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A MONTHLY EZINE WITH TIPS, RULES, AND MORE GOODIES FOR

THE MYTHIC ROLE-PLAYING SYSTEM, MYTHIC GAME MASTER EMULATOR, AND CRAFTER SERIES

The Big
Collection Of
Big Examples Creative
List Tips
& Tricks

VOLUME 17
EACH MONTH MYTHIC MAGAZINE PRESENTS NEW RULES AND COMMENTARY ON SOLO ROLE-PLAYING
AND GETTING MORE OUT OF YOUR MYTHIC AND CRAFTER ADVENTURES.
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MYTHIC MAGAZINE VOLUME 17 • 1


VOLUME 17 APRIL 2022
Put Your List
To Work
Hello everyone, and welcome to Mythic
Magazine Issue #17! I can’t believe we’re already
almost ready for yet a third compilation issue, but
we will be after issue #18.
This month I have an article looking at creative
ways you can utilize the Characters List in your games.
As a solo adventuring tool, it doesn’t have to be just
about NPCs. There’s more in-game effects you can
WHAT IF achieve with the List, such as triggering special events
Creative List Tips & Tricks to happen and setting a tone in your adventure. I’ve
also included how Lists are currently configured in the
upcoming Mythic Second Edition.
The second article is a big article of Big
Examples. I try to include as many examples in my
books as possible since seeing solo techniques in play
goes a long way to making the rules understandable
and playable. I was able to fit three Big Examples
in this issue, covering topics such as incorporating
The Adventure Crafter in your Mythic adventures,
working out a conversation with an NPC, and
making Altered and Interrupt Scenes.
Happy adventuring!

TOOL BOX
The Big Collection Of Big Examples

MYTHIC MAGAZINE VOLUME 17 • 2


WHAT IF
Discussion of some aspect of solo, Mythic, or Crafter play for you to chew on.

Creative List Tips & Tricks


If you’ve been playing solo role-playing for any length
of time, you’ve probably made a List or two. Or three, or
LIST-O-RAMA!
a thousand. Lists, both for Threads and Characters, are an
important part of a Mythic adventure. Since this article discusses a variety of ways to utilize
Maybe you’re quite comfortable with the Characters List. Mythic Lists it seems fitting to include a variety of
After all, it’s a fairly straight-forward game mechanic. An List styles for you to print/copy and use. At the back
important character makes an appearance in your adventure, of this issue you’ll find a small collection of Lists:
they go on the List. A Random Event happens that calls for ADVENTURE LISTS: This is the standard
a character, you roll on the List. Nice and simple. Mythic List structure, but with a different look and
However, there is potential for more with the numbering along the side for easier use.
Characters List. With all the power it has over your NESTED LISTS: A slightly different List look as
adventure, you can harness it for more effects. a reminder that it’s for nesting one List in another
This article explores various ways to modify and (this is explained later).
manipulate your Characters List for a variety of adventure ADVENTURE CRAFTER LISTS: The Lists
outcomes. Some of these ideas you may have seen before as used in The Adventure Crafter as well as the
version for the deck.
in one form or another, while others you probably haven’t.
I’m hoping you not only find something you want to use 2E ADVENTURE LISTS: This is how Mythic
Lists are currently looking in the developing Second
in your Mythic adventures, but also just by contemplating
Edition rules.
different ways to look
at the Characters List
Nested Characters List Sheet 2E ADVENTURE LISTS

that you come up ADVENTURE LISTS ADVENTURE CRAFTER LISTS ER DECK LISTS
LIST NAME ADVENTURE CRAFT THREADS LIST
CHARACTERS LIST
Characters List LIST NAME Plotlines List Characters List Characters List - 1-2 CHOOSE
1 - 1-2 CHOOSE
Threads List 1-4 CHOOSE MOST LOGICAL PLOTLINE 1-4 NEW CHARACTER Plotlines List 1
3-4 CHOOSE
1
1 2 3-4 CHOOSE
1-2 5-6 CHOOSE
1 5-8 NEW PLOTLINE 5-8 NEW CHARACTER 1 2 2

with new applications


1 3 1-2 5-6 CHOOSE
2 1 7-8 CHOOSE
2 9-12 CHOOSE MOST LOGICAL PLOTLINE 9-12 NEW CHARACTER 2 3 4 3
2 2 9-10 CHOOSE 7-8 CHOOSE
3
3 13-16 CHOOSE MOST LOGICAL PLOTLINE 13-16 CHOOSE MOST LOGICAL CHARACTER 3 4 5 4
9-10 CHOOSE
3
4
3 17-20 CHOOSE MOST LOGICAL PLOTLINE 17-20 NEW CHARACTER 4 5
d4 1-2 CHOOSE
5
4 6 d4 1-2 CHOOSE
4 3-4 CHOOSE
4 21-24 NEW PLOTLINE 21-24 NEW CHARACTER 5 6 6
5 5 7

for of your own.


3-4 5-6 CHOOSE 3-4 CHOOSE
5 25-28 CHOOSE MOST LOGICAL PLOTLINE 25-28 NEW CHARACTER 6 7 8 7
5
6 6 7-8 CHOOSE
3-4 5-6 CHOOSE
6 29-32 CHOOSE MOST LOGICAL PLOTLINE 29-32 CHOOSE MOST LOGICAL CHARACTER 7 8 8
9
6
7
7 9-10 CHOOSE 7-8 CHOOSE
33-36 CHOOSE MOST LOGICAL PLOTLINE 33-36 NEW CHARACTER 8 9 9
7 10 9-10 CHOOSE
7 8 d6 1-2 CHOOSE
8 37-40 NEW PLOTLINE 37-40 NEW CHARACTER 9 10 10
8 11 d6 1-2 CHOOSE
9 41-44 CHOOSE MOST LOGICAL PLOTLINE 41-44 NEW CHARACTER
3-4 CHOOSE
8 10 11 12 11
9 9 3-4 CHOOSE
10 5-6 5-6 CHOOSE
45-48 CHOOSE MOST LOGICAL PLOTLINE 45-48 CHOOSE MOST LOGICAL CHARACTER 11 12 12
9 13 5-6 5-6 CHOOSE
10 10 7-8 CHOOSE
11 49-52 CHOOSE MOST LOGICAL PLOTLINE 49-52 NEW CHARACTER 12 13 13
14 7-8 CHOOSE
10
11 11 9-10 CHOOSE
12 53-56 NEW PLOTLINE 53-56 CHOOSE MOST LOGICAL CHARACTER 13 14 15 14
9-10 CHOOSE
11
12
12 57-60 CHOOSE MOST LOGICAL PLOTLINE 57-60 CHOOSE MOST LOGICAL CHARACTER
d8 1-2 CHOOSE
13 14 15 16 15
3-4 CHOOSE
d8 1-2 CHOOSE
12 13 61-64 CHOOSE MOST LOGICAL PLOTLINE 61-64 CHOOSE MOST LOGICAL CHARACTER 15 16 16
13 14 17 3-4 CHOOSE
7-8 5-6 CHOOSE
14 65-68 CHOOSE MOST LOGICAL PLOTLINE 65-68 NEW CHARACTER 16 17 17
13
14 15 18 7-8 5-6 CHOOSE
7-8 CHOOSE
15 69-72 NEW PLOTLINE 69-72 CHOOSE MOST LOGICAL CHARACTER 17 18 19 18
14 16 9-10 CHOOSE 7-8 CHOOSE
15
16 73-76 CHOOSE MOST LOGICAL PLOTLINE 73-76 CHOOSE MOST LOGICAL CHARACTER 18 19 19
20
15 17 d10 1-2 CHOOSE 9-10 CHOOSE
16 77-80 CHOOSE MOST LOGICAL PLOTLINE 77-80 CHOOSE MOST LOGICAL CHARACTER 19 20 20
17 21 d10 1-2 CHOOSE
18 3-4 CHOOSE
16 81-84 CHOOSE MOST LOGICAL PLOTLINE 81-84 NEW CHARACTER 20 21 21
17 18 22 3-4 CHOOSE
19 9-10 5-6 CHOOSE
85-88 NEW PLOTLINE 85-88 CHOOSE MOST LOGICAL CHARACTER 21 22 23 22
17 19 9-10 5-6 CHOOSE
18 7-8 CHOOSE
20 89-92 CHOOSE MOST LOGICAL PLOTLINE 89-92 CHOOSE MOST LOGICAL CHARACTER 22 23 23
24 7-8 CHOOSE
18
19 20 9-10 CHOOSE
93-96 CHOOSE MOST LOGICAL PLOTLINE 93-96 CHOOSE MOST LOGICAL CHARACTER 23 24 25 24
9-10 CHOOSE
19
20 97-100 CHOOSE MOST LOGICAL PLOTLINE 97-100 NEW CHARACTER 24 25 25

20 25

MYTHIC MAGAZINE VOLUME 17 • 3


WHAT IF

NON-CHARACTER further enhance this by adding “Planet” as a character. The


kind of “actions” a world as a character might make are
ACTIVE ELEMENTS wild weather, ground tremors, the discovery of a miraculous
In Mythic, as Non-Player Characters make their plant, encounters with wild animals, or just about anything
appearance in your adventure you add them to the that is connected to this planet.
Characters List at the end of a Scene. This is how Mythic
builds up the cast of characters who populate your world.
After all, it’s right there in the name: Characters List.
Deciding When To Make It A Character
However, a “character” as defined by Mythic for Non-Player Characters are usually obvious in an
purposes of the List is anything in your adventure that adventure. When your gunslinger meets with a sheriff,
your Player Character can interact with. It doesn’t have you’ve just encountered a new NPC who should probably
to be an actual person with a name and personality to wind up on the Characters List.
make it on the List. The important thing is that whatever Non-character elements are less obvious, however.
element this is in your adventure, it’s something that is When your gunslinger rides into Rattlesnake Gulch to
active and can impact events. meet with the sheriff, should you also automatically add
For instance, if your character is a futuristic explorer the town as a character as well?
traveling through space who’s discovered a new planet, This is a judgement call on your part, but my advice
you might put the planet itself down as a character. This is is for you to consider if adding non-character elements
because as you explore the world you expect to find surprises will enhance your adventure. For instance, if you expect
and discoveries. The planet itself is an active element because possible trouble in Rattlesnake Gulch, or if you just want
you don’t know what it will present. Your character’s activity an increased possibility of surprises in town, then you may
in the adventure itself will initiate discoveries, but you can want to add it as a character. On the other hand, if you

Places make for great non-character


elements on the Characters List because
you never know what you might find there.

MYTHIC MAGAZINE VOLUME 17 • 4


WHAT IF

expect this location to be unimportant and only serves for


your character to meet with the sheriff you may not want EXAMPLES OF NON-CHARACTER ELEMENTS
to give it more emphasis by adding it to the Characters List.
The decision to add non-character elements to the List is Just about anything that has agency of its own can
narrative driven, just as it is when adding regular characters. be included on the Characters List, from towns
When an NPC shows up in your adventure it’s usually to the weather. Here are some ideas to spur
your imagination:
obvious if they are important to your story or not. The
sheriff is important because he’s your contact for finding WHERE YOU ARE: Locations are a natural for
converting into non-character elements. Every
bounties to hunt down. The bartender at the local saloon
place that has lots of activity, such as towns, bars,
is important because he’s a good source of local gossip. The space ports, fantasy guild houses, etc. will present
town itself, however, is a judgement call because whether or opportunities for it to throw surprises at you.
not it becomes an active element in your adventure is more THINGS THAT ARE BROKEN: This is a
an issue of the kind of tone you’re trying to set. fun one. Important objects that don’t quite work
For the most part, adding non-character elements isn’t right make for good non-character elements.
necessary for a Mythic adventure. Just about anything For instance, your starship may be old and
that a non-character element might introduce into your temperamental. Who knows if, while you are in
adventure could also be achieved through Random Events, deep space, the ship may suddenly do something
you don’t expect.
Interrupts, or Altered Scenes. However, adding non-
character elements increases the likelihood of certain kinds COLLECTIONS OF PEOPLE: Organizations
make great characters because not only can
of events happening in your adventure that you may want
they act on their own, they are also a good
to happen, and it can add new dimensions of interest to source for introducing new individual NPCs. For
Random Events. It’s a way of tuning your adventure to instance, your investigator may be dealing with
ramp up the kind of content that you think should happen. a cult trying to summon an Old One. Adding
“Cult Of Thaqqua” as a Character adds additional
possibilities for Random Events involving the
organization. If you do roll up an Event with
EVENTS AS CHARACTERS them, whatever happens may be carried out by a
member of the cult that could become a new NPC
I’m including events as a separate item from non- to add to the List.
character elements because this one is a little trickier.
Just like non-character elements can be added to the
Characters List because they can act on your character in character idea a step further. NPCs appearing in your
some way, events can too. By “event” I mean a specific, adventure are an obvious element to add to your List
although generalized, situation. For instance, events you because they have a clear impact on your character.
might make into elements on the Characters List could Adding a non-character element, such as a place, is less
include: a fight breaks out, we find a clue, there’s a storm, obvious but you may add it because you want it to have
the Time Patrol finds us, etc. a potential impact on your adventure. Adding events
Adding events as characters is taking the non- to your Characters List is more specifically editing in

MYTHIC MAGAZINE VOLUME 17 • 5


WHAT IF

exactly the kind of things you want to happen.


Using events as characters can be thought of as a way MEANING OR NO MEANING
to customize the theme of your adventure by promoting
certain kinds of occurrences. For instance, you expect a lot This article is full of alternative ways to use the
of random fights to happen in your high-energy superheroes Characters List, sometimes with entries onto the
adventure so you add “A super villain attacks!” as an element List that offer specific instructions. For instance, if
you place the event “Your hero’s power runs out
on the Characters List. If you’re playing a Victorian era
of energy” that’s quite a specific event. You know
mystery in London, you may add “You find a clue” to exactly what it means.
represent lucky discoveries that help propel your story along.
So, if the event is clear and simple, do you need to
The specifics of exactly how the event occurs will be roll on the Meaning Tables for extra context?
determined by the current context your character finds
It’s up to you, but consider dropping a trip to the
themselves in, what the Focus Table element was that Meaning Tables if you’re including List items that
produced this result (for instance, NPC Action, NPC need no further elaboration. You may still want to
Negative, or NPC Positive), and what you roll on the make the roll to give the event more context, but
Meaning Tables for inspiration. don’t feel like you have to inject extra meaning into
an event that doesn’t need it.

Adding Events Before The Adventure


Even before you start your adventure, you could Adding Events As You Go
consider adding events that you want to happen to your
You can also add events as Characters in much
Characters List. This is a way to bake in the kind of
the same way that NPCs are normally added to the
scenarios you want without relying on Mythic to produce
Characters List, as your character encounters them.
them. This can help reduce randomness in your adventure
For instance, let’s say you’re playing a fantasy adventure
if you have some ideas of where you would like it to go.
where your character is a warrior on a quest to reclaim his
For instance, an adventure set in a zombie apocalypse
honor. He has journeyed to a distant land to apprehend
might include “A horde appears” or “A zombie attacks!”
the villain who assassinated the king. Known as The
as elements on the Characters List. This increases the
Madrigal, the assassin is a sorceress who has an army of
chances of encountering wandering zombie hordes and
henchmen serving her schemes.
experiencing random zombie attacks in your adventure,
As your hero travels in search of the Madrigal, you
which is just what you wanted.
have a Scene where her spies ambush your character in
You could also add events to the List that are things
an attempt to stop him. You decide that this event, her
that commonly will come up in your adventure that may
minions coming after you, should be a possible recurring
normally require bookkeeping that you just don’t want to
theme in your adventure so you add it to the Characters
do. For instance, in a game where there is a lot of gunplay,
List as “Henchmen attack!”
maybe you don’t want to keep track of your character’s
ammo reserves so you make an event on the List “You run
out of ammo.”

MYTHIC MAGAZINE VOLUME 17 • 6


WHAT IF

SOURCE
SELECTIVE SOURCING
BOOKS AS LIST
ELEMENTS While you can use an entire sourcebook as a
Mythic Magazine #12 random source, you can also consider using
specific parts of a sourcebook as a List element.
contained the article
Getting The Most Out Of For instance, maybe you’re playing a post-
apocalyptic game with your favorite RPG. In that
Sourcebooks. In there, one of
RPG is a great table of 100 Wasteland Encounters.
the suggestions was to turn You could add this table, and any others that spark
sourcebooks into random tables to generate content. your interest (Table Of Scavenged Items, Irradiated
For instance, let’s say you’re playing a fantasy sword Lands Wandering Mutants Table, etc.) as items on
and sorcery adventure. Among the books you’re using is your Characters List.
a manual of monsters and creatures. As a sourcebook for Aside from random tables you could include any
your adventure, you could add the book itself to your section of a sourcebook as a List element item:
Characters List. If the book comes up during a Random spells, magical items, equipment, vehicles, etc. This
Event, you would roll a random page in the book and use way you add the flavor you want without having to
rely on rolling those pages in the sourcebook itself.
the creature on that page.
Personally, I think this is one of those ideas that sounds
strange but it works well in practice. You can use anything
as a sourcebook and put it on your List. want, like rolling a value between 12 and 245. You’ll also
I’ll even put the core rulebook of the RPG I’m playing want to avoid the first sections of the book that may have
on the List. Whatever page I roll up, I’ll use whatever author credits and such, and the back that is collected
rules are on that page as inspiration for the Random tables or indexes.
Event. Maybe you roll up a page in the character creation
section that is listing skills. There are 14 skills on the KEYED SCENES
page, so you roll dice to determine which skill. Let’s say AS LIST
you get Botany. I would use that as inspiration for this
Random Event, which is botany related. The context ELEMENTS
of the adventure and rolls on the Event Meaning Tables Referencing another
would help with further details and interpretation. Mythic Magazine article,
issue #10 introduced the
idea of Keyed Scenes. This
Books As Random Tables
concept is designed for you to
The main idea behind this technique is to let the introduce specific events into your adventure that happen
sourcebook provide inspiration for you, treating the page when a Trigger occurs. This allows you to bake in custom
numbers as results as if it were a random table. You’ll themes and situations into your adventure to get the exact
have to fiddle with your dice a bit to get the range you tone and type of story narrative that you want.

MYTHIC MAGAZINE VOLUME 17 • 7


WHAT IF

A Matter Of Timing Crisis At Dino Isle


Normally, whatever your Keyed Scenes are, their For instance, let’s say you’re playing a scientific
Triggers are checked at the end of each Scene. If a Trigger character in a modern adventure. Someone has gone and
happens, then the Keyed Scene Event happens in the cloned a bunch of dinosaurs for an island theme park, and
following Scene. as we all know that never goes well. The animals have run
You can change up the timing of Keyed Scenes however amok and the place had to be evacuated. However, the
by adding them to the Characters List. You can think of island has an active volcano that is going to blow soon.
the Keyed Scene being rolled on the Characters List for a Your character is part of a team charged with getting
Random Event as a Trigger in itself. By placing the Keyed onto the island and, using special equipment, set off an
Scene on the Characters List, you can have the Keyed underground explosion that should cause the volcano to
Scene Event happen unexpectedly in mid-Scene, when go dormant.
rolled, as opposed to generating it for the following Scene. The Player for this adventure is going for a real Jurassic
World feel, coupled with a disaster movie style ticking
bomb aspect. She’s already decided that the first Scene is
going to involve arriving at the island only to have their
aircraft, the only means of escape, destroyed along with

A CRASH COURSE IN KEYED SCENES


KEYED
SCENE

Mythic Magazine #10 goes into detail about how


Keyed Scenes work, but here it is in a nutshell: a
Keyed Scene is any event you want to happen in
EVENT

your adventure that is tied to a specific Trigger. For


instance, in an adventure where your wizard utilizes
wild magic that sometimes goes out of control,
you may include the Event: “Wild magic surge, a
random display of magic erupts from you.” You set COUNT
TRIGGER

the Trigger of this to: “Every third Scene, roll a 1-2


on a 1d10.”
Triggers are checked at the end of Scenes as part of
normal Scene bookkeeping. If you determine that a
Trigger happens, that that Keyed Scene Event takes
place some time in the next Scene.
Keyed Scenes are a way for you to create a theme in your adventure when you want certain kinds of narrative
elements to happen. They can also be used to make sure your adventure follows a certain path to help keep it on
track, even if you don’t know for sure how it will all pan out.

MYTHIC MAGAZINE VOLUME 17 • 8


WHAT IF

much of their equipment. Her character is now stuck on Characters List a Trigger, the Events have a chance of
an island full of roving dinosaurs, and a volcano that will happening earlier than those pivotal Scenes. This means
destroy the whole place if she doesn’t stop it in time. the Player knows those Events will happen by Scenes 10,
The volcano is an important, motivating aspect to this 20, and 30, but not exactly when.
adventure. The Player makes a Keyed Scene to describe
the progression toward oblivion. To make the timing
of the Events more unexpected, she includes the Keyed TURNING AND
Scene on the Characters List as “Volcano go boom!”
The Keyed Scene is designed to work in two ways: PLOT POINTS
originally how Keyed Scenes are meant to work, but also AS ELEMENTS
as a Characters List Trigger. She wants the important Mythic Magazine #5
volcano Events to happen in stages, by the 10th, 20th, discussed combining
and 30th Scenes. However, she wants to be potentially The Adventure Crafter
surprised too and allow for the possibility of the Events with Mythic. This mostly
happening mid-Scene. She sets Scenes 10, 20, and 30 revolved around using
as Triggers for the Keyed Event. By also making the Adventure Crafter Turning Points as a first Scene and as
Interrupt Scenes.
KEYED
SCENE

Volcano go boom!
Count 1: The volcano shudders. Wherever the
character is, you feel a mild earthquake and can hear
the volcano. A plume of smoke appears from it.
Count 2: The volcano erupts, spewing smoke, lava,
and debris into the sky. Wherever the character
EVENT

is, flaming rocks and ash rain down around you


in this initial explosion. This should be played as a
dangerous situation to survive through.
Count 3: The volcano erupts again, exploding and
tearing the island apart. This is a drawn out event,
taking the next 3 Scenes to completely destroy the
island.

Make a Count when this is rolled on the COUNT


TRIGGER

Characters List. It can only happen once


in every 10 Scenes. If it doesn’t happen
by each 10th Scene, then the Count
automatically happens (10, 20, and 30).

MYTHIC MAGAZINE VOLUME 17 • 9


WHAT IF

If you are using the two systems together, you could


consider adding Turning Points as an element on the CUTTING DOWN THE COMPLEXITY
Characters List. When you roll a Random Event that calls
for an NPC, and you roll on the Characters List and get Incorporating Plot Points, or even Turning Points,
“Turning Point”, you would then generate a whole new into your Characters List can produce some truly
Turning Point to represent a major shift in your adventure. narrative changing and interesting results into your
adventure. It can also be complicated and time
consuming, not to mention that The Adventure
Plot Points Crafter and Mythic’s way of handling Lists don’t
completely align.
A note of caution, however: A Turning Point is no
If you want Plot Points but with less work, you
simple thing, it usually takes some time to generate and is could use a lighter approach to them. Normally
meant to represent a variety of things happening. Adding when you generate a Plot Point that refers to a
an entire Turning Point to your Characters List, in effect character or Plotline you are expected to Invoke
turning them into Random Events, may be a bit more one by rolling to see which character or Plotline
than you want going on in your adventure mid-Scene. is involved. Eliminating the Invoking step will make
Another, probably more useful approach, is to include your Plot Point generation simpler when used as a
Characters List item.
single Plot Points on your Characters List. Issue #5
introduced a new Event Focus Table to help make List In this case, you would roll up the Plot Point and
use it as inspiration within the context you are
management easier if you were also using The Adventure
already working with. Since this Plot Point is part of
Crafter approach to Lists. One of the items on that Event a Random Event, you already have a lot of context
Focus Table is Plot Point Event. at hand. Combine that with a trip to the Event
If you didn’t want to use that new Event Focus Table, Meaning Tables, and you should have everything
just placing Plot Point as an element on the Characters you need to make a good interpretation.
List is an alternative way to still work Plot Points into Simplifying it this way makes Plot Points into an
your adventure as Random Events. additional Meaning Table, but instead of getting a
Even if you aren’t using The Adventure Crafter in any word pairing to interpret you get a narrative trope
other way, including Plot Point as an element on the to interpret.
Characters List gives you another way to throw a detailed Simplifying Plot Point generation may also make
and surprising twist into your adventure. more sense in your adventure. Plot Points and
Turning Points are meant to be major shifts in your
It’s almost like having an additional Meaning Table. For
narrative, so generating one in the midsts of an
instance, let’s say you generate a Random Event in your ongoing Scene can generate some wild results.
adventure. You roll on the Event Focus Table and get PC Eliminating the Invoking steps will make Plot Points
Positive. You roll on your Characters List to see which PC is fit into an ongoing Scene more smoothly.
involved and you roll Plot Point. Generating the Plot Point,
you get a Theme of Personal and a Plot Point of Character
Harm. That Plot Point is sounding a lot like a word pairing
you might get from the Event Meaning Tables.

MYTHIC MAGAZINE VOLUME 17 • 10


WHAT IF

Going further, you roll again on the Characters List


to see which character the Plot Point is referring to, and
you come up with an NPC creature you encountered
previously in a fight. Since this is a Random Event, you
finish this by rolling on the Event Meaning Tables for
more detail and you get Delay and Magic.
All of this together could be interpreted like this:
Your character runs across another hostile creature like
he fought before. The thing is a sort of supernatural
wolf with blazing red eyes and a power of breathing
short blasts of fire. However, the PC Positive in this case
is that the creature is harmed (Character Harm), and
you interpret it to mean that something in the area is
inhibiting it’s fire breathing weapon (Delay and Magic),
making it vulnerable in this fight.
Adding Plot Points to your Characters List can create
more involved Random Events to resolve, but it can also
give you more detailed ones.

META ELEMENTS TO ADJUST


YOUR ADVENTURE
So far a lot of the suggestions in this article are about
adding content specific elements onto your Characters
List to produce interesting results. We’re including
Events, Plot Points, sourcebooks, and more.
Another element you can add to your Characters List
are “meta” elements that refer to the administration of
your game. This is similar in concept to some of the other
ideas, such as adding Events to your List to get a certain
tone to your adventure. This idea, however, is adding
specific rules judgement elements to achieve a tone.
For instance, maybe you don’t like how the Chaos
Factor can range so wildly in your adventure and you
want a mechanism to tone it down. You could add an
element to your Characters List such as “Chaos Factor
5”. When you roll this during a Random Event it’s an

MYTHIC MAGAZINE VOLUME 17 • 11


WHAT IF

instruction to change the Chaos Factor to 5.


You can use this approach as an in-game way to handle GIVING MEANING TO META
problems you’re encountering in your adventure. You’re
basically turning adventure administration into a narrative There is an obvious problem to the idea of
event. You could include all sorts of things, like: placing meta, game management elements on the
• Prune: Go through the Characters List and remove Characters List: how do you interpret this into a
meaningful Random Event? After all, if the Event
any Characters that are no longer relevant.
Focus Table says NPC Action, and you roll on the
• Chaos Factor: As stated above, use this as an Characters List and get “Make the Chaos Factor 5”,
instruction to adjust the Chaos Factor to something you what are you supposed to do with that?
think is more reasonable. My suggestion, as with all things Mythic, is to get
• End Scene: Maybe you like the idea of Scenes ending creative and interpret what you think it should
unexpectedly sometimes. Rolling this is an instruction mean within your adventure. Even with the
to end the Scene immediately in the way that makes the example above, you’re still going to roll on the
most sense. Event Meaning Tables for interpretation inspiration.
• More Meaning: This is an instruction to roll more Maybe you roll Communicate and Hope. Let’s
say the Chaos Factor was 8, really high. So, you
times on the Meaning Table instead of the usual single
bring it down to 5, as the instruction says. This
word pairing, maybe two or three word pairings, for this is a dramatic shift in the Chaos Factor from high
Random Event. chaos to middle chaos. You might interpret this to
Random Events are usually fairly rare, and a meta mean that this Random Event is about something
element would just be one element on your Characters happening that signals the adventure calming down.
List, so it probably wouldn’t get rolled too often. With our meaning words of Communicate and
However, including these kinds of elements on your List Hope, and the above context, we might go with:
can lead to small quality of life improvements in your Your character’s cell phone chimes, a text message
adventure, all while turning it into a story event. has come through. It’s from Jax at the Freedom
League. They’re aware of your predicament and
I’ll be the first to admit that it might seem a bit odd
are sending a hero to help you.
to include game management on your Characters List.
At the same time, it’s an interesting way of taking a
recurring problem or annoyance and turning it into an You can easily turn your normal Mythic List into a
in-game opportunity. weighted List by following the same rules that guide it in
The Adventure Crafter.
Normally in a Mythic adventure you will add a
Thread or a Character to your List at the end of a Scene
USING WEIGHTED LISTS
if you think it deserves to go on the List. That Thread or
The idea of “weighting” your Lists was introduced in Character was introduced in that Scene and it has now
The Adventure Crafter. Weighting means some elements become an important part of your adventure. However,
on the List appear more than once, giving them a greater once added that element remains alone until it’s removed.
chance of being selected. You can weight some elements to be more important

MYTHIC MAGAZINE VOLUME 17 • 12


WHAT IF

by adding them to the List again if they appear in a later


Scene. Just like in their original appearance, if the Thread CLEANING HOUSE
or Character is important to the Scene it gets added again
to the List. You can keep repeating elements on a List until A List in a Mythic game can get lengthy, especially
it maxes out at 3, at which point you don’t add any more. the Characters List and most especially if your
This gives List element items a relative scale of weight. adventure is a long one with lots of characters
encountered. If you use the weighted Lists idea
They will appear either once, twice, or three times on a
then your List is going to grow even faster.
List. How many times they appear is a product of how
If a Scene calls for you to add another character to
active they are in your adventure. The more active, the
the Characters List and it’s full, then it may be time
more they appear on the List, the more likely they are to to clean it up and prune it down.
become a factor again later in the adventure.
I suggest taking a fresh, blank Characters List, and
If you have to remove an element, such as a Thread copying the NPC’s over who matter the most,
that’s been resolved or a character that’s out of the eliminating those that no longer feel like they are
adventure, you would remove all instances of them from part of the main narrative. This is your chance to do
the List. a little story editing while you’re doing List editing.
I find this to be a simple but effective way to give If you’re using the weighted List approach, you
more importance to some elements, encouraging your might want to place characters just once if they
adventure to recognize their importance and bring them appear one or two times on your original List,
in again. or twice if they appear three times. This opens
up more slots on the List and, again, focuses the
adventure on the most important NPCs.
In the course of your adventure you may
NESTED LISTS accumulate a few individual NPCs who are
Nested Lists were discussed in Mythic Magazine #12 better off combined as a group. Maybe Bran
the Bartender, Scotty the Butcher, and May
as a way to help manage unwieldy Lists. A Nested List is a
the Town Crier should be relegated to a more
specialty Characters Lists focusing on one type of NPC that
general Townsfolk. Or, you could place them on
might normally be filling up your primary Characters List. a Nested List.
Let’s say you take my advice in the sidebar on this
I view a full List as an opportunity to focus and
page about tidying up a List and you notice that you tighten the adventure. If you’ve gone through
have 6 NPCs who are all members of the Mars Navy. You enough Scenes to fill up the List, then you have a
consider removing them all from the List and replacing better idea what the adventure is about now than
them simply with the collective name of “Mars Navy”, you did when you first made that List. This process
but then again you don’t want to lose the distinctive flavor can be repeated over and over throughout your
adventure as the List gets full.
of each individual character.
So let’s do both!
A Nested List is just a normal fresh List where you
only put one type of NPC, in this case we’d place our six

MYTHIC MAGAZINE VOLUME 17 • 13


WHAT IF

Mars Navy NPCs on it. On our main List, we remove the MYTHIC 2E LISTS
individuals and put the name of their collective.
This last List idea is more of a preview since it’s a look at
When Mars Navy is rolled on the main Characters
how Lists are currently configured in the upcoming Mythic
List, you then go over to the Nested Mars Navy List and
Game Master Emulator Second Edition rules. Mythic 2E is
roll again to see which individual NPC is chosen. This
a work in progress, however, so the concept presented here
way you get to keep each character but also keep your
may yet change by the time the official book comes out.
main List more under control.
You can make as many Nested Lists as you want,
moving characters off of the main List. This has a number Hybrid List
of benefits:
This List approach is a hybrid between how Mythic
• You keep your main List focused on the most
traditionally handles Lists and how The Adventure Crafter
important NPCs, placing less important characters into
handles them. Like Adventure Crafter, this List is also a
their own, separate Lists.
random table to roll on. It also includes a Choose option,
• It gives you more thematic control over who is
much like The Adventure Crafter’s Choose Most Logical.
important in your adventure and who isn’t. Maybe you
The current version of the 2E Lists is a tables within a
want the main villain to be both individually present on
table, Lists within a List approach. It’s broken up into 5
the main List but also he can be found in a Nested List
sections of 5 lines each. Each section is a mini, separate
because of an association he has with that group.
table and List unto itself.

Nested Characters List Sheet


The Martian Navy is here to
Martian Navy
LIST NAME LIST NAME

fight, in their own Nested List!


1 Capt. Perch 1
2 Lt. Buster Cogs 2
3 Lester “Bomb” Tosser 3
4 Nix the Bot 4
5 Commander Krusher 5
6 Medics 6
7 7
8 8
9 9
10 10
11 11
12 12
13 13
14 14
15 15
16 16
17 17
18 18
19 19
20 20

MYTHIC MAGAZINE VOLUME 17 • 14


WHAT IF

When you add to this List, you start at the


2E ADVENTURE LISTS
top and make your way down line by line. When
THREADS LIST CHARACTERS LIST
you’ve filled one box of 5 elements and go on to - -
1-2 CHOOSE 1 1-2 CHOOSE 1
the next one, that new box is now activated and 3-4 CHOOSE 2 3-4 CHOOSE 2

becomes part of the active List when rolled. 1-2 5-6 CHOOSE 3 1-2 5-6 CHOOSE 3

7-8 CHOOSE 4 7-8 CHOOSE 4

9-10 CHOOSE 5 9-10 CHOOSE 5

Rolling On A List d4 1-2 CHOOSE 6 d4 1-2 CHOOSE 6

3-4 CHOOSE 7 3-4 CHOOSE 7

There are two columns of numbers on the 3-4 5-6 CHOOSE 8 3-4 5-6 CHOOSE 8

left of each List. When rolling on a List, you will 7-8 CHOOSE 9 7-8 CHOOSE 9

9-10 CHOOSE 10 9-10 CHOOSE 10


roll up to two dice. The first die will either be d6 1-2 CHOOSE 11 d6 1-2 CHOOSE 11

nothing, or a d4, d6, d8, or d10, depending on 3-4 CHOOSE 12 3-4 CHOOSE 12

how many items are on your List and how many 5-6 5-6 CHOOSE 13 5-6 5-6 CHOOSE 13

7-8 CHOOSE 14 7-8 CHOOSE 14


boxes are active. The second die is a d10.
9-10 CHOOSE 15 9-10 CHOOSE 15
The first die you roll is determined by how d8 1-2 CHOOSE 16 d8 1-2 CHOOSE 16

many boxes are active. If you only have up to 3-4 CHOOSE 17 3-4 CHOOSE 17

5 elements on your List then you don’t roll 7-8 5-6 CHOOSE 18 7-8 5-6 CHOOSE 18

7-8 CHOOSE 19 7-8 CHOOSE 19


any first die, you just roll the d10. If you have 9-10 CHOOSE 20 9-10 CHOOSE 20

6-10 elements you roll a d4 and the d10, 11-15 d10 1-2 CHOOSE 21 d10 1-2 CHOOSE 21

elements is a d6 and the d10, 16-20 elements is 3-4 CHOOSE 22 3-4 CHOOSE 22

9-10 5-6 CHOOSE 23 9-10 5-6 CHOOSE 23


a d8 and the d10, and 21-25 elements is a d10
7-8 CHOOSE 24 7-8 CHOOSE 24
and the d10. 9-10 CHOOSE 25 9-10 CHOOSE 25

When you are required to roll on this List,


the first die will correspond with the left most
column of numbers and tell you which box THE FIRST DIE YOU ROLL THE SECOND DIE IS A
IS EITHER NOTHING, D10 TO GIVE YOU YOUR
you’ll be rolling on. The second die (always a OR A D4, D6, D8, OR D10, ELEMENT IN THE BOX
d10) applies to the second column of numbers DEPENDING ON HOW CHOSEN BY THE FIRST DIE.
FULL YOUR LIST IS.
within that box and will tell you which element
in the box is selected.
is equivalent to The Adventure Crafter’s Choose Most
Logical Plotline/Character.
Choose • CHOOSE TO ROLL AGAIN: If there isn’t an
When you roll a line that is empty of an element the obvious and logical candidate on the List to choose from,
result is considered Choose. You have three options: or you would rather be surprised by randomness, then roll
• CHOOSE AN ELEMENT: Select an element on the again until you get an active element on the List.
List, whether you’re on the Threads or Characters List, • CHOOSE TO USE AN ALTERNATIVE: Much
that makes the most sense to you in this context. This of this chapter is about adding alternative items to your

MYTHIC MAGAZINE VOLUME 17 • 15


WHAT IF

Characters List, such as Nested Lists, Meta Elements,


Plot Points, Keyed Scenes, Sourcebooks, Events, and WHAT’S THAT NUMBER ON THE RIGHT?
Non-Character Active elements. While you can add these
elements to your List, you can also set them to the side On the Mythic 2E List you’ll see a number to the
as an option to be chosen when you roll Choose. In this right of each element slot, listing the element
way, you can select more deliberately when to make these lines from 1 to 25. That’s there to give you a
quick and easy reference for the current count of
items active in your adventure, and they may appear more
your elements.
frequently as well. This option is also good if you just
You can also use the 2E List as an alternative to
want NPCs on your Characters List and would rather
The Adventure Crafter Lists when you combine
have Choose indicate when you will bring these extra that system with Mythic. The 2E Lists eliminate the
elements into your adventure. New Thread/Character option, making the Lists
simpler to manage and leaving those options up to
Mythic during normal play.
How This Affects Your Game
If you use the Mythic 2E Lists with The Adventure
This current version of the Mythic 2e List method will Crafter, you have the option to either always roll on
likely feel familiar to you on the one hand when it comes the full table (so rolling 2d10 every time, regardless
to rolling for a random Thread or Character, but it also of how many elements are on the table), or rolling
gives you more control through the Choose mechanic. on the table as indicated in this article. You might
feel doing it the second way gives a little tighter
The odds of Choose being rolled will vary throughout
integration between Mythic and The Adventure
the adventure, from zero chance (when the active boxes Crafter, while the first way will feel more familiar to
in your List are full) to very likely (when an active box how The Adventure Crafter does it.
only has one element in it). The more full your List gets, Also, if you are using The Adventure Crafter
generally the less likely Choose will become, but the odds Deck, you can use the 1 to 25 numbers to
will still rise and fall depending on which element slots correspond to how the Deck randomly selects
are open. Plotlines and Characters.
This will produce an affect in your game where
Choose will start off as a fairly likely result to roll, then
it’ll become less likely as you play, then eventually more Beyan And The Manticore
likely again, and less likely as you progress, and so on
bouncing back and forth throughout your adventure. This In this example, the warrior Beyan has been given a
makes the Choose mechanic a little similar to Mythic’s quest by the legendary Manticore of Yrioch to retrieve
Chaos Factor, which is designed to change the tone of a magical staff from a cursed valley. The Player is using
your adventure as you progress so it doesn’t always feel the 2E Lists, and after several Scenes has generated four
exactly the same throughout. How your List plays out characters, almost filling the first box.
throughout your adventure will also ebb and flow. While trying to climb a cliff, the Player asked the Fate
Question, “Is there anything easy to climb with, like vines
or roots?” a Random Event was generated. The Event

MYTHIC MAGAZINE VOLUME 17 • 16


WHAT IF

Focus Table gives us NPC Action. 2E ADVENTURE LISTS


The Player needs to roll on the
THREADS LIST CHARACTERS LIST
Characters List to see which NPC.
Since there are only four entries, - Recover the staff
1-2 CHOOSE 1 - The Manticore
1-2 CHOOSE 1

there is no first die to roll so the 3-4 CHOOSE 2 Wild animals


3-4 CHOOSE 2

Player just rolls a d10. She gets a


1-2 5-6 CHOOSE 3 1-2 Beyan’s horse
5-6 CHOOSE 3

9 for a result of Choose. Thinking


7-8 CHOOSE 4 Carnivorous plants
7-8 CHOOSE 4

about it a moment, she decides


9-10 CHOOSE 5 Evil sorcerer
9-10 CHOOSE 5

d4 1-2 CHOOSE 6 d4
Random traveler
1-2 CHOOSE 6
the most logical result among the 3-4 CHOOSE 7 Cliff Dweller Tribe
3-4 CHOOSE 7
NPCs on the List would be Wild 3-4 5-6 CHOOSE 8 3-4 Bad weather
5-6 CHOOSE 8
Animal. Beyan has an unfortunate 7-8 CHOOSE 9 7-8 CHOOSE 9
encounter on the cliff face with an 9-10 CHOOSE 10 9-10 CHOOSE 10

eagle coming to harass him. d6 1-2 CHOOSE 11 d6 1-2 CHOOSE 11

Several Scenes later, the Player 3-4 CHOOSE 12 3-4 CHOOSE 12

has added 4 more NPCs to the List, 5-6 5-6 CHOOSE 13 5-6 5-6 CHOOSE 13

breaking into the second box. When 7-8 CHOOSE 14 7-8 CHOOSE 14

a new Random Event is generated, 9-10 CHOOSE 15 9-10 CHOOSE 15

NPC Negative, she now has to roll d8 1-2 CHOOSE 16 d8 1-2 CHOOSE 16

3-4 CHOOSE 17 3-4 CHOOSE 17


two dice because there are multiple
7-8 5-6 CHOOSE 18 7-8 5-6 CHOOSE 18
boxes on the List involved. With 8
7-8 CHOOSE 19 7-8 CHOOSE 19
elements on the List, the first die to
9-10 CHOOSE 20 9-10 CHOOSE 20
roll is a d4 and the second a d10.
d10 1-2 CHOOSE 21 d10 1-2 CHOOSE 21
She rolls a 3 on the d4, indicating
3-4 CHOOSE 22 3-4 CHOOSE 22
the second box will be used. Her 9-10 5-6 CHOOSE 23 9-10 5-6 CHOOSE 23
d10 gives her a 4, indicating Beyan 7-8 CHOOSE 24 7-8 CHOOSE 24
has an encounter with a member of 9-10 CHOOSE 25 9-10 CHOOSE 25
the Cliff Dweller Tribe.

LET’S HEAR IT!

Have thoughts on an article in Mythic Magazine, or experiences related to it,


that you’d like to discuss with other Mythic players? Join the discussion online!
Find links to Word Mill Game’s fan site, Patreon page, and other online groups at
www.wordmillgames.com

MYTHIC MAGAZINE VOLUME 17 • 17


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Something for you to consider or use

The Big Collection


Of Big Examples
I’ve tried to include lengthy examples in all the Mythic
and Crafter books. Solo role-playing can be tricky to wrap The Viper Of Leomund Court
your head around sometimes, and given that you’re not
EXAMPLE SETUP
playing in a group where you can bounce questions and
thoughts around, the rules need to be clear. Sometimes, In a magical fantasy setting, the Player Character
stating the mechanics alone isn’t enough, we all need to is Edmund Remault, a knight in service to his
see it in action. queen. In this adventure, Edmund is trying to make
Bring in the Big Examples! sure that a treaty ceremony with an opposing
This article is a collection of three Big Examples nation happens smoothly and without incident.
Edmund has learned that there is a saboteur who
covering a range of Mythic and Crafter concepts. I’ll
wants to derail the ceremony. Edmund has to
happily do more Big Example articles in the future if figure out who it is before they strike.
people like this and want to see more.
Each Big Example is like reading an actual play. I’ll state CONCEPTS FOCUSED ON
the relevant rules as I go, and how the Player is interpreting
them and turning it into the adventure narrative. Making Altered and Interrupt Scenes.
So let’s go adventuring!
So far in this adventure, the knight Edmund Remault
has been trying to safeguard the security at a treaty signing
between the kingdom he serves and an opposing nation.
In a previous Scene Edmund learned there is someone
present at the week long event who wants to sabotage it.

MYTHIC MAGAZINE VOLUME 17 • 18


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Edmund knows very little, not even which kingdom or


faction the spy is from. The ceremony is being held in the ALTERED SCENE LOGIC
castle of a neutral barony, the Court of Leomund.
The Chaos Factor currently sits at 6. We’ll pick up When you generate an Altered Scene and come
right after Scene 3, as the Player prepares for Scene 4. up with the next most Expected Scene setup,
Scene 3 was about Edmund speaking with Leomund you may have to make a few logical leaps. For
instance, in the example on this page, Scene 4 is
Court’s Captain of the Guard looking for any insight
about Edmund visiting Cassamar. The Player makes
in who the interloper is. The Captain suggests Edmund the assumption that the meeting will take place
go look into a wealthy merchant named Cassamar. The at Cassamar’s place of business, but the Altered
merchant has been profiting handsomely from the war Scene changed that to have it take place within the
between the countries and has a vested interest in the castle. For this to make narrative sense, the Player
conflict continuing. assumes that this is what Edmund was told.
The Expected Scene Setup for Scene 4 is this: Edmund The Player can make that assumption because
visits Cassamar in his establishment outside the castle Scene 3 did not state where Cassamar was, just
walls in an effort to get a sense of him. that Edmund should go see him. It was the Player
who decided where it would be, and Mythic
Checking to see if the Scene happens as expected, we
stepped in to change that.
roll 1d10 against the Chaos Factor and get 5. Since this
Scene 3 may have played out differently however.
is within the range of the CF of 6, and is an odd number,
For instance, maybe Edmund and the Captain have
it means we have an Altered Scene. The Expected Scene an extended conversation about Cassamar, how
doesn’t happen as envisioned, but the next most expected he recently returned from a trip abroad and hasn’t
scenario occurs. left his offices since getting back. That explicitly
There are a number of possibilities here. First, since places Cassamar at his business.
this isn’t an Interrupt Scene, but an Altered Scene, the This is a small but important detail. It makes it less
main topic of the Expected Scene should remain intact: likely that the Altered Scene takes place somewhere
Edmund going to visit Cassamar. The most likely else, because Edmund has been told to go to
alterations might be the meeting taking place at another Cassamar’s business. In this case, the Player may
have come up with a different Altered Scene so that
location, or perhaps with someone other than Cassamar
everything makes sense. Maybe Edmund goes to
himself but representing his interests. the business but finds Cassamar isn’t there. Instead,
The Player decides that the most likely second choice he meets with an associate of Cassamar’s.
for an Expected Scene is that Cassamar isn’t in his place Generating an Altered Scene may sometimes
of business at all, but is present within the castle of require some logical narrative steps to be generated.
Leomund. This makes dramatic sense because the treaty You can think of this as information generated
signing is an historic event, and the castle is teeming with between Scenes to help you bridge them.
powerful and important people. It also lends credit to the
possibility of Cassamar being involved in the plotting,
since he is actually on site.
Scene 3 ended with Edmund receiving the suggestion

MYTHIC MAGAZINE VOLUME 17 • 19


TOOL BOX

to go visit Cassamar. Although it wasn’t explicitly


determined in the Scene, the Player assumed that the
Captain instructed Edmund where he could go to find
Cassamar. Although the Player originally meant for Scene
4 to take place at Cassamar’s business headquarters, the
Altered Scene switched it to a place in the castle. The
Player makes the interpretation that this is what the
Captain tells Edmund.
The Player decides that this lead represents the
Character is in control, so ends Scene 3 with a -1 to the
Chaos Factor, bringing it back down to 5.
As an Altered Scene, Scene 4 takes place in an opulent
suite within Leomund Castle where Cassamar has
temporarily taken up residence. Knowing that Cassamar is
a very wealthy and powerful merchant, the Player decides
that he would have only the best accommodations.
The Scene unfolds with Edmund talking his way past
Cassamar’s guards and sitting down at a table to talk with
the merchant while he eats his lunch.
The Scene unfolds with tension between Edmund
and Cassamar as they speak. The merchant admits he
would be delighted to see the treaty ceremony fail and the
conflict continue, but he claims he is not plotting to make
it happen. He offers up another suspect, the nephew of
the king of the opposing nation. The nephew, Nikol, is a
commander in the king’s army. He has seen many battles
and has formed a hatred for Edmund’s Queen and her
country. Cassamar claims that if anyone is plotting to
wreck the treaty it’s Nikol. After all, not only does he have
a motive, but as a high ranking member of the kingdom
he has access during the treaty event to place an operative
just about anywhere he would want.
Edmund questions Cassamar on why he would help in
his investigation if the war is profitable for him. Cassamar The queen is counting on Edmund to safeguard the treaty signing. The
implies that there is plenty of bad blood between him and twists and turns offered by Altered and Interrupt Scenes give you the
opportunity to raise the drama on your adventure. Don’t be afraid to
Nikol, and he wouldn’t mind seeing the commander fall choose interest over logic when devising a changed Scene.
from grace.

MYTHIC MAGAZINE VOLUME 17 • 20


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This Scene ends with Edmund obtaining a new lead to


pursue that he considers to be solid. The Player decides WHEN IN DOUBT
events are going along nicely, and lowers the Chaos Factor
again to 4. One problem posed by Altered and Interrupt
The Player decides that Edmund’s next course of action Scenes sometimes is, you have no idea what the
is to spy on Nikol for a while and see if he spots anything next most Expected Scene would be, or you can’t
interpret the Interrupt in any way that makes sense.
suspicious. The Expected Scene is: Edmund locates Nikol
and keeps an eye on him for a day to see what he’s up to. Here are a few suggestions on how to handle
doubt when refashioning an Expected Scene.
Rolling against the Chaos Factor of 4, we get a 2,
which means an Interrupt Scene. Generating a Random MAKE IT A FATE QUESTION: If your doubt
is caused by having multiple Scene ideas, then
Event to form the basis of the Scene, we get PC Negative
you might be able to clear the confusion by letting
on the Event Focus Table. The Event Meaning Tables Mythic decide. You can fashion a Fate Question,
gives us Transform and Exterior Factors. asking if one of those scenarios happens. A Yes
The fundamental difference between an Altered Scene means that version of the Scene occurs. A No
and an Interrupt Scene is that, with an Altered Scene, means the other most prominent idea happens. An
the core aspect of your Expected Scene still happens, but Exceptional Yes could mean an idea you have that
some details are changed. With an Interrupt Scene, the is similar, but more extreme happens. The same
goes for an Exceptional No, maybe the most far
core aspect of the Scene is changed. For instance, with
fetched idea you have you decide to go with.
our previous Scene where Edmund was heading out to
FOLLOW YOUR INTEREST: It’s easy to forget
talk with Cassamar, even though it became an Altered
in all the dice rolling and chart consulting that this is
Scene the core concept of Edmund going to speak with a game and it should be fun. The most expected
the merchant remained the same. What changed was the idea doesn’t have to be the most rational one. If
detail of where the meeting took place. you’re in doubt about a Scene because you can’t
For Scene 5, the Expected Scene was Edmund spying decide which alternative makes the most sense,
on Nikol. However, since we got an Interrupt, that core then maybe forget about making sense and go with
Scene idea isn’t going to happen and will be replaced by what is the most interesting and most fun idea.
After all, this is an adventure and Mythic is calling
something completely different. You can think of Altered
upon you to edit a portion of it. That edit should
Scenes as slight course changes in your narrative, and be something exciting which, in its own way, is
Interrupt Scenes as turning down a whole different path. logical and should be expected.
With interpreting the results of the Random Event I DUNNO: Let’s not forget the I Dunno Rule,
rolls, first off we know this isn’t going to be our Expected which simply states if you are stumped for an
Scene of Edmund observing Nikol. Something happens interpretation, forget about it and move on.
to prevent that, at least for now. While this is usually applied to Fate Questions and
Just like Altered Scenes should rely on what you expect Random Events, it counts for Altered and Interrupt
most, the same is true with Interrupt Scenes in how you Scenes too. If fishing for an idea is stalling your
adventure, ignore it and just go with your original
interpret the result. We have PC Negative, so we know
Expected Scene.
this isn’t good news for Edmund. Our inspirational words

MYTHIC MAGAZINE VOLUME 17 • 21


TOOL BOX

are Transform and Exterior Factors. The Player interprets


“transform” to mean something changes, and “exterior DETAILS DETAILS
factors” to mean the environment around Edmund. The
Player comes up with this: The next day, right before The sidebar on the previous page, When In
Edmund was about to leave his quarters to begin spying Doubt, addressed the problem of when you have
on Nikol, a messenger arrives with orders from General no idea how to interpret an Altered or Interrupt
Scene. Another problem is when you can make an
Daminsk, Edmund’s immediate superior. Edmund is
interpretation, but it’s missing important details.
being ordered to some kind of duty for the day which will
This happened in the Scene with Edmund in this
prevent him from carrying out what he wanted to do.
example when an Interrupt was rolled. The Player
The Player thinks this is the most logical generated a Random Event to decide what new
interpretation, but she doesn’t know what the new duty Scene happens, deciding that Edmund gets called
is. A useful tool for generating more information for an away. But, we don’t know why he was called away.
interpretation is to roll again on the Meaning Tables. The Player could have left this an open question
You could also ask a Fate Question, such as “Is Edmund to be determined within the new Scene itself.
ordered to escort a noble for the day?”, but if you have no However, if you have an Altered or Interrupt
idea what’s in store it may be better to go straight to the Scene interpretation but need just a bit more
Meaning Tables. detail, a trip to the Meaning Tables is an easy way
to generate more information.
In this case, the Player rolls Oppress and Death on
the Meaning Tables. The Player decides that this means a The core Mythic books offer one set of Meaning
Tables, while later books expand them into Action
death has occurred somewhere in the castle and Edmund
and Description Meaning Tables. Whichever set
is being summoned to look into it. you choose, the process is the same, rolling
This makes a lot of sense within a pair of descriptive words or phrases
the context of this adventure, and interpreting what they mean.
and in this Scene Edmund Edmund’s Player does this to flesh out
discovers that the murder the Interrupt Scene. The Player could
victim was a court secretary have not rolled and come up with an idea
of the opposing nation. They of their own. However, if you really don’t
were killed in their quarters, know what to expect forcing an idea into
your solo adventure can begin to make it
and Edmund believes a travel
feel less real and more rail-roaded. This
itinerary was stolen during can break down our immersion in the
the murder. Edmund thinks narrative. However, making an interpretation
the spy plotting to destroy the that is tied to context limits our command over
treaty process was responsible for the crime, the unfolding story, allowing for true surprises.
and may be planning to use the stolen schedules Rolling on the Meaning Tables for a new detail can
to target a dignitary. offer the additional context you need to make a
satisfying interpretation.

MYTHIC MAGAZINE VOLUME 17 • 22


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The Dreamquest Of ADVENTURE CRAFTER MIX AND MATCH


Adelade Stephens
The Adventure Crafter is similar to Mythic in
EXAMPLE SETUP many ways, but different enough that you need
to make some decisions about how to combine
This adventure finds anthropologist and occult the two together. This topic has been discussed in
investigator Adelade Stephens on a journey in the The Adventure Crafter book as well as in Mythic
Dreamlands on a quest of Lovecraftian horror. Magazine Issue #5. The basic things to consider,
however, are:
CONCEPTS FOCUSED ON • WHICH LIST SYSTEM TO USE: Are you
going to use Adventure Crafter’s 25 item List
Using The Adventure Crafter in your Mythic where you can potentially roll New Plotlines/
adventures to create the opening Scene and Characters, Choose Most Logical, and use
make Interrupt Scenes. weighted entries (where an element can appear up
to three times on a List), or use Mythic’s simpler
This adventure features a Player’s established character NPC focused List? Doing it the AC way makes the
Adelade Stephens. The game is about contemporary List more active, generating more results, but it
occult and supernatural investigations. Adelade is an also may add a layer of complexity you don’t want.
anthropologist with an eye for the strange. In a previous • WHEN TO USE TAC: How much you use
adventure, she came across a cache of books and notes The Adventure Crafter with Mythic is up to you.
from an ancient Sumerian philosopher who pondered the Maybe you just use it to generate the first Scene.
Or, you could use it to generate Interrupt Scenes
question of existence, then apparently found his answers
instead of using Random Events. You could also
in another world. Adelade discovered this secret place is use it for inspiration for Altered Scenes.
the Dreamlands, and in this adventure she plans to take a
trip there herself.
The Player is hoping for a classic, weird horror adventure. Although The Adventure Crafter book
excursion into the mysterious Dreamlands. She wants to mentions using Turning Points for Altered Scenes as
get right into the action, so she’s already decided that the well, the Player decides this is overkill and would rather
first Scene is going to be about Adelade arriving in the save potentially narrative shifting Turning Points to just
Dreamlands and discovering what she first finds. Interrupt Scenes.
The Player is going to use The Adventure Crafter Since the Player is combining The Adventure Crafter
Deck for this game, to build the opening Scene and with Mythic, she needs to make some decisions about
hopefully get the adventure off to a good start with some how she’s going to handle List management. She decides
NPCs. The Player has a simple starting Plotline in mind, she’s going to use The Adventure Crafter List method:
“Explore the Dreamlands.” Lists of 25 lines that she can pull cards from the Deck to
The Player also plans to use The Adventure Crafter “roll” on. She’s going to incorporate this into the normal
Deck for Interrupt Scenes that happen during the Mythic rules, so a check on the Lists now allows for

MYTHIC MAGAZINE VOLUME 17 • 23


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Choose Most Logical and New Plotline/Character.


She prints out an Adventure Crafter Deck List sheet BUILDING YOUR LISTS
and writes “Explore Dreamlands” as the first Plotline.
Since Adventure Crafter Plot Points may sometimes point One of the things I really like about combining The
to her own character, she also writes in “Adelade” as the Adventure Crafter with Mythic is that it makes for
first entry on the Characters List. Normally in a Mythic a wonderful way to generate a first Mythic Scene.
Just like in this example, it’s likely that you will add
adventure you don’t include Player Characters on the List,
to your Threads/Plotlines and Characters Lists in
but the Player is going to go along with Adventure Crafter the first Scene complete with some interesting
rules in this regard. twists and turns brought on by Plot Points.
Getting started, it’s time to make the first Scene. Since Sometimes it’s difficult to start a Mythic adventure
this is both a Mythic and an Adventure Crafter game, the completely from scratch. This is where The
Player shuffles the Theme cards and draws to see which Adventure Crafter excels, creating a sophisticated
order they occur, as per The Adventure Crafter rules. She narrative from nothing. If you don’t use The
gets: Tension, Mystery, Action, Personal, and Social, in that Adventure Crafter for anything other than Mythic
order. Tension and Mystery are at the top of the heap, which opening Scenes, I think it is well worth it.
seems fitting for the tone of a quest in the Dreamlands.
The Player starts generating Plot Points for a Turning For the third Plot Point, we get Meta as the Theme.
Point to use as the opening Scene. Usually when you start an The second card pulled for Meta says Character Returns.
Adventure Crafter adventure, the first Turning Point defaults Since we’re just getting started with this adventure, and
to a New Plotline, since it’s assumed you don’t have any there is no character who can return, we are changing this
Plotlines yet. However, the Player already has a Plotline in to a None result.
mind and written on her sheet. Since using The Adventure For the fourth card, we get a Theme of 3. Our third
Crafter Deck is diceless when it comes to checking the Lists, priority Theme is Action. The next card we pull for the
she draws a card. At the top of the card next to Plotlines it Action icon says “Escape”. Okay, this is starting to sound
says 19, and Choose Most Logical Plotline. interesting. Escape, and a time limit.
Since line 19 is empty on her Plotlines List, that means The Player decides to Invoke a character to see who
the result is Choose Most Logical Plotline. There’s only one has to escape. She draws a card and gets “Characters - 17,
Plotline, so the Player goes with “Explore Dreamlands”. New Character”. Since slot 17 is empty on the List, we go
Now it’s time for our five Plot Points to create this with New Character.
Turning Point. The Player draws a card for the Theme, We have to determine who this character is. Drawing
and gets 1. The top Theme is Tension. Drawing another a card for Special Trait we get The Character Is An
card and referring to the Tension icon, she gets “None”. Organization. For Identity we get Supporter, and for
So there is nothing to the first Plot Point. Descriptor we get Draw Two Descriptors. Drawing two
For the second Plot Point we get Theme 1 again, more cards, we get Descriptors of Gentle and Skilled.
Tension. The second card for Tension says Time Limit. So The Player decides that this character refers to an
something about this opening Scene will involve a limited organization of Dreamlands explorers who have become
amount of time.

MYTHIC MAGAZINE VOLUME 17 • 24


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trapped in the Dreamlands. These luckless survivors We have one more Plot Point to generate, and we get a
have banded together for mutual protection to form Theme of 1, Tension. The second card says “Do It, Or Else”.
an organization known as Nods. They attempt to greet The Turning Point didn’t physically describe anything,
incoming Dreamers to help them survive so they don’t so the Player decides to roll on the Description Meaning
end up trapped like they are. Tables for inspiration and gets Excitedly and Smelly.
The Player writes “Nods organization” onto the She goes with this interpretation: Adelade opens her
Characters List. eyes to find herself on a well lit porch at night. There
The Player’s interpretation for this Plot Point was for is a strong odor, and she realizes she is surrounded by
Escape to apply to the new character generated, since they a swamp with tall trees and shimmering, murky water.
can’t escape from the Dreamlands. The porch is attached to a house, and it is bustling with

The Adventure Crafter whipped up a Dreamlands complete


with a smelly bog house and friendly, doomed people.

MYTHIC MAGAZINE VOLUME 17 • 25


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activity and people. Several come out to greet her with


smiles and welcomes, and explain what she has just gotten A NOTE ABOUT INTERRUPTS AND TAC
herself into.
The Player decides that the Time Limit and Do It, Mythic Interrupts are basically Random Events that
Or Else Plot Points refer to a quest that Adelade has become the basis for a Scene. Since Turning Points
to complete in a certain amount of time. Failure to can resemble Random Events, it makes them good
for substituting as Interrupts.
complete the quest means she too will be trapped in the
Dreamlands, just like the others. Success, however, means However, an Adventure Crafter Turning Point is
usually quite a bit more involved than a standard
she can come and go as she pleases from the waking world
Mythic Random Event. Where a Random Event
to the Dreamlands. is usually one specific thing happening, a Turning
With a series of Fate Questions and trips to the Point can be multiple events happening with
Meaning Tables, the Player determines that the quest is to multiple characters.
venture into the Dreamlands to find the personification of Keep in mind that if you do decide to incorporate
a guilt or fear holding her back, and slay that entity. Turning Points as Interrupts, it’s going to slow your
Adelade is finding that indulging her curiosity about game down. Generating a Turning Point takes longer
the Dreamlands is dangerous. The Player ends the Scene. than a Random Event. It’s also more likely that the
She decides that since Adelade immediately encountered Turning Point will significantly change the narrative of
your adventure. That’s really what Turning Points are
a dangerous quest that she is going to increase the Chaos
for. A Mythic Interrupt Scene will usually push your
Factor by 1. Also, the quest to defeat her fear sounds like a adventure in an unexpected direction. A Turning
new Plotline, so the Player adds that onto the Plotlines List. Point may redefine your adventure.
Normally when using The Adventure Crafter you If you like the idea of using The Adventure Crafter
wouldn’t add a Plotline unless a Turning Point calls for a for Interrupts, but a full Turning Point is a bit much,
New Plotline. However, when combining it with Mythic, you can consider creating a smaller Turning Point
both Adventure Crafter and Mythic rules apply. In Mythic, of three or even two Plot Points. Or, just go with a
at the end of a Scene, if you decide your character is taking single Plot Point, in which case it will act more like
on a new Thread/Plotline you can add it to the List. a standard Random Event but just generated in an
alternative way.
Over the next four Scenes, Adelade ventures further
into the Dreamlands in search of her fear to defeat. Each
Scene turns out to either be Expected or Altered. She path through a sparse forest, in a night that never seems
takes a boat across the bog and finds a road, where she to reach dawn. She’s added some more characters to the
encounters a well that speaks to her. It tells her riddles she Characters List, such as: frog monster, the stranger from
doesn’t understand and she moves on. In another Scene the carriage, and the Dreamlands itself. Since the Player is
she finds herself chased by a trash can sized, three legged using The Adventure Crafter List method, she’s weighting
and eyeless frog-like creature that she barely escapes. In elements, which means if an element that’s already on the
one Scene she encounters a man in a horse drawn carriage List plays a role in another Scene she adds it again up to
who offers her a silver dagger, which she accepts. a total of three for that element. In the Scene where she
For each of these Scenes Adelade has been following a ran afoul of the monster frog, that scenario came about

MYTHIC MAGAZINE VOLUME 17 • 26


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because the Player generated a Random Event. The Event


Focus Table came up with PC Negative, which resulted LOOSEY GOOSEY
in her being chased. Since the event called out Adelade
specifically, she added her character to the List again. A nice thing about The Adventure Crafter is that
For the next Scene, the Player expects more of the same, Plot Points point to specific narrative events. A bad
going with the Expected Scene of “Something else crazy thing about TAC? That Plots Points point to specific
narrative events.
happens.” She rolls against the Chaos Factor and gets an
Interrupt Scene. It looks like a plot twist is coming. Random detail can be great when it fits nicely into
the narrative of your adventure, but it can be tough
Picking up her cards, the Player draws to see which
when it doesn’t. The more specific a random
Plotline this Turning Point will be about. The result is prompt is, the harder it can sometimes be to
“Plotlines - 16, Choose Most Logical Plotline”. Since interpret. With more detail is less room to interpret.
there is no element on line 16, we go with Choose. The Compare The Adventure Crafter to Mythic,
one that seems most logical to the Player is the quest which gives very general prompts from the Event
Adelade is on. Focus Table and Event Meaning Tables. The
Starting with the first Plot Point of the Turning Point, results might be vague, but it gives you a lot of
we draw a Theme of 3, which is Action (the third priority room to interpret.
Theme in this adventure), and the second card says Rescue. So, my point is, don’t let yourself feel boxed in by
The Player decides to Invoke a Character from the List to details The Adventure Crafter paints for you. You can
see who needs rescuing and gets Dreamlands. Interesting. still interpret those results as loosely as you want.
The second Plot Point is a Theme of Tension and a For instance, in the Adelade example, one of the
Plot Point of Bad News. Plot Points for the Interrupt Scene was Bad News.
Normally you might associate this Plot Point to
The third Plot Point is a Theme of Mystery and a Plot
someone being told something awful, or leaning
Point of None, so nothing there. about something bad. The Player here stretched
The fourth Plot Point is a Theme of Mystery the Plot Point to mean that Adelade’s duplicate was
again, and a Plot Point of Beat You To It. This one is bad news. A classic evil twin.
intriguing, the Player Invokes a Character to attach to
this and gets Adelade. Maybe this means someone beat
her to her own quest? grassy lawn in a breezy, sunlit afternoon. Before her is a
The fifth Plot Point Theme is Tension with a Plot farmhouse she recognizes instantly, it’s where she grew up.
Point of Rural Setting. The Player takes the first Plot Point, Rescue, and
Since this Interrupt is about the quest Plotline, the decides it pertains to Adelade fulfilling her quest and
Player interprets all of this to mean that Adelade has rescuing herself from the Dreamlands. That means this
reached the object of her quest. She interprets the results Scene is where she either succeeds or fails.
this way: the path wends around a copse of thick trees, She decides that the fourth Plot Point, Beat You To
and Adelade can see light. Very bright light. She shields It, means the personification she needs to overcome is
her eyes for a moment, then finds herself standing on a herself. A copy of Adelade walks out of the farmhouse,

MYTHIC MAGAZINE VOLUME 17 • 27


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smiling wickedly at her.


The Player decides that the second Plot Point, Bad WORDS AND MEANING
News, refers to the duplicate Adelade. She is an evil
version of her, corrupt, angry, and she wants to be the last Throughout this example, the Player is going
one standing instead of the real Adelade. to make specific interpretations about what the
Adelade realizes she’s in for the fight of her life, against NPC says, and all of this based on fairly vague
Fate Questions and Meaning Table rolls. This
an evil version of herself, on a stage in the dreamlands
makes conversations in Mythic no different than
fashioned to look like the pleasant and comforting place resolving any other kind of question: once you
she was raised. know generally what is happening, you make an
interpretation that fits that meaning.
The specific words you come up with only matter
Victor And The Red to the extent that you find them interesting, and
Eight Council that they match the meaning of what the Fate
Question or Meaning Table gives you.
EXAMPLE SETUP You may have gotten a Yes to your Fate Question
of “Does the barbarian warband leader agree to
The Player Character is Victor Sykes, a Starship help me fight the trolls?” So you know the NPC
captain in a sci-fi solo campaign of space agrees to help you. That is the meaning.
exploration. In this example, Victor is meeting
The actual words you use for that NPC agreeing
with a council member of the Red Eight, an
could be “It is a noble cause. I pledge my warband
alien species that has been aggressing human
to it!” Or, he could say, “LET’S CRUSH THOSE
starships. Victor currently has the ear of the
BONE-CHEWING TOE SCUM!”
councilmember and believes he might get
cooperation from him, but he also suspects there Both of those statements match the meaning, but
is a hidden agenda and he would like to figure out they differ in tone and that is entirely up to you.
what it is. The more you know about an NPC’s personality,
the more naturally their words are going to flow
CONCEPTS FOCUSED ON for you if specific language is important.
The point is not to worry too much about what
Crafting complicated conversations with NPCs. exact words you use as long as those words match
the meaning generated by Mythic.
This example involves a complicated conversation
between the Player Character, Victor, and Das Vra, an
alien council member of a hostile civilization. The Player of using the regular Meaning Tables, the Player is going
wants to go into detail with this conversation, as much to use the Vocal column of the Behavior Meaning Tables
of the adventure has led up to this moment. The Player from Issue #9 (and found on the next page).
decides to use the NPC behavior rules detailed in Mythic The meeting between Victor and Das takes place in
Magazine #9, which is primarily using Fate Questions a private room at a tavern on a neutral planet. No one
to answer what the NPC says. For further detail, instead knows either of them are there, as the meeting is secret.

MYTHIC MAGAZINE VOLUME 17 • 28


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MEANING TABLES: BEHAVIOR


Victor sits down across from Das, who stares at the VOCAL
starship captain with his plain red eyes. 1: Abuse 51: Ideas
“Why did you ask to see me?” Victor says, opening the 2: Advice 52: Inform
3: Aggressive 53: Innocent
conversation. 4: Agree 54: Inquire
The Player really has no idea why Das requested 5: Amusing 55: Intense
this meeting, and he doesn’t want to guess using a Fate 6: Angry 56: Interesting
7: Anxious 57: Intolerance
Question. So instead, he goes straight to the Behavior 8: Assist 58: Irritating
Meaning Table, Vocal, rolling twice. He gets Colorful 9: Awkward 59: Joyful
and Oppose. 10: Betray 60: Judgemental
11: Bizarre 61: Juvenile
The Player interprets it this way: The alien leans 12: Bleak 62: Kind
forward slightly. “You should show more respect to a 13: Bold 63: Leadership
representative of a superior race.” 14: Business 64: Lie
15: Calm 65: Loud
The Player chose this interpretation as “oppose” implied 16: Careful 66: Loving
Das would say something aggressive, and the grandstanding 17: Careless 67: Loyal
about his race being superior seemed “colorful”. 18: Cautious 68: Macabre
19: Cheerful 69: Mature
Victor takes a sip of his drink, measuring his words. 20: Classy 70: Meaningful
The Player decides to make a Persuasion skill roll for 21: Cold 71: Miserable
22: Colorful 72: Mistrust
Victor, using the rules of the RPG they are playing. The
23: Combative 73: Mocking
goal of the roll is to come across as unshaken to Das in 24: Crazy 74: Mundane
the hopes that the alien will soften and reveal what it is 25: Creepy 75: Mysterious
26: Curious 76: News
that he really wants. 27: Defiant 77: Nice
Making the roll, Victor succeeds. The Player isn’t sure 28: Delightful 78: Normal
what Das will say after this, but the roll has set the context 29: Disagreeable 79: Odd
30: Dispute 80: Offensive
that whatever it is, it will reveal what he wants of Victor. 31: Efficient 81: Official
“And yet a leader of a superior race is meeting in secret 32: Energetic 82: Oppose
with a human in a backwaters bar. You need something 33: Enthusiastic 83: Peace
34: Excited 84: Plans
from me. What is it?” 35: Fearful 85: Playful
The alien’s composure slips a little as he glances down, 36: Fierce 86: Polite
nodding. 37: Foolish 87: Positive
38: Frantic 88: Praise
To hear what he has to say, the Player again rolls on the 39: Frightening 89: Quarrelsome
Vocal Behavior Meaning Table, getting Positive and News. 40: Generous 90: Quiet
“You are correct, there is something that I want,” Das 41: Gentle 91: Reassuring
42: Glad 92: Refuse
says. “There is a chance of peace between our cultures.” 43: Grateful 93: Rude
The Player chose this response as it fit both “positive” and 44: Haggle 94: Rumor
45: Happy 95: Simple
“news”. There has only been conflict between humans and
46: Harsh 96: Threatening
the Red Eight so far, so what Das says is a surprise to Victor. 47: Hasty 97: Truce
“Peace? I would be happy to see that. What does this 48: Helpful 98: Trust
49: Helpless 99: Warm
50: Hopeless 100: Wild

MYTHIC MAGAZINE VOLUME 17 • 29


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chance hinge on?” Victor asks. the council ... myself included ... who want it to be over.”
The Player has an idea what Das may be talking about. “I see,” Victor says. “I take it that’s not quite enough,
After the prolonged war, there may be members of the though. You mentioned a chance.”
council who are tired of the conflict and want it to end. The Player reasons that if there are some on the
The Player asks the Fate Question, “Does Das say there Council who want peace, then the problem is probably
are some on the council who are tired of the war?” those on the Council who want war. He asks the Fate
The Player gives this odds of 50/50 because he really Question, “Does he say there are Council members
isn’t sure, he’s just floating a theory. Mythic comes back opposing peace?” He gives this odds of Very Likely.
with Yes. Mythic comes back with Exceptional Yes.
“The war is costly, and without end! There are those on To make this Yes Exceptional, the Player interprets this

MYTHIC MAGAZINE VOLUME 17 • 30


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to mean that there are members of the Council who want


war, but they are led but one powerful Councilmember in SOCIAL CUES
particular who leads their coalition.
“Yes, there is a chance. Those who want war only do so Determining NPC behavior is a topic we come back
because they are afraid of Vil Garan! His political career to often. It’s addressed in Mythic Variations II with
has only risen since the conflict began, and he clearly has the Behavior Check, in Mythic Magazine #1 with
the simplified Behavior Check, it’s given another look
aspirations to take High Command.”
with Generating NPC Behavior With Fate Questions
That seemed like embellishment fitting of an in issue #9, and added to in Issue #12 with RPG
Exceptional to the Player. Social Skills With Mythic’s Behavior Check.
The plot is starting to thicken in this conversation I get it. Behavior is complicated and we want to
now. Victor sees that the hostility from the Red Eight can get it right. There’s also more than one way to
be boiled down to one member of the Council. approach this, and you need to find a solo style
“I know you don’t expect me to talk Vil into laying that is satisfying to you.
down weapons. So, you want me to ...,” Victor says. Whatever ruleset you’re using to determine NPC
The Player can only think of a few reasons why Das behavior or conversations, I think there are a few
would want to meet with a human starship captain with general guidelines that are helpful:
this kind of news. He asks the Fate Question, “Does he • FOLLOW YOUR EXPECTATIONS:
want Victor to capture or kill Vil for him?” Complicated or not, NPC behavior and speech
He gives this odds of Very Likely and gets a Yes. is no different from determining anything else in
Mythic. Follow your expectations about what an
“I know where he will be in a few days time. He is
NPC will do or say, as long as you’re following the
traveling, secretly he believes, and he will be vulnerable context of the adventure and any meaning you’ve
to, shall we say ... a surprise attack,” Das says, cocking his established with Fate Questions.
head as he looks at Victor. • ROLL WHEN YOU’RE NOT SURE: Not
“So you are either asking me to take out the roadblock every word or action from an NPC needs to be
to peace, or you are trying to use me to remove a political checked for. Just like in this example between
rival of yours,” Victor says. Victor and Das, the Player felt no need to check to
The Player expects the logical response to this would see if the alien would defend his honest intentions.
be a denial of any deceit. This seems like such an obvious Consider skipping the random check for what an
NPC says when you are sure what they’ll say.
response that he doesn’t even make a Fate Question out of it.
“It is for the good of both of our people!” he exclaims. • HAVE FUN: It’s easy to get lost in the details
with solo role-playing. At the end of the day, when
Victor walks away from this conversation with new
stumped as to what an NPC may say, consider just
hope about the future, and the Player has a new direction going with what would be the most interesting and
to take the adventure in. fun thing to say.

MYTHIC MAGAZINE VOLUME 17 • 31


ADVENTURE LISTS
Threads List Characters List

1 1

2 2

3 3

4 4

5 5

6 6

7 7

8 8

9 9

10 10

11 11

12 12

13 13

14 14

15 15

16 16

17 17

18 18

19 19

20 20
Nested Characters List Sheet
LIST NAME LIST NAME

1 1
2 2
3 3
4 4
5 5
6 6
7 7
8 8
9 9
10 10
11 11
12 12
13 13
14 14
15 15
16 16
17 17
18 18
19 19
20 20
ADVENTURE CRAFTER LISTS
Plotlines List Characters List

1-4 CHOOSE MOST LOGICAL PLOTLINE 1-4 NEW CHARACTER

5-8 NEW PLOTLINE 5-8 NEW CHARACTER

9-12 CHOOSE MOST LOGICAL PLOTLINE 9-12 NEW CHARACTER

13-16 CHOOSE MOST LOGICAL PLOTLINE 13-16 CHOOSE MOST LOGICAL CHARACTER

17-20 CHOOSE MOST LOGICAL PLOTLINE 17-20 NEW CHARACTER

21-24 NEW PLOTLINE 21-24 NEW CHARACTER

25-28 CHOOSE MOST LOGICAL PLOTLINE 25-28 NEW CHARACTER

29-32 CHOOSE MOST LOGICAL PLOTLINE 29-32 CHOOSE MOST LOGICAL CHARACTER

33-36 CHOOSE MOST LOGICAL PLOTLINE 33-36 NEW CHARACTER

37-40 NEW PLOTLINE 37-40 NEW CHARACTER

41-44 CHOOSE MOST LOGICAL PLOTLINE 41-44 NEW CHARACTER

45-48 CHOOSE MOST LOGICAL PLOTLINE 45-48 CHOOSE MOST LOGICAL CHARACTER

49-52 CHOOSE MOST LOGICAL PLOTLINE 49-52 NEW CHARACTER

53-56 NEW PLOTLINE 53-56 CHOOSE MOST LOGICAL CHARACTER

57-60 CHOOSE MOST LOGICAL PLOTLINE 57-60 CHOOSE MOST LOGICAL CHARACTER

61-64 CHOOSE MOST LOGICAL PLOTLINE 61-64 CHOOSE MOST LOGICAL CHARACTER

65-68 CHOOSE MOST LOGICAL PLOTLINE 65-68 NEW CHARACTER

69-72 NEW PLOTLINE 69-72 CHOOSE MOST LOGICAL CHARACTER

73-76 CHOOSE MOST LOGICAL PLOTLINE 73-76 CHOOSE MOST LOGICAL CHARACTER

77-80 CHOOSE MOST LOGICAL PLOTLINE 77-80 CHOOSE MOST LOGICAL CHARACTER

81-84 CHOOSE MOST LOGICAL PLOTLINE 81-84 NEW CHARACTER

85-88 NEW PLOTLINE 85-88 CHOOSE MOST LOGICAL CHARACTER

89-92 CHOOSE MOST LOGICAL PLOTLINE 89-92 CHOOSE MOST LOGICAL CHARACTER

93-96 CHOOSE MOST LOGICAL PLOTLINE 93-96 CHOOSE MOST LOGICAL CHARACTER

97-100 CHOOSE MOST LOGICAL PLOTLINE 97-100 NEW CHARACTER


ADVENTURE CRAFTER DECK LISTS
Plotlines List Characters List

1 1

2 2

3 3

4 4

5 5

6 6

7 7

8 8

9 9

10 10

11 11

12 12

13 13

14 14

15 15

16 16

17 17

18 18

19 19

20 20

21 21

22 22

23 23

24 24

25 25
2E ADVENTURE LISTS
THREADS LIST CHARACTERS LIST
-
1-2 CHOOSE 1 -
1-2 CHOOSE 1

3-4 CHOOSE 2 3-4 CHOOSE 2

1-2 5-6 CHOOSE


3 1-2 5-6 CHOOSE
3

7-8 CHOOSE 4 7-8 CHOOSE 4

9-10 CHOOSE 5 9-10 CHOOSE 5

d4
1-2 CHOOSE 6 d4
1-2 CHOOSE 6

3-4 CHOOSE 7 3-4 CHOOSE 7

3-4
5-6 CHOOSE 8 3-4
5-6 CHOOSE 8

7-8 CHOOSE 9 7-8 CHOOSE 9

9-10 CHOOSE 10 9-10 CHOOSE 10

d6
1-2 CHOOSE 11 d6
1-2 CHOOSE 11

3-4 CHOOSE 12 3-4 CHOOSE 12

5-6 5-6 CHOOSE


13 5-6 5-6 CHOOSE
13

7-8 CHOOSE 14 7-8 CHOOSE 14

9-10 CHOOSE 15 9-10 CHOOSE 15

d8
1-2 CHOOSE 16 d8
1-2 CHOOSE 16

3-4 CHOOSE 17 3-4 CHOOSE 17

7-8
5-6 CHOOSE 18 7-8
5-6 CHOOSE 18

7-8 CHOOSE 19 7-8 CHOOSE 19

9-10 CHOOSE 20 9-10 CHOOSE 20

d10
1-2 CHOOSE 21 d10
1-2 CHOOSE 21

3-4 CHOOSE 22 3-4 CHOOSE 22

9-10
5-6 CHOOSE 23 9-10
5-6 CHOOSE 23

7-8 CHOOSE 24 7-8 CHOOSE 24

9-10 CHOOSE 25 9-10 CHOOSE 25


KEYED KEYED KEYED
TRIGGER EVENT SCENE TRIGGER EVENT SCENE TRIGGER EVENT SCENE

COUNT
COUNT
COUNT

KEYED KEYED
TRIGGER EVENT SCENE TRIGGER EVENT SCENE
Keyed Scenes Record Sheet

COUNT
COUNT
MEANING TABLES: BEHAVIOR
VOCAL
1: Abuse 51: Ideas
2: Advice 52: Inform
3: Aggressive 53: Innocent
4: Agree 54: Inquire
5: Amusing 55: Intense
6: Angry 56: Interesting
7: Anxious 57: Intolerance
8: Assist 58: Irritating
9: Awkward 59: Joyful
10: Betray 60: Judgemental
11: Bizarre 61: Juvenile
12: Bleak 62: Kind
13: Bold 63: Leadership
14: Business 64: Lie
15: Calm 65: Loud
16: Careful 66: Loving
17: Careless 67: Loyal
18: Cautious 68: Macabre
19: Cheerful 69: Mature
20: Classy 70: Meaningful
21: Cold 71: Miserable
22: Colorful 72: Mistrust
23: Combative 73: Mocking
24: Crazy 74: Mundane
25: Creepy 75: Mysterious
26: Curious 76: News
27: Defiant 77: Nice
28: Delightful 78: Normal
29: Disagreeable 79: Odd
30: Dispute 80: Offensive
31: Efficient 81: Official
32: Energetic 82: Oppose
33: Enthusiastic 83: Peace
34: Excited 84: Plans
35: Fearful 85: Playful
36: Fierce 86: Polite
37: Foolish 87: Positive
38: Frantic 88: Praise
39: Frightening 89: Quarrelsome
40: Generous 90: Quiet
41: Gentle 91: Reassuring
42: Glad 92: Refuse
43: Grateful 93: Rude
44: Haggle 94: Rumor
45: Happy 95: Simple
46: Harsh 96: Threatening
47: Hasty 97: Truce
48: Helpful 98: Trust
49: Helpless 99: Warm
50: Hopeless 100: Wild
MEANING TABLES: ACTIONS
ACTION 1
1: Abandon 21: Carry 41: Failure 61: Neglect 81: Release
2: Abuse 22: Celebrate 42: Fight 62: Negligence 82: Return
3: Activity 23: Change 43: Gratify 63: Open 83: Ruin
4: Adjourn 24: Communicate 44: Guide 64: Oppose 84: Separate
5: Adversity 25: Control 45: Haggle 65: Oppress 85: Spy
6: Agree 26: Create 46: Harm 66: Oppress 86: Starting
7: Ambush 27: Cruelty 47: Heal 67: Overindulge 87: Stop
8: Antagonize 28: Debase 48: Imitate 68: Overthrow 88: Struggle
9: Arrive 29: Deceive 49: Imprison 69: Passion 89: Take
10: Assist 30: Decrease 50: Increase 70: Persecute 90: Transform
11: Attach 31: Delay 51: Inform 71: Postpone 91: Travel
12: Attainment 32: Desert 52: Inquire 72: Praise 92: Trick
13: Attract 33: Develop 53: Inspect 73: Proceedings 93: Triumph
14: Befriend 34: Dispute 54: Intolerance 74: Procrastinate 94: Truce
15: Bestow 35: Disrupt 55: Judge 75: Propose 95: Trust
16: Betray 36: Divide 56: Kill 76: Punish 96: Usurp
17: Block 37: Dominate 57: Lie 77: Pursue 97: Vengeance
18: Break 38: Excitement 58: Malice 78: Recruit 98: Violate
19: Care 39: Expose 59: Mistrust 79: Refuse 99: Waste
20: Carelessness 40: Extravagance 60: Move 80: Release 100: Work

ACTION 2
1: Adversities 21: Elements 41: Illusions 61: Nature 81: Reality
2: Advice 22: Emotions 42: Information 62: News 82: Representative
3: Allies 23: Enemies 43: Innocent 63: Normal 83: Riches
4: Ambush 24: Energy 44: Inside 64: Opposition 84: Rumor
5: Anger 25: Environment 45: Intellect 65: Opulence 85: Spirit
6: Animals 26: Evil 46: Intrigues 66: Outside 86: Stalemate
7: Art 27: Expectations 47: Investment 67: Pain 87: Success
8: Attention 28: Exterior 48: Jealousy 68: Path 88: Suffering
9: Balance 29: Extravagance 49: Joy 69: Peace 89: Tactics
10: Benefits 30: Failure 50: Leadership 70: Physical 90: Technology
11: Burden 31: Fame 51: Legal 71: Plans 91: Tension
12: Bureaucracy 32: Fears 52: Liberty 72: Pleasures 92: Travel
13: Business 33: Food 53: Lies 73: Plot 93: Trials
14: Competition 34: Friendship 54: Love 74: Portals 94: Vehicle
15: Danger 35: Goals 55: Magic 75: Possessions 95: Victory
16: Death 36: Good 56: Masses 76: Power 96: War
17: Dispute 37: Home 57: Messages 77: Prison 97: Weapons
18: Dispute 38: Hope 58: Military 78: Project 98: Weather
19: Disruption 39: Ideas 59: Misfortune 79: Public 99: Wishes
20: Dreams 40: Illness 60: Mundane 80: Randomness 100: Wounds
MEANING TABLES: DESCRIPTIONS
DESCRIPTOR 1
1: Abnormally 21: Curiously 41: Fully 61: Kookily 81: Peacefully
2: Adventurously 22: Daintily 42: Generously 62: Lazily 82: Perfectly
3: Aggressively 23: Dangerously 43: Gently 63: Lightly 83: Playfully
4: Angrily 24: Defiantly 44: Gladly 64: Loosely 84: Politely
5: Anxiously 25: Deliberately 45: Gracefully 65: Loudly 85: Positively
6: Awkwardly 26: Delightfully 46: Gratefully 66: Lovingly 86: Powerfully
7: Beautifully 27: Dimly 47: Happily 67: Loyally 87: Quaintly
8: Bleakly 28: Efficiently 48: Hastily 68: Majestically 88: Quarrelsomely
9: Boldly 29: Energetically 49: Healthily 69: Meaningfully 89: Quietly
10: Bravely 30: Enormously 50: Helpfully 70: Mechanically 90: Roughly
11: Busily 31: Enthusiastically 51: Helplessly 71: Miserably 91: Rudely
12: Calmly 32: Excitedly 52: Hopelessly 72: Mockingly 92: Ruthlessly
13: Carefully 33: Fearfully 53: Innocently 73: Mysteriously 93: Slowly
14: Carelessly 34: Ferociously 54: Intensely 74: Naturally 94: Softly
15: Cautiously 35: Fiercely 55: Interestingly 75: Neatly 95: Swiftly
16: Ceaselessly 36: Foolishly 56: Irritatingly 76: Nicely 96: Threateningly
17: Cheerfully 37: Fortunately 57: Jovially 77: Oddly 97: Very
18: Combatively 38: Frantically 58: Joyfully 78: Offensively 98: Violently
19: Coolly 39: Freely 59: Judgementally 79: Officially 99: Wildly
20: Crazily 40: Frighteningly 60: Kindly 80: Partially 100: Yieldingly

DESCRIPTOR 2
1: Abandoned 21: Disagreeable 41: Good 61: Macabre 81: Remarkable
2: Abnormal 22: Disgusting 42: Graceful 62: Magnificent 82: Rotten
3: Amusing 23: Drab 43: Hard 63: Masculine 83: Rough
4: Ancient 24: Dry 44: Harsh 64: Mature 84: Ruined
5: Aromatic 25: Dull 45: Healthy 65: Messy 85: Rustic
6: Average 26: Empty 46: Heavy 66: Mighty 86: Scary
7: Beautiful 27: Enormous 47: Historical 67: Military 87: Simple
8: Bizarre 28: Exotic 48: Horrible 68: Modern 88: Small
9: Classy 29: Extravagant 49: Important 69: Mundane 89: Smelly
10: Clean 30: Faded 50: Interesting 70: Mysterious 90: Smooth
11: Cold 31: Familiar 51: Juvenile 71: Natural 91: Soft
12: Colorful 32: Fancy 52: Lacking 72: Nondescript 92: Strong
13: Creepy 33: Fat 53: Lame 73: Odd 93: Tranquil
14: Cute 34: Feeble 54: Large 74: Pale 94: Ugly
15: Damaged 35: Feminine 55: Lavish 75: Petite 95: Valuable
16: Dark 36: Festive 56: Lean 76: Poor 96: Warlike
17: Defeated 37: Flawless 57: Less 77: Powerful 97: Warm
18: Delicate 38: Fresh 58: Lethal 78: Quaint 98: Watery
19: Delightful 39: Full 59: Lonely 79: Rare 99: Weak
20: Dirty 40: Glorious 60: Lovely 80: Reassuring 100: Young
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