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Mythic Masters Magazine

Mythic Masters Magazine

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Published by ucpap
Formatted and laid out the mythic masters magazine from the files over on Mike's Mythus Page (at least that's where I think I got them...). Enjoy.
Formatted and laid out the mythic masters magazine from the files over on Mike's Mythus Page (at least that's where I think I got them...). Enjoy.

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Published by: ucpap on May 05, 2009
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MYTHIC MASTERS* Magazine
For JMs and players of the Mythus* Fantasy Roleplaying Game and theDangerous Journeys* Multigenre Roleplaying Game System
01Contents02Editor's Pit03Publisher's Statement
Game System News
04Dimension Hopping
Article
05GameSpeak: The DJ Patois
Morale
06Support Your Chosen Game System
Feature: Knowledge/Skill Areas
07Complete K/S Listing08New K/S Areas (& Additions)09Rudimentary Knowledge (*New Rule)10K/S Cross-Feeding Update
Personas Plus: Character Notes & CHOPs
11Steps in HP Creation12Creating a Great Heroic Persona13CHOPS: Complete Heroic/Other PersonasThis month: The Explorer
Mystical Manifestations: Mythus* Game Rule Expansions
14Vocational Change15HP Age Table additions16SEC, Birth Rank, and Inheritance17SEC-Based Adjustments18Special Quirks
Other Regular Columns
19In VocationsThis month: The Courtier20Enchanted Equipment21The Daily Deity: Greco-Roman Pantheon (Part 1)22The Town Crier's Gone Mad! -- Commentary23Product Ordering Information24Audience Participation (Letters)25Crossing the Line: Considerations for Cross-Genre gaming
Changeling* Weird Science-Fantasy Game (Part 1)
26Introduction to the Genre27Precis of the Milieu28Mythic Masters* Magazine Submission Policy29Coming Next Month...
FROM THE EDITOR'S PIT
Gary's gone mad. He dropped off a computer disk one dayduring a visit, and asked me to play with some articles. Havingwaded through epic Gygaxianisms for over a decade, I glared at it fora week or three before even opening the files. (Okay, I was busy withanother project.) And then passed a month or two while I diddled thetext, absorbed some game details, and started to believe Gary'sassertions -- that not only was the Mythus game catching on andspreading, but enough aficionados had appeared to warrant Gary'sdirect personal attention in the form of the vehicle you now hold.Despite its title this is NOT a magazine; it's a game supplement.If you have any concerns about "getting your money's worth," relax.Better yet, glance through the pages. But sit down first... like for acouple of days. There's more 'meat' here than you'll find in manymore formal game accessories that sell for twenty bucks a pop. Sowhy isn't this a formal game supplement? As I see it, Gary has toomuch to say and do to be hamstrung by the limits of formalpublication. The game industry requires much fore planning, deluxeprint jobs, major promotion... in other words, it's costly and time-consuming. This entire product was knocked out on a mid-gradeMacintosh computer system, and is deliberately being reproduced instraight black & white, all to eliminate the costs and delays.It leapfrogs the system and delivers the goods directly fromGary's doorstep to yours. Now, we hope and plan to do this on amonthly basis. As a professional skeptic, I'll just say "we'll see." Butsubscriptions are set up in a way that you get your paid issuesregardless of possible intermittency, so fear not -- it'll get publishedand you'll get it, one way or another. But bear with us; we might missone or two during the first year. Here's the most important point: talkto us. Some folks knocked the readability of the Mythus game book; isthis better? And what do you want in this magazine, anyway? (Seethe feedback survey on page 52.) Want to talk about it? Catch me onthe America Online computer network (see page 64).I hope you have Heroic Personas to send us, and adventuresketches, rule questions & changes (especially "home rules" you'vealready brewed), and new magical devices -- we'll publish any goodstuff -- but one caution: don't send us castings, cantrips, or spells.You've read the Mythus Magick book, I trust...Hope to hear from yousoon.-- Frank Mentzer
PUBLISHER'S STATEMENT
Entire contents (c) Copyright 1993 Trigee Enterprises Corporation, allrights reserved, unless otherwise stated and provided for in writing.Mythic Masters is a trade mark of Trigee Enterprises Corporation.Aerth, Changeling, City of Ascalon, Dangerous Journeys, Epic ofAerth, Journeys, Mythus, Mythus Magick, Necropolis, andUnhallowed are trademarks of Omega Helios Limited and used withpermission.Subscription: Mythic Masters* Magazine is available in the U.S.A. bysubscription at the rate of $50 per 12 issues (in Canada: $60 in U.S.funds). Subscriptions will begin with the earliest available back issue,up to a maximum of 3 such issues, and continue from that numberonwards for 12 issues. Single copy: $5.00 (in Canada: $6 U.S.). Thispublication is mailed by United States Postal Service, Third ClassMail. Forwarding postage is not guaranteed. Publisher declinesresponsibility for issues lost in the mail. All subscriptions and singlecopy orders must include name, address, and check or money orderfor the appropriate amount. Send your order to:Trigee Enterprises Corporation, Dept. MMMPost Office Box 388
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Lake Geneva, WI 53147Advertising: Advertising in this publication is by special arrangementonly. Please contact the publisher.
DIMENSION HOPPING
Game System News from Gary GygaxThere is a lot of talk lately about the Dangerous Journeys*Multigenre Roleplaying Game System in general, and the Mythus*Fantasy Roleplaying Game module for that system. It's been about ayear now since the initial release, and I think that we have a solidfoundation there for you. The central rules are there in the Mythusgame, and there are sufficient products for that particular genre torun a great campaign. What do we lack there? More details of critters,deity information, and adventure scenarios. All of those will certainlybe covered in due course. The release of the Aerth* Bestiary certainlygoes a good way toward filling the gap for critters -- and so too theinformation on Phaeree you'll find in each issue of this magazine.Also, the great material in the City of Ascalon* playing aid will takecare of a lot of adventuring needs. As to other genres, we have theUnhallowed* Supernatural Roleplaying Game ready this year, andthe redoubtable Mike McCulley is crafting a full-length adventurescenario to provide campaign support.How about the animals and Nasty Evils needed to fill in theopposition? Well, the Aerth Bestiary book and that for the Phaereesphere will provide much in that regard. Obviously we need a workdealing with undead, demons, and the rest of their ilk. It will comealong in due course. Still on other genres, herein comes someintroductory material I have put together for the third genre modulein the Dangerous Journeys game system. I think it is the proverbialdoozie, and I hope you enjoy it as much as I do. I'll say nothing more;go find it in this issue and read it for yourself.Be gentle though, Kindly Reader. the material is in first draftonly, so there will be some gaffes and glitches for sure. Together we'llmake it right...In all, Game Designers Workshop has been great ingetting material out for you. Sure, they've been a bit late now andthen, but some of that can be blamed on the creative types for beinglate or sloppy or the like, and no little on mischance. Best of all, GDWwill continue to publish more game modules and support material ona regular basis. Not satisfied with the rate we're supplyingmanuscripts, they have even had Loren Wiseman working onmaterial -- and if you haven't picked up Ascalon yet, you're missingsomething! GDW has really gotten their Demo Teams out there topromote the game system.A true benison under the circumstances. "Aha!" you say. "Iwondered if he was ever going to get around to that... matter." Theword is surely out there, so let's just confirm that TSR has sued andcontinues to persist in its various claims. And yes, the original namefor the system was to have been Dangerous Dimensions. Afterannouncing at the G.A.M.A. show in Las Vegas in 1992, but beforeGDW released the first product, TSR had brought suit against variousparties. They claimed, amongst other things, that the DangerousDimensions system name was an infringement on the "Dungeons &Dragons" mark. It appeared to us that TSR was attempting to preventrelease, but the system name was changed, so that seemed to havepretty well put a stop to that. But the suit didn't go away. It is ashame. GDW couldn't place an advertisement in Dragon magazine forthe Mythus game release, and there are still many gamers out therewho haven't really heard about the system.As if to add insult to injury, the electronic/computer side ofthings was supposed to have been launched in the same relative timeframe as the paper role playing game and novels. Needless to tell you,that just didn't eventuate. For whatever reasons, the electronic roleplaying game side of this project was delayed, and thus the benefits ofmultiple launchings and promotions were lost. Without that, thearrangement for production of miniature figurines went by the board.The novels aren't blowing off the shelves either, but that'sanother story. Now the novels were supposed to have been releasedas fantasy mysteries. I suggested what I thought was appropriate forsuch works -- a logo stating that they were Magister Setne InhetepMysteries and a cover with a cartouche of his name in hieroglyphics.ROC did none of that, but went quite another thing -- sword &sorcery covers with the Dangerous Journeys logo, trading them asstraight fantasy. (I didn't care much for their editing work either.)Anyway, now we'll never know if female readers would have likedthe stories; they aren't written towards the typical fantasy adventureaudience who expects lots of swashbuckling and all. It is unlikelyROC will be publishing the next set of three Setne books.What about the next yarns, you ask? Oddly enough, these aremuch more in the vein in which the initial three were touted. The newadventures of Setne and Rachele form a trilogy based around theNecropolis adventure scenario. As you can imagine, that means thestories are filled with swordplay and spell casting, mayhem andmonsters. We expect to announce another publisher in due course. Sothere's lots of good news, some bad, and some gaps and questionsremain. Most importantly, yes, the Dangerous Journeys game systemwill remain, and as time goes by it will expand steadily.In this vein, then, I wish to say that we are interested in bringingother creative types into the project. At this time that invitationapplies only to roleplaying game system material. If you happen tohave a burning desire to work extra hours for nothing up front andnot much in the way of remuneration afterwards, then join the rest ofus crazy RPG designers. If you are interested in detailing deities,scripting scenarios, creating castles, generating genres, articulatingAerth state details (whilst providing expanded campaign playopportunities of course), or doing something similar and germane tothe game system, get in touch with us.As the project expands in the future I'll get back to this subject soas to let you know where there is opportunity. Of course, there'splenty of opportunity to create less demanding works for publication.Good material can appear right here in the pages of Mythic MastersMagazine if you submit it; please do! Next month we'll go over thenew genre game module premiering in this issue (and continuing forsome time in future ones). I think you'll find that exposition bothinteresting and informative, so please join me then.(c) Copyright 1993 Gary Gygax. All Rights Reserved.
GAMESPEAK...the DJ Patoisby Gary Gygax
One of the first things noticed by gamers being introduced to theDangerous Journeys* Game System system is the terminology. It isradically different from the standard RPG jargon. Not a few havecommented with alarm, even expressing disapproval. How can agame alter the accepted norm, the dearly embraced patois ofroleplaying gaming -- that which distinguishes the aficionados fromthe mundanes that surround them?! Easily, and for a good reason too.It is probably obvious to all readers that the new system does that andmore. It isn't anything like any others. There are superficialresemblances, of course, because it is roleplaying, after all.In order to achieve the game form there have to be certain formsthat establish it as that sort of game. Yet beyond those the systembegins to diverge, often radically, from other RPGs. This is obvious inthe Mythus* Fantasy Roleplaying Game component, and thedivergence will become greater as more portions of the system arebrought on line over the coming years. It could be that certain
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criticisms of the system, and the reluctance of some gamers to try it,stem from the clear differentiation between it and the rest of the pack.Those imposing books are daunting to the dilettantes and casualparticipants who believe that shallow milieux with minimal rulesenable easy play and empower those employing such devices. Wrong.What these sorts of games do is limit the scope of play to theparticular genre and milieu and force conformity through lack ofchoice. True, very able game masters can expand the setting andpossibility of actions by participants by creation and innovation, butthat occurs despite the vehicle, not through it.On the other hand, the Dangerous Journeys MultigenreRoleplaying Game System furnishes the participants with knowledge.Knowledge is power. This system is the highest-powered vehicle evercreated for the exploration of roleplaying. Those big books providethe engine and the range -- and even the body styles to be employed-- when exploring the cosmos of the game form. One can stay "athome" with one genre or soar through the whole of the cosmos. Playcan be as simple or as complex as desired. The rules and supportingworks are encyclopedias of knowledge pertaining to roleplaying, andthe game master and players use the entries to determine just hownarrow or broad, fast or slow, uncomplicated or detailed theirexploration of the game form is to be.This is indeed a radical departure from all other roleplayinggames. Perhaps others will eventually copy this approach; as of nowit is unique -- so different, in fact, that it appears only those withextraordinary discernment have been able to understand its nature, tograsp the power it places in their hands. It is a system that requiresability and knowledge. To design the ideal roleplaying vehicle forgame master and participants, the system must be understood,known in general, and then tailored to suit the tastes of the groupconcerned. Possibly this is not easy for many to grasp, and thenecessity of publishing the system over a protracted period of time(because of its size and scope) makes discernment of the ultimatepotential of the finished work absolutely beyond the understandingof those who can't see the radically new and different methods usedby the Dangerous Journeys game system to approach roleplaying asan activity. All of this leads up to the different terminology employedin the system. The new patois created for the system was done withsome considerable degree of knowledge and forethought, to alertenthusiasts to the differences and aid in establishing the mindset. Thisis a different sort of roleplaying game, and its jargon is thus distinct.Those who use the Dangerous Journeys game system speak adifferent language, in effect, because they approach roleplaying in adifferent way and with a new frame of mind. Thus we get to the newterms: Heroic Persona and HP were employed to stress to participantsthe heroic nature of the interaction of the players' game figures, theirroleplaying personas, with the system cosmos. That applies to a singlenarrow milieu or a multitude of genres and worlds. Thus, HP doesn'tmean 'hit points' to a participant in a Dangerous Journeys game. Itidentifies those struggling to excel in a milieu fraught with challenges,danger, and Evil. So thus too we have the Other Persona. Just who orwhat is that OP? A Mundane Persona (MP), Friendly Persona (FP),Heroic Personage (HPG), Evil Persona (EP), or Monstrous Personage(MPG) -- as well as the catch-all "critter," from a rat to aTyrannosaurus rex. Gone are characters. Characters are in stories,seen in unusual real people, or else belong to less potent systems. Theterm has come to mean something too close to charicature. Becausethe Dangerous Journeys game system introduced the concept of thewhole person, with a mind and spirit as well as a mere physical body(and realistically and logically quantifying these traits of livingthings), it had to bring in a considerable amount of new terminology.Thus we have M, P, and S (Mental, Physical, and Spiritual TRAITS);ACT (ATTRIBUTE, CATEGORY, and TRAIT); the CATEGORYidentifiers of Mental Mnemonic and Reasoning, Physical Muscularand Neural, Spiritual Metaphysical and Psychic; and finally the manyATTRIBUTE identifiers stemming from the logical separation ofCATEGORIES into potential (Capacity) and existing (Power) andutilization/activation time (Speed). This alphabet soup fast becomes aquick shorthand with which to communicate essential information:MMC, PNP, SPS, etc. Having to learn such jargon actually enables theparticipant to understand both the persona's make-up and the way inwhich the game system operates. With that also comes instant assessto the persona's potential to withstand damage. The concepts of thepersona being threatened with Mental and Spiritual in addition to thestandard RPG Physical damage, and being able to deliver suchdamage as well, were radical departures from the norm. ('Hit Points'conveys little in this regard; what sort of damage is beingconsidered?) The system thus engendered the use of MD, PD, and SDto the appropriate TRAIT. So now we know why a vampire reactsviolently to a mirror: it takes Spiritual Damage from seeing its spiritform reflected in the mirror. A religious symbol seen similarly inflictsSD to such a creature. We also have in our patois such things as SEC,for the Dangerous Journeys game system makes the history andbackground of the persona as important to the roleplaying game as itis to real life. The academic term "Socio- Economic Class," along withsome fair understanding of its operation in the historical past,present, and possible (or not-so-possible) futures, is now a part ofgame terminology for those who play this system! Chance, karma,and luck alter destiny, fate or kismet as well as plain old probability.Such considerations are accommodated in the game system by theinclusion of Joss, the Oriental term for a sort of mixture of karma andfortune. Some people are luckier than others, more fortunate, get thebreaks, etc. In the system this is a measurement of both chance andright actions. Joss is measured in points applicable in unit increments,so we have Joss Factors (JF). BUCs are easy. The Base Unit Coinconcept saves the game master and players all sorts of mentalgyrations and long lists of prices, and frees the game from the totallyfoolish gold standard which devalued that precious metal to thestatus of common ones. While the fantasy milieu sourcebook "Epic ofAerth* Setting/Companion Volume" brings a wide variety of coinnames into the repertory of the game master (so such terms can beemployed to add realism, color, and flavor if desired), the systemactually needs only the BUC or any similar acronym to work itswonder in making the use of money in the game simple and easy. Toreward players expertise in roleplaying by measuring something suchas valuables looted or stolen, opponents slain, or a similar gauge isludicrous in the extreme when the system is attempting to reflectrealities. In the Dangerous Journeys game system we give AwardPoints (APs) of various sorts to HPs for their players' thinking,innovation, judgment, knowledge, roleplaying and use of the HPs'abilities in the course of game play. The HP isn't a one-dimensionalfighting machine or spell caster or whatever. He or she is a reflectionof a human, so rather than the narrow categorization by activity class(warrior, priest, etc.) the system opted for skills. But nobody is able todirect their acquisition of knowledge from birth on, so to reflectbackground training the Vocational background of the persona wasdeveloped, giving each a bundle of likely skill areas. K/S came intothe patois of the game because merely calling the ability of thepersona a "skill" was inadequate.Knowing, as well as the ability to perform, makes us what weare. In the Dangerous Journeys game system we thus have K/S Areasand Sub-Areas, and we measure the persona's breadth and depth ofknowledge ability to employ such in percentage points of STEEP --the acronym for "Study Training, Education, Experience, andPractice" -- truly that which makes us know how to do something! Italso fits nicely with the English language: "He is well steeped in thatsubject." With a K/S check comes the DR (Difficulty Rating), whichmeasures the application of ability as modified by the demand made
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