the 2e book. I plan to keep offering the original books, and any new content I make should work fine with either edition. And yes, I am very excited about beefing up the RPG components of Mythic RPG :) There is a lot that can be done there, and I think the world has yet to see the full potential of a fully realized Mythic RPG system.

Tana Pigeon

I'm just wondering how different second edition is going to be if you feel you need to make second editions of the other series books. I love using Mythic RPG as a stand alone RPG. In a lot of ways the closest RPG system to it is Open D6 especially how it functioned when published by West End Games years ago. I like Mythic RPG so much that the only thing that does not directly port over is outcomes. In Mythic it's exceptional yes, yes, no, exceptional no. With the wild die in Open D6 it was Yes, No, Yes but, yes and, no but or no and. I have pondered about just taking the Fate Chart as is, and fudging exceptional ratios a little to create a similar result. So there was a little bit there that made it different. But having to keep a separate wild dice is no where near as practical as having the fate chart. It's simple, it's sleek and scaling is built right into it flawlessly. So until 2nd edition comes out I'll have to wonder if you made some mechanical changes or shifts that would make it that much different from the original. The original is just awesome other than having more source material and examples. I am very pleased to learn that you are going to make the RPG bigger and really I think a lot more people would just love it once they discovered it.

Tom Domanski

I think we're on the same page, if I am understanding you. My intention for Mythic GME 2e is to provide the essentials for solo play. I'm writing it from the perspective of a new player, so in some ways the rules are simplified. The first part of the book lays out the basics: Fate Questions, Random Events, Scene Structure. Later in the book I present optional, additional material when a player is comfortable with the core mechanics and is looking to expand it further. This is stuff culled from Mythic Magazine that I consider to be most important, or "core" to the system, so I'm being very selective. This also means content from Mythic Variations 1 & 2. Only a handful of elements from the Variations books will be in Mythic GME 2e: for instance, the chartless Fate Question option (which is getting reworked a little), and Complex Questions (which are just being generalized as rules for adding more detail when you need it, I am demoting it as a formal Question because I think that makes it needlessly complicated.) I'm trying to make the core, most foundational rules to be very simple and clear, and any optional mechanics are clearly marked as optional and are set apart in sidebars and later chapters. So that's how I envision it now: Mythic GME 2e will present everything you absolutely need to run solo games, presented clearly and simply, with the first part of the book laying out the core basics, and the last part giving optional add ons. I think it will be approachable to new players. Mythic will never be the most simple solo system because that's just not what it is. However, Mythic has always been modular in how you can add rules or leave them out, and I want to lean into that in the 2e core book. My hope is that the simplest, core aspects will come across clearly, and the additional mechanics can be left on a shelf until someone feels like reaching for them.

Tana Pigeon

Mythic GME as its own book sounds fantastic. I am however disliking the idea of V2 for everything (particularly I mean the variations). It would be nice if 2E of gme included everything a solo game could need, considering the previous variations and the magazines learnings. Instead of V2 for variations, core book + optional rules (from magazines for example or dlc books) sounds healthier. For newcomers it was a frequent question to discuss the variations importance, order, etc, in many cases scared off.

JeansenVaars

Yeah, I think the Crafter series is a bit different. All the Mythic content is part of one big Mythic system so consolidating makes sense. The individual Crafter books, however, each stand on their own and use their own individual systems. Each has its own audience.

Tana Pigeon

I think keeping the GME to its own book makes a lot of sense, rather than reprinting the content in the red book. Combining Variations 1 and 2, along with relevant magazine content sounds smart, too. Part of me wonders if the Crafter series can't be treated similarly, unless perhaps there is a larger audience for certain crafter modules who wouldn't want to pay for the others (for example, maybe they want to pay for only the adventure crafter and not the location crafter).

Ryan Hamilton


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