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So while I try to get my head around the intricacies of killing doodz in /AM/ here's some supplemental information and insights on /AM/ derived from the long out-of-print Mythic Masters Magazine [link]. This "...NOT a magazine; it's a game supplement" was a bucket of EGG s musings on, defences of-, and errata for <i>Advanced Mythus</i> circa 1993. This is EGG in full /haut gygaxiana/ pomp: the contents are thick and glutinous in their densi ty of information and opacity of language. Even editor Frank Mentzer makes a jok e about shuddering when EGG handed him the disk. I'm not going to parse the whole thing. That's an exercise for the (hypothetical ) morbidly fascinated reader. Believe me though, it's an eye opener. Here's the contents page. See for yourself if anything tickles your perverted fa ncy: [MMM p1 quote] The main reason I've taken a digression from drunkenly lashing /Advanced Mythus/ with whips of scorpions is to draw attention to one particular section of MMM: skill errata. Several pages of skill errata. Feature Section: Knowledge/Skill Areas This isn t a simplifying clean up (dear me, no!) of the skill system: it s an elabor ation. A full-on American luxury* elaboration. Because the sole and overriding p roblem with the <i>Advanced Mythus</i> skill system was insufficient detail. * more = better, and hang the quality. I mean, I've grown accustomed to the sheer baroque density of the AM skill syste m, but this still has to be seen to be believed. Features include: * whole new K/S Areas (including Conversational Foreign Language, Dance, Judgeme nt, and the ever-necessary Plumbing); * new uses for skills. Dance (a Spirit skill, ORLY?) now hones Physical Attribut es, Yoga now allows you to sit in fridge for extended periods, while knowing abo ut chess, riddles or wargames grants bonus Mental armour; * more new sub-areas than you can shake a stick at. Seriously, if a K/S Area (ev en a lowly Physical one) stands still too long it gets 6-12 sub-areas slapped on it. Three-and-a-half pages are taken up just listing sub-areas! * rules for sub-sub-areas within the new Economics/Finance sub-area of Mercantil ism. Because the fandom was crying out for even more detail on earning a living; * a revision of how sub-areas are acquired, with even less internal rhyme-and-re ason than the original rules. * a new Rudimentary Knowledge rule, which gives players another option with whic h to short-change themselves. * page after page of corrected skill cross-feeds. Tharsends of 'em! [link] It's like watching Red Army marchpasts during Soviet-era Red Square parades. [li nk] The Stankhanovite madness: It. Just. Doesn't. Stop. (Insert your own gag about the relentless tread of a bizarre and grandoise philo sophy alien to rational thought. Note: DJ:Mythus as Stalinist surrealist art?) I suppose this answers my bitching about some of the rules insufficiency in the
languages. ships. As well as granting us additional Switzer madness in the chargens. Quirks. Sweet merciful Anansi! I though GURPS Goblins had unjust social standing rules. this is actually a little embarrassing to read. Gary also has some editorial/authorial points to make. Not joking.. * Being older grants both more K/S Areas. and additional STEEP points to spend o n them. and on why this makes an entirely new /lingua jargonic a/ a logical necessity. and exco riates those to stupid to understand it. unprofessional "so-called reviewers" in certain publications was something o ther than merely the rampant paranoia of a man at war with an incomprehending wo rld. and maybe a second language if they' re especially lowly. supposedly ba lanced by a couple of NPC contacts. Gamespeak. Gary wasn't kidding when he wrot e Mythus. . Poor people? They get spat upon: actual penalties to their skills. Page after page confirming that. special connections. he meant every damn word. [MMM p32 quote] Yes. Seriously? Th at's your argument? Of course. the 'us and them' ranting about uninform ed. as later events illustrated. or make a Link.published DJ:M rulebook. Mystical Manifestations: Mythus Game Rule Expansions As well as expended skill rules we're also offered new rules on skills by age an d inherited wealth that make geriatric toffery an ~even more~ optimal character creation option [link] in <i>Advanced Mythus</i>. "During a CT the HP will probably need to know his BAC. Advanced Mythus: what you mean chargen /mini/-game? There's plenty than just a "moar baroque! MOAR!!!" elaboration of the skill syst em in MMM. * High social class grants bonus skills.the DJ Patois This is a two page(!) essay on the True Scientific Realism of the game systems i n <i>Advanced Mythus</i>. because DJ:Mythus is the epitome of simplicity and lightness. and I kinda wish Frank Me ntzer had spiked it. no. From The Town Cryer's Gone Mad EGG takes strident issue with the 'whispering campaign' against Mythus. ~and~ t he possibility of inheriting supplemental starting swag up to manors. or stables of fine mounts. and anyone wh o thinks otherwise doesn't understand how to use a reference book. Still. but it hardly lightens the load on the poor bewildered player who just wants to play a game of Lets Pretend with his mates. WP.. FAC. Its like a socialist utopia by comparison with <i>Advanced Mythus</i>! Aerth: tw inned with Rokugan. [SAS 0056 crop] EGGnu.
'highlights'. SAS. and even r un magnets over the page. Wrong. How could 'dilettantes' suffering 'forced co nfirmity' in such 'shallow milieux' possibly be enjoying themselves? You poor fo ols! Don't you know that simplicity /constrains/ creativity? Let's just take a moment to savour it fully.. p4 Yes. these potted highlights don't do justice to the full experience..or expend ACE heka (as indicated by casting Grade) to start a casting. Those are the highlights.. because that last deserves a stiff drink. Just remind me EGG: what was that about "This game is too complex" being 'crap' and 'hogwash'? We're also presented with the following assertion: "Those imposing [Dangerous Journeys] books are daunting to the dilettantes and c asual participants who believe that shallow milieux with minimal rules enable ea sy play and empower those employing such devices.] force conformity through lack of choice. Mythic Masters Magazine #1. and then add more heka points for R&D considerations.minimal rules [. Part rules supplement. not rules' games: mere delusion arising from false consciousness. I've looked long and hard. What these sorts of gam es do is limit the scope of play to the particular genre and milieu and force co nformity through lack of choice. Gary is seriously calling this reasonable. You have to read MMM for yourself! It's a rich and heady brew.EGG. Mythic Masters Magazine #1.. Seriously. All that fun you've been having with your fast. Pic Source: MMM. shall we? ". Also *gluk gluk*." -. You hav en't really been having fun at all. part 'how to'. p3 So there you have it. and I can't detect a hint of irony in his assertions. light.Father of the Game. pa rt soapbox: MMM is a surreal time capsule from another universe." That single statement is nothing less than a Genesis Bomb of assbackwardry: toti potent seed for the entire ecosystem of Spaceyan WRONG! [link] we know as /Advan ced Mythus/.EGG. albeit probably not i n the way the author probably intended. a quantum windo w [link to fringe] showing us that even Hackmaster's Gary Jackson(tm)(c)(r) was naught but a pale shadow of the -crazy-uncle." -. 'ru lings. .
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