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

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Mythic Magazine #1, December 2020

Greetings everyone! I hope you're doing well and are ready for the new year!

Mythic Magazine #1 is done and attached here for you to download. I'd love to hear your thoughts on it and any discussion about the material inside, especially the new take on the Behavior Check.

Happy adventuring!

Mythic Magazine #1, December 2020

Comments

Hi James, I'm glad you like the new material! With Active vs. Passive, I tried to paint it as making one of two choices ... what is the most active response for this action, and what is the least active. The "least active" could still be active, it really all depends on how you view it. Also keep in mind the other variables at play: the context, the NPC's latest Action, the result of the NPC Action Table, and whether or not this Action continues the Context or changes it. Depending on the combination of these variables, a losing NPC's Action may end up being fight, run, surrender, or even something else.

Tana Pigeon

I'd love to hear how your experience goes with it, John.

Tana Pigeon

Thanks José for the kind words! I agree with you, I like the simplified Behavior Check more as well. Consolidating two tables into one just makes more sense, and I think the whole procedure is cleaner without sacrificing much, if anything. I'm glad you like the ideas with Ambiguous Events, and I'm not surprised at all that we're on the same page with that. I don't know if I'd agree that my implementation is better, but I felt Ambiguous Events needed to have a bit more spotlight thrown on it.

Tana Pigeon

Hello, Tana! RPG Tips here, from Youtube. I just downloaded this and I'm reading it, it's amazing, thanks a lot! I'm happy to see that we agree on themes and foreshadowing as different ways to play with the Ambiguous Event, though, as expected, your implementation is much more elegant than mine :) The simplified Behavior Check is a very welcome addition: the original one is great when you want to really flesh out a scene, but a simplified one goes better with the sleek design of the other checks in V2. Edit: after finishing it, I like it more than the original one! Having results that clearly specify that the Context changes and easy mechanisms to do so is genius. I have to adopt this for my games asap. Congratulations again.

José Manuel Navarro

I like the idea of ambiguous events potentially foreshadowing subsequent adventure scenarios. The ambiguity then lies in whether or not the event will turn out to be meaningful. The 'reduced' behaviour checks are also welcome. I find behaviour checks the best thing about Variations 2 but also the hardest to grasp. One thing I continue to have issues with in the behaviour checks is how to conceptualise 'active' vs 'passive'. I understand what these words mean but from my own experience and examples I've seen 'active' almost always turns out to mean aggressive. with passive being deferential / cowardly. In a fight to the death, for example, when the NPC antagonist realises they're going to lose they change from trying to kill to trying to escape. My impression is that the behaviour checks would have the NPC disposition becoming more passive but in my mind they would be just as active but now trying to run away. Anyway a great start to the series. Thanks Tana and a Happy New Year when it comes.

James McMillan

Thanks. I wanted something that wasn't so much a new system as a way to give a sliding scale of complexity to the existing system so people can tweak it as needed.

Tana Pigeon

Thanks Michael :)

Tana Pigeon

I like the way descriptors can be added on to the simpler context system to tweak complexity. Looking forward to trying it out in an AP for sure!

John

Looks beautiful just skimming the pages!

Michael C


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