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

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Progress Journal, Oct. 19, 2021

Hello everyone! I hope your month is going well. I don't know about you but I am very happy that Autumn weather has arrived. It's nice and cool outside with a bit of wind that whispers "Halloween" to me :)

Progress on Mythic Magazine #11 is coming along nicely. I have to say, however, that this is turning into what feels like an odd issue for me. Maybe odd isn't the right word ... it certainly feels different. There is really nothing new in this issue, at least in terms of crunch factor. Instead, I'm using a handful of existing concepts (combining TAC with Mythic, using the Location Crafter, and Keyed Scenes) and using those as building blocks to be used in new ways.

I'm having to reprint a summary of a number of game mechanics in this issue since I don't like to reference rules that aren't in the core books that then require someone to go out and get those other resources. I feel like each issue of Mythic Magazine should be more or less self-contained and stand on its own. So, I apologize for the 7 pages of reprinted rules, but it does make them handier to have close by and you don't have to get another book for this one to still work for you.

Even though there is nothing crunchy new in this issue, I like the fact that Mythic has expanded to the point where I can take rulesets and say "Let's try this...", and twist them into new shapes and uses. I'm hoping to do more of this in the future. If the Solo Adventure Module in this issue goes over well, maybe I'll have future issues that contain more complete Adventures. Or, maybe I tap into other rules presented in past issues, like putting the Mystery Matrix to work.

I still have a ways to go with this issue, I'm just getting started on the haunted house Adventure right now. I think this issue will generate a lot of ideas and I'm excited to hear what people think when it comes out :)

Comments

That's an intriguing idea, Tim. I think there is a place for something between what we know of as a traditional published module and a free-form solo experience. The article I'm writing in this issue is an attempt at making that, although I imagine there are lots of ways this could be done. I hope to see more of this in the future as solo role-playing grows in popularity.

Tana Pigeon

I'm with you on that, Ryan. I like having everything in one place too. Fortunately, most of these rules are simple enough they are easy to summarize.

Tana Pigeon

I for one love having all the tables and mechanics together. I am not organized enough to be fetching rules from other books too much, so if it's not easily accessible I end up making something up.

Ryan Hamilton

Odd coincidence: Just recently I was contemplating what a solo adventure module might look like. I was reading a history book on a fascinating subject and two people from the past absolutely jumped out at me. Who were they? How did they live? What was it like then? I started wondering if it were possible to set up those people and their times, then use Mythic and/or Adventure Crafter. I saw it as five paragraph texts, loosley linked together into a choose-your-own adventure format. But instead of "if you do this, go here," you use one of the books to imagine additional things happening. For example, if you were using TAC and a Tension element came up, it would add (subtract/modify) somehow to the next bit of text, the "go here" portion of the CYOA. There would be notes on "what if you roll something that didn't fit the short solo adventure" so it gives a five-turn adventure and helps teach various uses of the books.

J.Tim


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