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THE MYTHIC ROLE-PLAYING SYSTEM, MYTHIC GAME MASTER EMULATOR, AND CRAFTER SERIES
Resolving
Character Vs.
Player Knowledge
Generating Compelling
Backstories
VOLUME 8
EACH MONTH MYTHIC MAGAZINE PRESENTS DISCUSSION AND COMMENTARY ON SOLO ROLE PLAYING AND
GETTING MORE OUT OF YOUR MYTHIC AND CRAFTER ADVENTURES.
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Interrupt
the problem of Player knowledge versus Character
knowledge, and how to handle it when the two
are out of balance. This issue probably crops up in
the lives of every solo gamer at some point, where
you have to make a decision in how to deal with it.
Resolving Character vs. Do you ignore the knowledge differential and play
your Character as you know them to be, or do you
Player Knowledge resolve the differences to maintain surprises in your
Adventure? What strategy should you choose? There
are many ways to handle this problem (if you even
consider it a problem), and I try to cover as many
approaches as I can in this article to give you some
ideas for your solo Adventures.
The second article is a return to an idea introduced
way back in Mythic Variations, generating backstories
with Mythic. I expand on the original Backstory
Focus Table to offer an approach that is more varied
Variations
and detailed. You can use this to generate backstories
for your Character, for NPCs, for places, objects, or
anything you like!
Equipped with knowledge, go forth and have
happy adventuring!
Generating Compelling
Backstories
MYTHIC MAGAZINE VOLUME 8 • 3
INTERRUPT
Solutions to problems of Mythic proportions
an answer now would be information that the Player may already know a ton of things your Character doesn’t
knows and the Character does not, and doesn’t give a good know. Also, how about resolving social skills like telling if
mechanism for the Player to act on that knowledge now. someone is lying, or doing things like finding secret doors
Keeping things at their simplest, just asking the or hidden compartments? Should you already know such
Questions that make the most sense and that only your secret places exist before your Character searches for them?
Character could know, is the easiest way I know to Personally, one of the most common ways that my
sidestep the Player vs. Character knowledge problem. knowledge as a Player grows faster than my Character’s
is when I have down time in between my Adventure. I
often think about the Adventure when I’m not playing,
and when I think about it I get ideas for it that make a lot
WHEN IT’S NO LONGER SIMPLE of sense to me and that I want to run with. Before long
The thing is, not every solo Adventure stays this simple. those ideas become “canon” to me and now I’m ahead of
There are lots of ways you, as the Player, can learn things myself in the Adventure. Just generating ideas like that
that your Character doesn’t know. For instance, if you puts me, the Player, beyond where my Character is and
are soloing your way through a published module you can diminish the sense of surprise I want to experience.
Test It, Ask It, Then It’s Real CINEMATIC VS. SIMULATION PLAY
A question that sometimes comes up in solo play is
how to resolve a Character searching for something that The topic of playing cinematically vs. simulationist
a living GM would know is there but you do not. Secret is covered in the core Mythic rule book, but it’s
doors is the classic example, but it could be anything from also pertinent to Player vs. Character knowledge.
Simulationist play is more sensitive to knowing
evidence of a crime to figuring out if an NPC is lying.
and not knowing facts, whereas in a cinematic
In my opinion the best way to deal with this dilemma is adventure you may be less concerned with factual
for the Character to make any skill rolls they need to make surprises as you focus on the overall narrative.
to discover the hidden thing, either using the rules of the As a refresher, a simulationist approach to play is
RPG you are playing with or posing it as a Mythic Fate treating your Adventure like a virtual reality and
Question. For instance, your warrior may start searching seeing how one event leads to another, usually
a room for a secret door, or your espianoge Character may through the single lens of one Character’s point of
study his informant to determine if he’s telling the truth. view. Cinematic play is more like a movie, where
If you succeed at the skill check then you determine you may allow Scenes to happen from other
points of view and events to unfold without your
if the secret thing exists by posing it as a Fate Question.
main Character’s involvement or knowledge. In
Does my warrior find a secret door? Do I get the sense a cinematic Adventure you are almost sure to
that he’s lying? have greater amounts of Player knowledge than
This is how Mythic Adventures are supposed to Character knowledge.
unfold, with every step not knowing what exists until The problem of Player vs. Character knowledge
you ask about it. What makes this different is that it’s an is much less of a problem with cinematic play
Adventure element that calls for a skill roll before you can because you are less focused on a single Character
ask the Fate Question. and are more focused on the story. You may still
be subject to knowledge conflicts as it might color
how you decide to make a Character act, but it’s
Mythic Is A Liar less jarring than in a simulationist Adventure where
Character choices and Adventure surprises are the
Knowing too much about your Adventure can primary focus.
come about through the simple accumulation of all the
Questions you’ve asked. Given enough time and enough
Questions, you’re going to know a lot of details about one thing, you also determined who was responsible for
a lot of things pertaining to your Adventure. This is an letting the creatures into our dimension. Maybe this is
instance where your Player knowledge might expand past something you learned as the Player because you had to
your Character’s. know this so you could answer another Question, such
For instance, in an Adventure about teenagers dealing as if the creatures were present in an abandoned building
with otherworldly forces, over the course of a dozen that used to be a laboratory. Now you, the Player, know
Scenes you may have worked out what the creatures in who is responsible for the creatures being here but your
the woods are, where they come from, how dangerous Character does not.
they are, and what their weaknesses are. At some point If you get to a Scene where it becomes important
in the Adventure while asking Fate Questions about for your Characters to know who is responsible or not,
Get To Know Your Character story, like any other element, the entire Adventure
may feel like it’s going off the rails because there is no
This one is similar to Going With It, but is more emotional hook to hang it all on. If you want your
specific about your Player Character. At the end of the Adventure to be focused on your Character then knowing
day, role-playing is usually very much about us connecting too much can propel the feeling of the Adventure having
with the Character we create. That Character is an avatar no meaning because the main actor, your Character,
for us, an alternate reality version of us. In some ways, doesn’t have the emotional investment to tie everything
that Character is us, which is one reason why role-playing together for you.
is such a deeply satisfying experience. The second article in this issue is about generating
In my opinion, the more you know about your Character backstories, which is an excellent way to start building
and the more you bond with them the more obstacles attachment to your Character even before you begin
you can overcome on your goal toward successful solo playing. Fostering emotional investment in your
role-playing. Caring about that Character is a powerful Character as you play may help keep your Adventures on
motivator to propel an Adventure forward. track if you feel knowledge gaps are getting in the way.
This is relevant to this discussion about Player You have a compelling reason to resolve that dilemma, or
knowledge because the more you are bonded with your to go with the extra knowledge and use it as part of your
Character the less important knowing too much might Characters overall growing story.
seem. If your Character is just another set piece in your
Generating
Compelling Backstories
Generating histories in role-playing has always fascinated
me. It’s a special aspect to RPGs that’s existed as far back
as the earliest games, with first edition AD&D’s Dungeon
Masters Guide offering a way to randomly generate skills
for your Character to represent their early history to
Traveler’s famous Character generation system that baked
the past into the present build of your Character. You can
find history generators with life path systems, background
traits, early life skills, and more ways that role-playing
games make the past relevant to the present.
You mostly see history and Backstory generators in
relation to Character generation as a way to develop your
Character. It’s less common to see Backstory generators
for things like locations or objects, but those exist too.
Creating histories is in itself a miniature RPG
campaign. You are compressing entire events into
summaries to create story richness as if you had played
through those events yourself.
Mythic, and especially The Adventure Crafter, are well
suited for generating backstories as you need them. A few
Fate Questions and some rolls on the Meaning Tables give
you inspiration to create stories for Characters, kingdoms,
magical artifacts, NPCs, or just about anything. The
Adventure Crafter is well suited for generating histories
since it is a story summary creation system. Generate a letting Mythic reveal details about that Character as
few Turning Points and you have a Backstory complete you play you decide you want to generate a complete
with Plotlines and Characters. Backstory right away to give yourself a better idea of what
Backstories as a specific mechanic were introduced into motivates this NPC.
Mythic with Mythic Variations in the Off-Camera Stories Backstory can be thought of as a special kind of Random
chapter. The backstories system presented there is very Event, a multi-layered event that incorporates multiple rolls
simple: determine how many Backstory elements your on the Focus Table and you stitch all the results together
Character has, then roll for each of them on a simple Event into a cohesive story. Since we’re talking about Backstory
Focus Table followed by rolls on the Event Meaning Tables. and not your main Adventure you have more freedom to
While that system is workable, and while The let the narrative take on its own shape without it having to
Adventure Crafter also achieves the job, I think more can conform to the current Context of your Adventure like a
be said about Backstory generation. This article presents normal Random Event would.
a revised and more sophisticated approach to Backstory
generation than the one presented in Mythic Variations.
This system also takes into account some aspects of BACKSTORY FOCUS TABLE
backstories that The Adventure Crafter may miss.
Mythic Variations introduced a mechanic into Mythic for
generating a Character’s Backstory by rolling for how many
Backstory elements that Character has followed by rolls on
BACKSTORY TIME a Backstory Focus Table. It’s a simple approach designed to
A Backstory is useful during Character creation to give give a bare bones background for your Character.
your Character a history, making their story that much The system presented in this chapter takes that system
richer. However, backstories don’t have to be limited to and builds on it, pushing it several steps further.
Character creation. They’re very useful for world building To generate a Backstory ... whether it’s for your
when creating an Adventure, providing history to the Character, an NPC, an organization, an object, or for
country you are adventuring through, background for anything ... start by rolling on Backstory Focus Table 2.
important NPCs, or adding texture and story hooks for This will give many familiar results that are found on the
just about anything found in your campaign universe. Standard Focus Table, but it has a few notable changes
You might generate a location Backstory before you start and a slightly different way to approach some of the
your solo session so you have a better idea where your results. You keep rolling on Backstory Focus Table 2,
Character is. You might make Backstory creation part honing each result with the Meaning Tables, until you’ve
of your setup before your first solo session with a new reached completion.
Character to flesh out the supporting NPCs you are
already aware of. Backstories can become the story before Keep Them Separated?
the story making that cold start to a fresh solo Adventure
less cold. When generating a Backstory using this system, you
It’s also useful to bring backstories directly into are likely to get results that pertain to new NPCs, effects
your solo Adventure during mid-play. Maybe you’ve on NPCs, and effects on Threads. You should consider
encountered a new, important NPC, and instead of whether these results apply to the Lists in your Adventure,
or whether the Backstory itself has its own Lists. The default sell stolen goods to. They meet in a bar and it ends badly,
assumption is that these List elements exist only for the with a gunfight breaking out and your Character fleeing
Backstory, keeping them separated from your Adventure. with the contact. Someone is trying to kill them, and now
For instance, you’re running a sci-fi Adventure featuring your Character is mixed up in it. After things settle down
a smuggler Character who has traveled to the far fringes and the two find a safe place to hide, your Character
of known space. He is encountering a new species of asks the contact what is going on. The Player decides
alien for the first time, and the Player decides to generate the easiest way to handle this is to generate a Backstory
a Backstory for this species. This is all information that for the contact and use that to explain why she is on the
the Character can glean from his ship’s computer, so he is run. In this instance, the Backstory is directly relevant to
reading up on the aliens before his first contact with them. the Adventure at hand. Instead of making a separate set
The Player starts rolling on Backstory Focus Table 2 of Lists, the Player decides to use the regular Adventure
and during the course of generating the Backstory he Lists so that any new Characters and Threads generated
comes up with three new NPCs and two Threads. As he go directly onto the Adventure Lists and are accessible by
generates these Characters and Threads, he keeps track of future Random Events and Interrupt Scenes. This also
them on a set of Lists that are separate from his main Lists means that Backstory Focus Table 2 results may pull in
for the Adventure. The species’ Backstory has their own elements already existing on your Adventure Lists.
Lists and these List elements are only there to be used
during the creation of the Backstory.
How The Table Works
The reason for keeping the Lists separate is that the
Backstory is itself a type of mini-Adventure. It is an As with the Backstory Focus Table in Mythic Variations,
encapsulated series of events that are represented by you’ll very likely be rolling on Backstory Focus Table 2
their own Lists. Results from Backstory Focus Table 2 multiple times. Just like with any Focus Table, you make a
refer to these Lists, so New NPC, Close A Thread, NPC roll on the table then you choose a pair of Meaning Tables
Negative, etc., are all rolled for only within these Backstory to roll on afterward to help you interpret the results. Choose
Lists giving you the chance to expand and explore these either the Action Meaning Tables or Description Meaning
elements in the Context of the specific Backstory. Tables, depending on what kind of result you’re looking for.
When you are done you can set the Lists aside. You Both sets of tables can be found at the back of this book.
have your Backstory so the Lists have served their purpose. Keep rolling for results on Backstory Focus Table 2
Of course, you could decide to have the Backstory until you reach the Complete result, or you’ve rolled a total
generation take place using your Adventure Lists. It may be of 7 times, at which point you’re done. Take all the results
wise to choose this option if the Backstory is for a narrative you generated and interpret them into a cohesive whole.
element that is more active and integral to your Adventure. This process can take some time and it shouldn’t be
For instance, in the example above you were generating rushed. It’s very likely you’ll be rolling five or more times
the Backstory to an entire species’ history. This is relevant on the Backstory table. As you go, you’ll be interpreting
to understanding the species before meeting them, but their individual results while also mixing those results with
ancient history is likely not directly relevant to the ongoing previous results, and expanding your interpretations. You
Adventure so it makes sense to keep the Lists separate. are encouraged to go with your interpretations and to let
However, let’s say your Character sets down on the the overall story generated evolve, as if you were running
planet in a bustling city to meet an underworld contact to an entire Adventure in miniature.
BACKSTORY FOCUS
Backstory Focus Table 2
TABLE 2 ELEMENTS
Many of the results on Backstory Focus Table 1-13 NEW NPC
2 will be familiar to you, but let’s go over them 14-21 NPC ACTION, OR NEW NPC
anyway. There are a few new items, and even
some of the familiar entries may have to be 22-28 NPC NEGATIVE, OR NEW NPC
looked at in a different way for a Backstory. 29-35 NPC POSITIVE, OR NEW NPC
36-42 NEW THREAD
New NPC
43-55 CLOSE A THREAD, OR NEW THREAD
Generate a new NPC for the Backstory. You
56-64 SUBJECT NEGATIVE
can roll on the Description Meaning Tables
to get a physical description of what they look 65-72 SUBJECT POSITIVE
like, and if you’re not sure what role they play
73-78 CONNECTION, NPC TO NPC
in the Backstory you can also roll on the Action
Meaning Tables to get some idea of what they 79-86 CONNECTION, NPC TO SUBJECT
are doing. If there are events unfolding with
87-100 COMPLETE, OR NEW THREAD
your growing backstory where it makes sense
this new NPC would fit into then a roll on the
Action Meaning Tables may not be necessary, NPC Action, Or New NPC
just plug the new Character into the events in a way that
seems most meaningful. Randomly determine which NPC from the Characters
For instance, if you’ve already established that the List this is referring to then roll on the Action Meaning
back story included a bank robbery, it might make sense Tables for what action this NPC has taken. Whatever it is
to have this new Character be the bank robber or a law they have done, it should be viewed within the unfolding
enforcement agent investigating the robbery. Context of the growing Backstory. For instance, if the
Remember that a new NPC does not have to be a NPC is the King of Serak, and the Meaning Table results
person. With a Mythic List, a “Character” can be any are Overindulge and Pleasures, you might interpret this
Adventure element that has importance and some degree to mean that the king was distracted during his reign and
of agency. A Character can be a place, for instance, or an didn’t adequately prepare for the gathering forces of a
object. Non-person Characters can act in their own way. neighboring nation getting ready for war.
For example, if the Character is a forest, and you roll to If the Character List is empty and there are no NPCs
see what action the forest takes, you might interpret the to act, then treat this result as a New NPC.
results from the Action Meaning Tables to mean that it
gets very cold and starts to snow. NPC Negative/Positive, Or New NPC
Interpret this new NPC within the Context of the
backstory and add them to the Characters List. Randomly determine an NPC from the Characters List
then roll on the Action Meaning Tables to determine what
negative or positive thing happens to them. Just like with New Thread
NPC Action, you should try to tie this event in with the
unfolding Backstory. For instance, maybe the NPC rolled The Standard Event Focus Table does not include
for a negative event is a castle in the western portion of an entry for New Thread. This is because Threads are
the country, Castle Novgrad. The Action Meaning Tables expected to organically develop through the course of
give you Abandon and Lies. You interpret this to mean play as Player Characters choose the goals they want to
that the neighboring nation drops its pretense of peace go after. However, with generating a Backstory we aren’t
and invades the kingdom of Serak, starting with a battle taking the time to role-play out the events and the Player
at Castle Novgrad. Character isn’t an active participant. So, this entry brings
Once again, if the Character List is empty then treat new Threads into the Backstory.
this result as New NPC. Roll on the Action Meaning Tables to give you some
idea what the Thread is about, and then apply that to
the Context of the ongoing Backstory to interpret what
the Thread is. Keep in mind that a Thread is an open Subject Negative/Positive
goal, so it should be something pertinent to the events
of the Backstory. Since a Backstory can be about anything, Subject
For instance, with our example of the country means whatever or whomever the Backstory is being
descending into war, we roll New Thread and the Action generated for. Something negative or positive happens
Meaning Tables give us Malice and Danger. This is easy to the Subject. Roll on the Action Meaning Tables for
to interpret: the kingdom of Serak is at war with it’s inspiration on what happens. Again, consider the ongoing
neighbor and if it loses they face total destruction. The Context. With our example, the Subject is the kingdom of
Player goes with a Thread of: We must win the war. Serak. Let’s say we rolled Subject Positive and the Action
Add the new Thread to your Threads List. Meaning Tables give us results of Starting and Wishes.
The Player interprets this to mean that following the
highly destructive war, the king leads his nation into
Close A Thread, Or New Thread a new age of prosperity. The king is a new man, more
Randomly determine a Thread on your Threads List, resolute and forward thinking, and with hostilities with
then roll on the Action Meaning Tables to determine how his enemies put to rest the kingdom enters a golden age.
this Thread was finished. If there are no Threads on the
Threads List, then treat this result as New Thread. Connection
As with all the other results, consider the ongoing
Context of the developing Backstory and allow yourself to Connection is a new entry not found on the Standard
include any elements that have already been introduced Focus Table. Since Backstories are meant to be summaries
into your interpretation. of a wide range of events we have to simulate some of the
With our ongoing example of a nation at war, we roll elements that would normally be determined through
on the Action Meaning Tables for inspiration and get normal role-play. Connections between Characters is one
Lie and Tactics. There’s only one Thread on our Threads of those things. Who were enemies with whom, who were
List, “We must win the war”, so we go with that one. The allies, which Characters have personal history with each
Player considers the ongoing Context of the Backstory other, etc. Sometimes Connection elements will spring
and interprets the results this way: The king was taken by up naturally through other results, like NPC Positive, but
surprise with the invasion of his country and experienced this result calls for you to explicitly create a Connection
serious early losses. He had to mature very fast as the between two Characters.
destruction of his Serak loomed. In a desperate strategy Connections can be an important part of a Backstory.
to trick his enemy, the king allowed false information to The history of a Character or a place is more than the
be leaked that they had a major base in a valley. The king sum total of a string of events, it’s about people. The
hoped his enemy would launch a major offensive at this Connection entry allows you to flesh out these personal
false location, where he would then surround and trap his relationships more, giving the Backstory more richness.
foe’s army. The gambit paid off and the king was able to There are two varieties of Connections on the table:
end the war and save his country with this ruse. NPC to NPC, and NPC to Subject. With NPC to
Just as you would in a regular Adventure, remove the NPC, roll twice on the Characters List until you roll two
Thread from the Thread List because it is no longer relevant. separate Characters. The Connection you are developing
is between these two. If it’s NPC to Subject, then just roll
interpret and combine. With this process you are adding Laren Meets The Future
layers and layers of story meaning one layer at a time.
When you make a new roll you might modify your Let’s say you’re creating a Character for an Adventure
interpretation of a previous roll to better fit the ongoing universe set in the old west. However, in this old west
narrative. Each layer of new information is not separate time travelers from the future have arrived to set up a
and distinct, it should all start to meld together as your high-tech town in the desert for their own unknown
understanding of the Backstory grows. purposes. The Player envisions this as an Adventure
Let’s try it with an example. involving the rustic residents of this out-of-the-way patch
joking, but simple and singular of mind. His job is to serious mining operation. This enterprise soon overtook
make sure work in the mines continues as expected for his the entire town, and Wentwood became the defacto despot
boss, Wentwood Emming. controlling every aspect of town life. To keep people in
The Player writes Fingle onto the Characters List. check, Wentwood had his man Fingle assemble a force by
Rolling for the next Backstory element, we get NPC threatening a dozen townsfolk to either strap on a gun and
Action. We have two NPCs, so randomly determining help or lose your home and be driven from town.
which one we get Fingle. So, Fingle does something that Tensions were high as time went on, the people living in
has an influence on Laren’s Backstory. Rolling on the fear under Wentwood’s thumb. With his decisions enforced
Action meaning Tables, we get Recruit and Liberty. by Fingle and his gang, no one dared oppose the injustices.
The Player interprets this to mean that as Wentwood’s Wentwood grew paranoid, however, and became
influence over the town grew, he needed his own worried that Fingle had acquired too much power. This
enforcement team to keep everyone in line. It became culminated in a battle in the streets as Wentwood’s hired
Fingle’s job to assemble and manage this team, and he thugs went to war with Fingle’s forces. In the end, Fingle
did it by forcing townspeople he chose into serving as and Wentwood killed each other, the entire mining
his henchmen. Work for me or else. The Player decides operation came to a grinding halt, and the town was left
this is what the first Thread pertains to, “Free captured in disarray. The people of Cactus Creek were traumatized
friends.” Townsfolk are being forced into becoming by this whole affair, and this is the environment that
enforcers for Fingle. Laren grew to be a man in. He became a deputy to help
The Player has made five rolls on the Backstory table. enforce the rule of law in his town and bring the place
There are up to two more rolls to go. Continuing, the back to being livable for civilized folk. Laren did such a
next roll is NPC Action again. Rolling for which NPC good job he was eventually promoted to sheriff, and there
we get Wentwood. The Action Meaning Tables gives us he is to this day.
Struggle and Inside. The Player decides this means that The Player is satisfied with this history for Laren as
over time, Wentwood began to become concerned about it gives him ideas for how his Character will view the
his man Fingle and the group of enforcers around him. coming events in the Adventure. It would make sense
Wentwood no longer trusted him and was worried Fingle that Laren is going to look at The Travelers with a high
would turn against him. The Player decides to interpret degree of suspicion. Fancy gadgets from the future or not,
this result with the second Thread result of “Track down The Travelers may just be the next Wentwood Emming
enemies”. Wentwood had come to think of Fingle as an to breeze into town and there is no way Laren is going to
enemy to be disposed of. allow Cactus Creek to succumb to tyranny again.
With only one more result to go we roll Complete, Considering the Threads and Characters generated for
which means we are done. this Backstory, the Player decides all of that lies in the past
Taking all of these rolls together, the Player interprets it and isn’t relevant to the present so he discards the Lists.
this way: When Laren was 16 Wentwood Emming rolled With a clear picture of who Laren is now, the Player is
into town with his money and his men and started up a ready to begin the Adventure.
DESCRIPTOR 2
1: Abandoned 21: Disagreeable 41: Graceful 61: Magnificent 81: Remarkable
2: Abnormal 22: Disgusting 42: Hard 62: Masculine 82: Rotten
3: Amusing 23: Drab 43: Harsh 63: Mature 83: Rough
4: Ancient 24: Dry 44: Healthy 64: Messy 84: Ruined
5: Aromatic 25: Dull 45: Heavy 65: Mighty 85: Rustic
6: Average 26: Empty 46: Historical 66: Military 86: Scary
7: Beautiful 27: Enormous 47: Horrible 67: Modern 87: Simple
8: Bizarre 28: Exotic 48: Important 68: Extravagant 88: Small
9: Classy 29: Faded 49: Interesting 69: Mundane 89: Smelly
10: Clean 30: Familiar 50: Juvenile 70: Mysterious 90: Smooth
11: Cold 31: Fancy 51: Lacking 71: Natural 91: Soft
12: Colorful 32: Fat 52: Lame 72: Nondescript 92: Strong
13: Creepy 33: Feeble 53: Large 73: Odd 93: Tranquil
14: Cute 34: Feminine 54: Lavish 74: Pale 94: Ugly
15: Damaged 35: Festive 55: Lean 75: Petite 95: Valuable
16: Dark 36: Flawless 56: Less 76: Poor 96: Warlike
17: Defeated 37: Fresh 57: Lethal 77: Powerful 97: Warm
18: Delicate 38: Full 58: Lonely 78: Quaint 98: Watery
19: Delightful 39: Glorious 59: Lovely 79: Rare 99: Weak
20: Dirty 40: Good 60: Macabre 80: Reassuring 100: Young
MEANING TABLES: ACTIONS
ACTION 1
1: Attainment 21: Release 41: Expose 61: Oppress 81: Excitement
2: Starting 22: Befriend 42: Haggle 62: Inspect 82: Activity
3: Neglect 23: Judge 43: Imprison 63: Ambush 83: Assist
4: Fight 24: Desert 44: Release 64: Spy 84: Care
5: Recruit 25: Dominate 45: Celebrate 65: Attach 85: Negligence
6: Triumph 26: Procrastinate 46: Develop 66: Carry 86: Passion
7: Violate 27: Praise 47: Travel 67: Open 87: Work
8: Oppose 28: Separate 48: Block 68: Carelessness 88: Control
9: Malice 29: Take 49: Harm 69: Ruin 89: Attract
10: Communicate 30: Break 50: Debase 70: Extravagance 90: Failure
11: Persecute 31: Heal 51: Overindulge 71: Trick 91: Pursue
12: Increase 32: Delay 52: Adjourn 72: Arrive 92: Vengeance
13: Decrease 33: Stop 53: Adversity 73: Propose 93: Proceedings
14: Abandon 34: Lie 54: Kill 74: Divide 94: Dispute
15: Gratify 35: Return 55: Disrupt 75: Refuse 95: Punish
16: Inquire 36: Imitate 56: Usurp 76: Mistrust 96: Guide
17: Antagonize 37: Struggle 57: Create 77: Deceive 97: Transform
18: Move 38: Inform 58: Betray 78: Cruelty 98: Overthrow
19: Waste 39: Bestow 59: Agree 79: Intolerance 99: Oppress
20: Truce 40: Postpone 60: Abuse 80: Trust 100: Change
ACTION 2
1: Goals 21: Messages 41: Advice 61: Death 81: Victory
2: Dreams 22: Energy 42: Plot 62: Disruption 82: Dispute
3: Environment 23: Balance 43: Competition 63: Power 83: Riches
4: Outside 24: Tension 44: Prison 64: Burden 84: Normal
5: Inside 25: Friendship 45: Illness 65: Intrigues 85: Technology
6: Reality 26: Physical 46: Food 66: Fears 86: Hope
7: Allies 27: Project 47: Attention 67: Ambush 87: Magic
8: Enemies 28: Pleasures 48: Success 68: Rumor 88: Illusions
9: Evil 29: Pain 49: Failure 69: Wounds 89: Portals
10: Good 30: Possessions 50: Travel 70: Extravagance 90: Danger
11: Emotions 31: Benefits 51: Jealousy 71: Representative 91: Weapons
12: Opposition 32: Plans 52: Dispute 72: Adversities 92: Animals
13: War 33: Lies 53: Home 73: Opulence 93: Weather
14: Peace 34: Expectations 54: Investment 74: Liberty 94: Elements
15: Innocent 35: Legal 55: Suffering 75: Military 95: Nature
16: Love 36: Bureaucracy 56: Wishes 76: Mundane 96: Masses
17: Spirit 37: Business 57: Tactics 77: Trials 97: Leadership
18: Intellect 38: Path 58: Stalemate 78: Masses 98: Fame
19: Ideas 39: News 59: Randomness 79: Vehicle 99: Anger
20: Joy 40: Exterior 60: Misfortune 80: Art 100: Information
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