Big example requests
Added 2022-04-19 22:26:51 +0000 UTCAlright Tier 3 people, you've gone and done it now. You voted for one of the articles in the next issue to be a collection of Big Examples. I have a feeling I am about to get really ... wordy. I know I'm kind of known for my lengthy examples. So if one example is that long, I wonder how many pages a half dozen or more examples will take up.
Let's find out!
You can help me by letting me know what kinds of things you'd like to see examples of. Is there a game mechanic you'd like to see put into action, or a combination of scenarios? Feel free to explain below.
You can also use this to make requests about what kind of examples I include. For instance, if you'd like to see more sword and sorcery, or sci-fi, or vampire, or any theme you like. This is a chance for you to choose something that is similar to what you're playing right now, and see how it unfolds in the magazine.
I'll try to make the examples I include as detailed as possible.
So please, if you feel inspired, hit me with your ideas! :)
Comments
Thank you everyone for your input on this thread. I was able to cover three of them as Big Examples in this issue. I'll save the other requests for future Big Example articles, if that topic gets chosen again. We'll see if people like how it turns out in this issue.
Tana Pigeon
2022-04-30 18:03:13 +0000 UTCGreat suggestions, thank you! :)
Tana Pigeon
2022-04-22 21:27:45 +0000 UTCMaybe examples of note-taking/formats - or playing in a sandbox environment such as Forbidden Lands/Neverland/Hot Springs Island with overland travel rules.
Stone
2022-04-21 20:04:57 +0000 UTCMechanics-wise, would an example using the Mythic rpg (as in, not just the emulator) alongside some more recent variations (like checks from Variations 2, or the ranks system in issue #13 that combines those) be on the table? Generally would be interested in seeing how different systems could fit together. (Like what if you've got a mystery matrix and an emotional quest at the same time?) Genre-wise, my biggest wish is just variety... realistic, fantastical; past, present, future. I also think some sort of portal fantasy could be a good way to showcase how the player could discover a new setting at the same time their character is learning about it. Or... I don't know, something where you play as a ghost might be interesting? I'm also seconding what Deathworks said, which are all topics I'd be interested in too! But really I'll be excited to see whatever... the examples are some of my favorite parts; they're interesting in their own right and make it so much easier to get a grasp on what you actually /do/.
TSSL
2022-04-21 05:42:51 +0000 UTCThank you Craig, great ideas! Some of those are meaty enough I'm adding them to my list of future article ideas.
Tana Pigeon
2022-04-20 20:54:07 +0000 UTCI'd like to see some examples of how people can personalise their Mythic play. Find some ideas below that flesh this out. I don't know how much if any mileage these ideas have but maybe they'll springboard other better ideas etc. IDEA 1: An example that puts the idea of experimenting with Mythic as part of play. Such as ... IDEA 2: An example of adapting the event focus support a particular RPG system. E.g. Fate RPG flavoured Event Focus table. E.g. I created this yesterday... 1-7 COMPEL WORLD ASPE 8-28 NPC ACTION 29-35 INTRODUCE A NEW N 36-45 MOVE TOWARD A THR 46-52 MOVE AWAY FROM A 53-55 CLOSE A THREAD 56-67 COMPEL PC ASPECT 68-75 INVOKE PC ASPECT 76-83 AMBIGUOUS EVENT 84-92 COMPEL NPC ASPECT 93-100 INVOKE NPC ASPECT From a Fate RPG point of view, compel and invoke entries provide opportunities for these to happen rather than they actually happen. It's a subtle difference. I guess it's suggesting how the GM behaves. Maybe there are other RPG systems that could do something similar? Maybe a hack of the Chaos Factor roll etc. IDEA 3: Example showing fleshing out a person/location/thing with a personal rule such as "always ask exactly 3 action/description oracle questions and then join the dots". Example from my Supernatural Supers game: 3 descriptions for the Central Library: 1. Awkwardly Horrible → Modern architecture tacked on to old library building 2. Busily Defeated → Gets a lot of use, librarians often flustered 3. Energetically Festive → Usually has a theme that decorates the building And then I ask a couple more questions to flesh out the third description. 4. ... current theme? Offensively Strong → a war. 5. Who with? Angrily Scary → Some sort of angry spirits. Psychic attacks on the city from outside. IDEA: Example of getting your adventure back on track. This is kind of using Mythic in a more 'meta' way. For instance, when I get stuck I remind myself that each scene exists to push the story foward. It cannot stall the story, so it must push it forward. So, I consult the oracle directly "How does this scene push the story forward?" or you could do, "What does the GM do to get this back on track?" IDEA 4: Example of looking for clues. For instance, I will create 3 things of interest. Can be a mixture of action or description. Some of these might become a clue now or maybe later. IDEA 5: Using Mythic tables for other things: creating names for characters, cities, planets etc. Some examples I just tried out... Extravagance Lies → use parts of the words to create an NPC called Trava Gance or Elias X. Oppress Energy → I want a name for a city so I play around with the words. Oppress Energy makes me think of something undermining people's positive energy. I think about how this can fit in to the history of a city and how it might influence its name. It makes me think that the populace of the city are prone to feeling dark thoughts, which leads me to The City of Darkthought. I really like this evocative name. IDEA 6: Example of complementary tools to Mythic in action. For instance, how you might mix in dice rolls for information not covered so much by yes/no oracle. E.g. use a bell curve roll (I use 1d12) to answer a how-many style question. E.g. how many cops outside? My gut feeling is say 6. I roll 1d12. If the result is around a 7 I go 6 cops. If it’s a 2 then I reduce it down. If a 12 there are more. IDEA 7: Example of breaking an adventure in to ‘chapters’. E.g. have logical points in mind for where to have a break. On forums/discord many people say their adventures often just stop. I think it would be nicer to have logical break points so it's less jarring. It also offers up the opportunity to revisit in the future. So, I’ve been toying with the idea of having chapters. For Cthulhu, chapter 1 is finding out what’s going on. 2 is digging deeper. 3 dealing with the problem. IDEA 8: Along these lines, it might be good to have a little section in each issue with 'This issues Mythic experiment'. IDEA 9: I'd also like to see an example discussing what should go in the threads list and what shouldn't. I end up with a lot of loose ends in my sessions and so I have been experimenting with a 'loose-ends' list for things that I want answered but are not covered by threads. My feeling is that threads should be higher-level in scope and loose-ends very specific. What other things can people do to optimise their game session? IDEA 10: I had the notion recently to experiment with 'warping' my Action/Description table words to fit my setting. So, if I use the action table to produce `Increase Illusions` and my setting is scifi I might warp these to `Overclock Hologram`. Hope some of these ideas are helpful! :)
Stargolem
2022-04-20 08:42:23 +0000 UTCI second conversation, intrigue, politics examples
Stargolem
2022-04-20 07:26:41 +0000 UTCHello, Well, for themes, there simply can't be enough fantasy in the examples, and (cosmic) horror. Dreamlands are also always a good thing. As for game mechanisms, I think interrupt and altered scenes are something people in general would benefit from, as that is something that may be a bit challenging at times. In addition, personally, I would like to see something more about conversation with NPC, maybe an example about something like intrigue at court/politic maneuvering/manipulation with a focus on the conversation. Finally, integrating the Adventure Crafter with Mythic is always a favourite topic, especially when it provides a lot of information that may seem to limit the freedom of the scene (I am thinking altered/interrupt or opening scene, where TAC basically tells you of several things that happen one after the other). Yours, Deathworks P.S.: Yay for the big example issue!
Deathworks
2022-04-20 04:22:44 +0000 UTC