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Mythic Magazine Volume 2
Mythic Magazine Volume 2
THE MYTHIC ROLE-PLAYING SYSTEM, MYTHIC GAME MASTER EMULATOR, AND CRAFTER SERIES
Randomized
Making
The Most
Location
Of Altered Crafting
Scenes
VOLUME 2
EACH MONTH MYTHIC MAGAZINE PRESENTS DISCUSSION AND COMMENTARY ON SOLO ROLE PLAYING AND
GETTING MORE OUT OF YOUR MYTHIC AND CRAFTER ADVENTURES.
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What If
something I should have done when The Location Crafter
first came out ... using it to create fully randomized
locations without the need for making lists ahead of
time. I offer a system in this issue that extends the
functionality of The Location Crafter, allowing you to
Making The Most randomly generate Elements as you go. This will give
you two options now when using TLC: use it as the
Of Altered Scenes original system allows, crafting a Region ahead of time
with some thought to the tone of the place with the Lists;
or, approach a Region with little to no expectations and
discover it one Element at a time. The system here will
allow, in a way, to procedurally generate Regions as your
Characters move through them without any preparation.
Also in this issue is a discussion about Altered Scenes
and various ways to approach creating them. This is a
point that sometimes comes up in online discussions, and
I’ve noticed different players use different philosophies,
Variations
sometimes leaving new players unsure what to do.
Hopefully this article helps stir those creative thoughts!
Happy adventuring everyone!
rolled “mistrust” and “benefits” on the Action Meaning would give you a third list: Threads, Characters, and now
Tables you might decide that this means a magical tool Alternate Scenes.
your Character had been given begins to act erratically Using Alternate Scenes would be most useful in an
when they enter the forest fire zone. Adventure with a specific Theme or tone. If you’re using
the Theme rules from Mythic Variations, Alternate Scenes
Remove An Object would couple nicely with Themed Focus Tables.
Your Alternate Scene list would be a list of specific
Remove a significant object in your Expected Scene, Scenes that you want to happen in your Adventure. This
choosing the most logical one. If there are no important could include the kinds of Scenes that would naturally
objects, then roll again on the Scene Adjustment Table. occur in the Theme you’re playing with or just be Scenes
that you think would be interesting in your Adventure.
Add An Object For instance, with our Character trying to discover why
the spirits are angry, the Player may decide ahead of time
Add an important object to your Expected Scene. If a that they want the following Scenes to possibly occur:
logical one doesn’t come to mind quickly, you can roll for An angry spirit randomly attacks; A local village turns on
inspiration on the Description Meaning Tables. another village blaming them for the spirit hostility; An
artifact of great power is discovered that can help resolve
Add 1 Adjustment the problem.
The ideas you place into an Alternate Scenes list can be
This result indicates that you need to make two anything that you want to happen or think would likely
adjustments to the Expected Scene instead of one, so happen. When you roll for an Altered Scene, instead of
keep rolling on the Scene Adjustment Table until you Altering it you roll for a random Alternate Scene just like
determine both adjustments. If you get this result again, you would roll for a Thread or a Character in Mythic. If
then you have a third adjustment to make, and so on. the Scene is something unique that could only happen
It’s important that you don’t adjust your Expected once, like discovering an artifact, then remove it from
Scene so much that it turns into an Interrupt Scene, so the List once rolled. If it’s a possibly recurring Scene,
feel free to stop if you get a result that takes the Scene too then decide if it should be removed or left on the List to
far. For instance, with our forest fire, you end up rolling happen again.
Add/Increase An Activity, Remove/Reduce An Activity, Through the course of your Adventure you may add
and Add An Object. You might decide that the third more Alternate Scenes to the List as they occur to you,
result is taking the Scene too far so you discard that third just as you would a new Thread or Character who appears
result and stop at that point. in your Adventure.
Once all Alternate Scenes have been removed from the
List then Alternate Scene results go back to being typical
ALTERNATE SCENES Altered Scenes.
This last idea is the most extreme one and changes Alternate Scenes substantially change how a Mythic
the nature of Altered Scenes into Alternate Scenes. An Adventure unfolds, giving you a heavier hand in guiding
Alternate Scene would be pre-made Scenes organized into the Adventure. This can be useful if you have specific ideas
a list that you roll on to determine a random Scene. This for your Adventure that you want to happen.
Randomized
Location Crafting
The Location Crafter book provides a framework for randomly generating a location
as your Characters proceed through it. Like Mythic, The Location Crafter relies on
making Lists and combining random results with interpretation. The Lists are populated
by you before the exploration begins, filled with the kinds of things you expect to find
once you enter the Region.
This article presents a mechanic for fully randomizing Location Crafter Regions.
Instead of creating Category Lists ahead of time, each Area in a Region is generated using
The Area Elements Table. This system works much the same way as the original Location
Crafter, but allows you to approach a Region without any expectations at all if you wish.
It’s possible to procedurally generate Region after Region as your Character progresses
through them. For instance, it can generate the wilderness your Character is wandering
through, then the village they encounter along the way, then the tavern they enter in the
village, and so on.
REFRESHER
To keep all the rules in one book, making them easier to refer to, I’m going to recap
the core concepts of The Location Crafter. Much of the information in this section is
copied from the Location Crafter although some has been modified to better fit the
system presented in this book and to avoid confusion with Mythic and other Crafter
books that use similar terms.
The Location Crafter is a role-playing aid to help you construct places randomly, as
you play, with a minimum of fuss.
1-5 Dry and arid Sprawling and large Well made and tended
6-10 Wet Simple and sparse Run down
11-15 Dense vegetation Modern Busy
16-20 Rocky Old Inactive or abandoned
21-25 Lots of open space Thriving or bustling Ancient, of a bygone era
26-30 Sandy, dirty, or rough Inactive or abandoned Old
31-35 Barren Quiet, sleepy Modern
Active natural elements, such Incorporates a natural Incorporates a natural
36-40 as a volcano, waterfall, river, element, roll on the element, roll on the
winds, rain, etc. Wilderness column Wilderness column
41-45 Hot Dangerous Simple or small
46-50 Cold Well ordered and organized Tall or large
51-55 Hilly or sloping In crisis Imposing
56-60 Difficult to travel through Crumbling or run down Welcoming
61-65 Plant life Wealthy and booming Functional
66-70 Active animals Densely populated Quiet
71-75 Mountainous Clean Sturdy
76-80 Cliffs Friendly Dangerous
81-85 Dangerous Hostile Occupied
86-90 Body of water Specific purpose Specific purpose
91-95 Exotic
96-100 Roll on Description Tables
“difficult to travel through”. The Player interprets this to village. Rolling on the Region Descriptors Table for City
mean the island has a dense jungle on it teeming with life to see what the village is like, we get “exotic” and “clean”.
that can be heard such as bird calls and animals hooting. The Player decides that the village is a complex structure
The Character gathers what supplies have washed built into the tops of the trees (the exotic element) and is
ashore and ventures into the jungle. Later, the Player remarkably well designed and clean.
determines that the Character has stumbled upon a The Character meets some of the villagers, who are
welcoming, and they urge the Character to visit the colossal waves. A dangerous City might be an enemy
village’s leader. The Character makes their way across a goblin encampment. A dangerous Structure could be
rope bridge to the leader’s home. Before entering this new a dark and mysterious cave system. The Region could
Region, the Player rolls under the Structure column for a either be blatantly dangerous, as with the goblin camp, or
description and gets “tall or large” and “quiet”. The Player potentially dangerous, like the cave. Either way, entering
interprets this as the village leader’s home is a mansion by the Region should entail some obvious peril.
tree-village standards and is at the edge of the village, out
of the way, in a peaceful quiet area. Exotic
Most of the Descriptors are self-explanatory, but a few This result is possible with any of the three Location
may need some clarification: types. Exotic means there is something highly unusual
about the Region. Maybe it’s a city suspended in the
clouds, or a building with a dome over it, or a forest with
Dangerous moving trees. If no ideas spring to mind, or you want
This Descriptor shows up in all three columns and to be surprised, then make a roll on the Description
means that the Region is obviously dangerous in some Meaning Tables for inspiration.
way. If it’s a Wilderness, maybe it’s a water planet with
Roll On Description Tables to mind, roll on the Action Meaning Tables for inspiration.
Whatever the purpose is, it will be obvious from looking at
This result means go to the Description Meaning Tables the City or Structure when first encountered.
(found at the back of this ezine) and roll for a word pairing
to get inspiration.
Functional
Incorporates A Natural Element This result is similar to Specific Purpose but is more
specific in that the Structure itself is a type of machine.
The City or Structure has an obvious natural element For instance, the Structure may be a docked sailing
to it. For instance, a large city with a lake in the middle ship. Or, the spaceship is actually an enormous energy
of it, a building with a garden growing on its roof, or a cannon. If you need inspiration for the function, roll on
house built on the very edge of a cliff. Roll again on the the Actions Meaning Tables to see what the Structure is
Wilderness column to get the result and interpret it in the supposed to do.
way that fits best.
Rolling A Descriptor Twice
In Crisis
If you happen to roll the same Descriptor twice
The City is experiencing an obvious crisis of some consider the table to be doubling down on that
kind. Maybe it’s under siege by an enemy army, or a Descriptor and make that element stronger. For instance,
portion of it is on fire. Make a roll on the Action Meaning if the Descriptor for a Wilderness area is cold you might
Tables for inspiration if you need to. decide that it’s windy and chilly. If you roll “cold” again,
you may decide that it’s snowy and arctic.
Friendly/Hostile
These results can be interpreted in a number of ways,
from a City that is very peaceful and its residents are
AREAS AND ELEMENTS
friendly, to a City that is openly hostile to visitors and Your Character is facing a Region to explore, you have
requires everyone to register before they enter. The tone of some idea of what it looks like. Now, it’s time to get in
this can be subtle, as well. Maybe the town just has a nice there and see what there is to find.
vibe to it, or a sinister feeling if the result is “hostile”. A Region is generated Area by Area. This process works
in the same way as it does in Location Crafter, with a
few modifications. The most obvious change is that you
Specific Purpose are not making Category Lists. Category Elements are
The City or Structure exists for a specific purpose that generated by rolling on the Area Elements Table. Each
is evident. This is true of a lot of towns and buildings, but time a Character enters a new Area, roll on the Area
it is especially true of this one. For instance, a City with a Elements Table one time for each Category of Locations,
specific purpose could be a fishing village. A Structure with Encounters, and Objects.
a specific purpose could be a subway station or a factory The system presented here uses the same Elements from
that makes weapons. If a purpose doesn’t come immediately The Location Crafter, except Custom and Unique Elements
16 or
Expected, PP-6 Expected, PP-6 Expected, PP-6
more
are removed and there is the new Element of Known. dungeon, tangles of vines in a jungle, enemy henchman
Since you aren’t making the Lists yourself you don’t have to patrolling a villain’s lair. A Category result of Expected
consider common versus uncommon Elements, the Table produces just that, what you most expect for that
already tries to take that into consideration. Category at that time.
Let’s go over each Element and how they work. A lot If you aren’t sure what to expect, then roll on the
of the following text is taken from The Location Crafter, Description Meaning Tables for inspiration.
although rules have been changed in some places to match
the system presented here. None
A Category Element of None means there is no
Expected Element for that Category in the Area. This would come
Not every Location, Encounter, and Object is into use with the Encounters and Objects Categories,
a surprise. This Category Element represents your since you can’t have a None Location.
expectations of what a Region has to offer. As your
Characters enter a Region and explore, you will have
expectations of what you will find: dark hallways in a
Known
This version of The Location Crafter doesn’t use
pre-made Custom or Unique Elements, but it does use
Known Elements if you are aware of them.
When first generating a Region, if you know anything
particular about it, record it on the Known Elements
Region Sheet found at the back of this book. This looks
like the Lists from Location Crafter, but is just used to
record specific Known Elements.
put that down under Encounters on the sheet. They also Complete
suspect that the castle is full of the vampire’s henchmen,
but they don’t know who those henchmen are. The Player When the Complete Element is generated this
doesn’t record anything about henchmen, relying on indicates that the Region has been fully explored; there is
Element results like Expected and Random to generate no place else to go, at least that the Characters are aware
those as they explore the castle. of. If this is rolled, treat it as an Expected Element for this
You can add to the list of Known Elements as you Area, but there are no further Areas of interest to explore
progress in the Adventure if you learn of a new Element that beyond this one; the Region is done. If you know there is
hasn’t been discovered in the Region yet or you discover an more to the Region that hasn’t been explored yet, consider
Element that can be encountered again. For instance, after all of those areas as Expected for all Categories.
running into several zombies, and escaping them, the hunter
knows the zombies are still lurking in the castle. The Player Expected, PP-6
adds “zombies” to the list of Known Encounters.
After a Known Encounter happens, you can choose to This is a special Element result that will eventually
remove it from the list if that makes sense. If there was happen when your Progress Points grow and your roll
only one zombie in the castle and you destroy it, you overflows the Table. This functions as a typical Expected
would then take it off the List by crossing a line through Element, except don’t record a new Progress Point for
it on your sheet. this Category and reduce the total Progress Points for this
When a Known Element is rolled, and you have entries Category by 6 points.
listed on the Category List, roll 1d10 to see what Known
Element you generate. If the roll indicates a listed Known
Element, then that is the Element active in this Area. If HOW IT ALL WORKS
you roll a blank line or a line where a Known Element Exploring a Region is a process of generating one
has been crossed off, then choose the most logical Known Area and its contents at a time. Characters enter an Area,
Element in the List. you use the Area Elements Table to randomly determine
If you roll Known Element and you don’t have any the Elements of the Area, play out the Area as you see fit
Known Elements for that Category, then ignore the for your Adventure, then the Characters move on to the
Known Elements result and use the alternate result next Area.
indicated on the Area Elements Table (it’ll either be To generate a new Area in the Region to explore
Random, Expected, or Special). (including the first one), roll 1d10 for each Category
The Known Elements Region Sheet can be found at (Locations, Encounters, Objects) on the Area Elements
the back of this book. Table and add the Progress Points for that Category to the
roll (more on this later). This will give you one Element
Special for each of the three Categories to construct your Area
with. Combine these Elements together using logic and
The Special Element requires a roll on the Special
interpretation to determine what this Area is and what’s
Element Table (on the next page), which will provide
happening in it.
instructions on what to do.
The Locations columns on the Area Elements Table
gives you two options: Large and Small. This is for you to
1-10 SUPERSIZE: Roll on the Area Elements Table again (if you get Special again, treat it as Expected).
Whatever Element is generated, enhance it as much as possible. Make it more intense in some way.
11-20 BARELY THERE: Roll on the Area Elements Table again (if you get Special again, treat it as
Expected). Whatever Element is generated, minimize it as much as possible, making it less intense.
21-30 THIS IS BAD: Roll on the Area Elements Table again (if you get Special again, treat it as Expected).
Whatever you get, it is bad for the Player Characters and interpret it that way. This may be a
dangerous encounter, a trap, or something that is simply broken and unusable. Whatever detail you
generate give it a negative interpretation.
31-40 THIS IS GOOD: Roll on the Area Elements Table again (if you get Special again, treat it as
Expected). Whatever you get, it is good for the Player Characters and interpret it that way. This
may be a helpful encounter, a way out, or useful object. Whatever detail you generate give it a
positive interpretation.
41-50 MULTI-ELEMENT: Roll twice on the Area Elements Table (if you get Special again, treat it as
Expected), and combine both Elements into the Area together.
51-65 EXIT HERE: This Area, in addition to whatever else it contains, also holds an exit from the Region,
if this is possible. Maybe it’s a back door out of the mansion, or another exit from a cave. If this result
makes no sense, ignore it and treat this as an Expected Element.
66-80 RETURN: Whatever else this Area contains, it also has access to another, previously encountered
Area in this Region. This is only possible if that other Area had a way to reach this one such as doors
or access that the Characters had not yet explored. Choose the connected Area that’s most logical.
If this result makes no sense then ignore it and treat this as an Expected Element.
81-90 GOING DEEPER: Treat this as an Expected Element. Instead of adding one Progress Point for this
Category add three instead.
91-100 COMMON GROUND: Treat this as an Expected Element. Eliminate three Progress Points for this
Category (don’t record the Progress Point for this Element and eliminate two more).
Delving Deeper
TYING IT ALL TOGETHER
Exploring deeper into a Region will have an impact
This randomized system for generating a place to
on your rolls on the Area Elements Table, getting results
explore as you go is all about a stew of elements. What
further on the table and eventually bringing you closer to
you do with that stew, what it turns into, is up to you.
completing the exploration. Every time you roll on the
As with the original Location Crafter, the rules are
Area Elements Table write down a hash mark on a piece of
meant to serve as a framework to offer up something
paper for that Category to indicate the amount of Progress
for your imagination to interpret. Try to go with your
Points (which begin at zero) for that Category. Each time
first impressions when you can, and if you need more
a Category is rolled to determine the Elements of an Area,
information make Mythic Fate Checks or roll for
roll 1d10 plus the Progress Points for that Category to get
inspiration on the Meaning Tables.
the Element.
If you’re unsure of any results on the Area Elements
Continue to generate Areas one at a time like this until
Table you can always invoke the I Dunno rule and
the Complete Element is rolled, until the Gamemaster
change the result to Expected. You should never let
decides the Region has been fully explored, or until the
the pace of an Adventure get hung up on a difficult to
Characters decide they are done and leave.
resolve interpretation.
floor hallway so she decides that’s the Expected Location. about this, would the most logical encounter be the
For the Encounter, she rolls on the Random Element mentor or a mouse? She decides that since they just left
Descriptors Table and gets “gentle” and reassuring”. The his childhood room that Sebastian would likely be close
Player thinks about this for a moment, what would a to it, so it makes the most sense to encounter him in a
gentle and reassuring encounter look like in the astral hallway just outside the room.
plane? She decides that Henry is greeted on the landing The Objects in the hall are Expected, so the Player
by a wispy apparition, the ghost of a soul who has felt his treats it as more photos on the wall showing scenes from
mentor’s anguish. The ghost wishes to join Henry on his the mentor’s life.
quest to free Sebastian. The Player plays out the moment using Mythic. She
For the Expected Objects in this Area, the Player determines that the mentor is wandering aimlessly in
decides that there are faded paintings on the wall that the hallway and doesn’t seem to recognize Henry. Henry
show depictions of scenes in the mentor’s life. It seems discovers that it isn’t enough to simply take the mentor
like the most logical expected Object for a place like this. out of the house, he has to discover something that the
The Player plays out a Scene on the landing with mentor has lost. The mentor describes it as his “spark”.
Henry talking with the ghost and introducing his spirit Henry realizes he needs to keep searching the house to
dog. The Player makes a second mark for Progress Points find the spark.
on all the Categories. The Player treats the spark as an Object and writes
Henry moves on, heading down the hall with his two it onto the Known Elements Region Sheet under the
companions. The Player rolls for a new Area and gets Objects column. She scratches “mentor” off the sheet
a Location of Random, an Encounter of None, and an since Henry found him.
Object of None. For the Random Location the Player Henry continues down the hall with his dog, the ghost,
rolls on the Random Element Descriptors Table and gets and his mentor all in tow. The Player rolls for a new Area,
“amusing” and “personal”. She interprets this to mean now with all rolls at +4 because of the Progress Points.
that Henry enters a room that is childlike and pleasant; For Location she gets Expected, for Encounters she gets
it’s a representation of his mentor’s childhood bedroom. Expected, and for Objects she gets Expected. The Player
Henry pokes around a little bit in the room, but there is decides that Henry opens a door in the hallway and finds
nothing more to see so he moves on. a rather plain room showing a scene in the mentor’s life
The Player’s made three rolls now, so there are three that Henry is not familiar with. There are some more of
Progress Points per Category meaning her 1d10 rolls on the mice poking about in the room. The Player records
the Area Elements Table are all at +3. the new Progress Points, makes note of the unremarkable
Henry walks to a door at the end of the childhood room, and continues with Henry’s search for the spark.
room and opens it, stepping into the next Area. The Henry continues down the hall, opening the door at
Player rolls and gets a Location of Expected, an Encounter the end of it. Generating the new Area, the Player rolls
of Known, and an Object of Expected. a Location of Special, an Encounter of Expected, and an
The Location that the Player Expected was another Object of Expected.
hallway, so she goes with that. For the Known Encounter, The Player rolls 1d100 on the Special Elements Table
there are two entries for Encounters on the Known and gets 81 for Going Deeper. This means the Location
Elements Region Sheet. She rolls a 1d10 and gets 4, is treated as an Expected Element and three Progress
Choose The Most Logical Element. The Player thinks Points get added for this Category instead of only one.
The Player records this on her worksheet, bringing hallway and continue searching the house, the Player
the Location Category Progress Points to 8 while the rolling for a new Area.
Encounters and Objects Progress Points are at 6 each. The With the Progress Points high, especially for the
Player decides that this is another room that is more of Location Category at 9, the Player rolls Expected, PP-6
the same, with all results being Expected. for the Location. For Encounter she gets Random and for
Henry walks to the end of the room with his Objects she gets None.
companions following, the ghost making sure Sebastian is The Location is Expected so the Player decides it’s a
calm and doesn’t wander off on his own. Henry opens a typical hallway in the house. Since she rolled Expected,
door, continuing his exploration of the house, the Player PP-6 for the Location Category she doesn’t add a Progress
rolling for a new Area. Point and instead reduces that pool by 6 points, bringing
For Location she gets Known or Random, for Encounters it down to 3.
she gets None, and for Objects she gets Expected. For the Random Encounter she rolls “strange”
Since there are no Known entries for the Location and “aggressive”. That doesn’t sound good at all. The
Category in this Region, the Player goes with the Player makes a Mythic Fate Check or two to gather her
alternate option of Random. She rolls twice on the thoughts, and interprets it this way: As they walk along
Random Element Descriptors Table and gets “heavy” and the hall, Henry notices that there are more mice present
“resourceful”. The Player has an idea and makes a Mythic as if they are gathering. To Henry’s horror, the mice start
Fate Question out of “Is this a workshop of some kind?” piling up rapidly in the hall, morphs before his eyes, and
and gets a Yes. The Player decides that they’ve entered a becomes an enormous red-eyed ratlike creature that snarls
workshop with strange machines and lots of metal. and shambles menacingly toward him.
Since the Area has Expected Objects, the Player decides Henry realizes that the mice represent his mentor’s fears,
the most logical Objects would be tools since this is a and here they are all bundled up into a monstrosity. A
workshop. battle takes place where Henry uses his psychic powers to
The Player role-plays out the room, with Henry trying try to keep the rat monster back as he and his companions
to get Sebastian to explain what the workshop is for. The retreat. They end up back in the workshop, Henry closing
mentor is too far gone to explain to Henry what any of the door and pushing a heavy table in front of it as the
it does. Henry spends some time in the room and figures rat monster tries to break through from the other side.
out that the workshop is a representation of the work his Henry quickly uses his skills and the machines in the
mentor did into psychic research during his life. Henry room to craft the spark that his mentor is missing. Just
realizes that he may be able to use the machines to make as the rat monster breaks through the door, Henry takes
the spark they’re looking for. the glowing ball of psychic energy that is the spark and
Henry decides to explore a further into the house to see thrusts it into his mentor’s chest. His mentor now restored
if he can find the spark first. If not, he plans to return to the entire house rushes around them and Henry suddenly
this room and use his psychic skills with the machinery to finds himself back at his home in the normal world. He
try and create what they seek. succeeded in restoring his mentor, grateful for having
Henry and his companions exit the room into a escaped the astral world intact.
REGION:
Choose The Most Logical Element Choose The Most Logical Element Choose The Most Logical Element
2
Choose The Most Logical Element Choose The Most Logical Element Choose The Most Logical Element
3
Choose The Most Logical Element Choose The Most Logical Element Choose The Most Logical Element
4
Choose The Most Logical Element Choose The Most Logical Element Choose The Most Logical Element
5
Choose The Most Logical Element Choose The Most Logical Element Choose The Most Logical Element
6
Choose The Most Logical Element Choose The Most Logical Element Choose The Most Logical Element
7
Choose The Most Logical Element Choose The Most Logical Element Choose The Most Logical Element
8
Choose The Most Logical Element Choose The Most Logical Element Choose The Most Logical Element
9
Choose The Most Logical Element Choose The Most Logical Element Choose The Most Logical Element
10
PROGRESS POINTS
Region Descriptors Table
1D100 WILDERNESS CITY STRUCTURE
1-5 Dry and arid Sprawling and large Well made and tended
6-10 Wet Simple and sparse Run down
11-15 Dense vegetation Modern Busy
16-20 Rocky Old Inactive or abandoned
21-25 Lots of open space Thriving or bustling Ancient, of a bygone era
26-30 Sandy, dirty, or rough Inactive or abandoned Old
31-35 Barren Quiet, sleepy Modern
Active natural elements, such Incorporates a natural Incorporates a natural
36-40 as a volcano, waterfall, river, element, roll on the element, roll on the
winds, rain, etc. Wilderness column Wilderness column
41-45 Hot Dangerous Simple or small
46-50 Cold Well ordered and organized Tall or large
51-55 Hilly or sloping In crisis Imposing
56-60 Difficult to travel through Crumbling or run down Welcoming
61-65 Plant life Wealthy and booming Functional
66-70 Active animals Densely populated Quiet
71-75 Mountainous Clean Sturdy
76-80 Cliffs Friendly Dangerous
81-85 Dangerous Hostile Occupied
86-90 Body of water Specific purpose Specific purpose
91-95 Exotic
96-100 Roll on Description Tables
Area Elements Table
1D10+PP LOCATIONS, LARGE LOCATIONS, SMALL ENCOUNTERS & OBJECTS
16 or
Expected, PP-6 Expected, PP-6 Expected, PP-6
more
1-10 SUPERSIZE: Roll on the Area Elements Table again (if you get Special again, treat it as Expected).
Whatever Element is generated, enhance it as much as possible. Make it more intense in some way.
11-20 BARELY THERE: Roll on the Area Elements Table again (if you get Special again, treat it as
Expected). Whatever Element is generated, minimize it as much as possible, making it less intense.
21-30 THIS IS BAD: Roll on the Area Elements Table again (if you get Special again, treat it as Expected).
Whatever you get, it is bad for the Player Characters and interpret it that way. This may be a
dangerous encounter, a trap, or something that is simply broken and unusable. Whatever detail you
generate give it a negative interpretation.
31-40 THIS IS GOOD: Roll on the Area Elements Table again (if you get Special again, treat it as
Expected). Whatever you get, it is good for the Player Characters and interpret it that way. This
may be a helpful encounter, a way out, or useful object. Whatever detail you generate give it a
positive interpretation.
41-50 MULTI-ELEMENT: Roll twice on the Area Elements Table (if you get Special again, treat it as
Expected), and combine both Elements into the Area together.
51-65 EXIT HERE: This Area, in addition to whatever else it contains, also holds an exit from the Region,
if this is possible. Maybe it’s a back door out of the mansion, or another exit from a cave. If this result
makes no sense, ignore it and treat this as an Expected Element.
66-80 RETURN: Whatever else this Area contains, it also has access to another, previously encountered
Area in this Region. This is only possible if that other Area had a way to reach this one such as doors
or access that the Characters had not yet explored. Choose the connected Area that’s most logical.
If this result makes no sense then ignore it and treat this as an Expected Element.
81-90 GOING DEEPER: Treat this as an Expected Element. Instead of adding one Progress Point for this
Category add three instead.
91-100 COMMON GROUND: Treat this as an Expected Element. Eliminate three Progress Points for this
Category (don’t record the Progress Point for this Element and eliminate two more).
Random Element Descriptors Table
1D100 LOCATIONS ENCOUNTERS OBJECTS 1D100 LOCATIONS ENCOUNTERS OBJECTS
DESCRIPTOR 2
1: Abandoned 21: Disagreeable 41: Graceful 61: Magnificent 81: Remarkable
2: Abnormal 22: Disgusting 42: Hard 62: Masculine 82: Rotten
3: Amusing 23: Drab 43: Harsh 63: Mature 83: Rough
4: Ancient 24: Dry 44: Healthy 64: Messy 84: Ruined
5: Aromatic 25: Dull 45: Heavy 65: Mighty 85: Rustic
6: Average 26: Empty 46: Historical 66: Military 86: Scary
7: Beautiful 27: Enormous 47: Horrible 67: Modern 87: Simple
8: Bizarre 28: Exotic 48: Important 68: Extravagant 88: Small
9: Classy 29: Faded 49: Interesting 69: Mundane 89: Smelly
10: Clean 30: Familiar 50: Juvenile 70: Mysterious 90: Smooth
11: Cold 31: Fancy 51: Lacking 71: Natural 91: Soft
12: Colorful 32: Fat 52: Lame 72: Nondescript 92: Strong
13: Creepy 33: Feeble 53: Large 73: Odd 93: Tranquil
14: Cute 34: Feminine 54: Lavish 74: Pale 94: Ugly
15: Damaged 35: Festive 55: Lean 75: Petite 95: Valuable
16: Dark 36: Flawless 56: Less 76: Poor 96: Warlike
17: Defeated 37: Fresh 57: Lethal 77: Powerful 97: Warm
18: Delicate 38: Full 58: Lonely 78: Quaint 98: Watery
19: Delightful 39: Glorious 59: Lovely 79: Rare 99: Weak
20: Dirty 40: Good 60: Macabre 80: Reassuring 100: Young
MEANING TABLES: ACTIONS
ACTION 1
1: Attainment 21: Release 41: Expose 61: Oppress 81: Excitement
2: Starting 22: Befriend 42: Haggle 62: Inspect 82: Activity
3: Neglect 23: Judge 43: Imprison 63: Ambush 83: Assist
4: Fight 24: Desert 44: Release 64: Spy 84: Care
5: Recruit 25: Dominate 45: Celebrate 65: Attach 85: Negligence
6: Triumph 26: Procrastinate 46: Develop 66: Carry 86: Passion
7: Violate 27: Praise 47: Travel 67: Open 87: Work
8: Oppose 28: Separate 48: Block 68: Carelessness 88: Control
9: Malice 29: Take 49: Harm 69: Ruin 89: Attract
10: Communicate 30: Break 50: Debase 70: Extravagance 90: Failure
11: Persecute 31: Heal 51: Overindulge 71: Trick 91: Pursue
12: Increase 32: Delay 52: Adjourn 72: Arrive 92: Vengeance
13: Decrease 33: Stop 53: Adversity 73: Propose 93: Proceedings
14: Abandon 34: Lie 54: Kill 74: Divide 94: Dispute
15: Gratify 35: Return 55: Disrupt 75: Refuse 95: Punish
16: Inquire 36: Imitate 56: Usurp 76: Mistrust 96: Guide
17: Antagonize 37: Struggle 57: Create 77: Deceive 97: Transform
18: Move 38: Inform 58: Betray 78: Cruelty 98: Overthrow
19: Waste 39: Bestow 59: Agree 79: Intolerance 99: Oppress
20: Truce 40: Postpone 60: Abuse 80: Trust 100: Change
ACTION 2
1: Goals 21: Messages 41: Advice 61: Death 81: Victory
2: Dreams 22: Energy 42: Plot 62: Disruption 82: Dispute
3: Environment 23: Balance 43: Competition 63: Power 83: Riches
4: Outside 24: Tension 44: Prison 64: Burden 84: Normal
5: Inside 25: Friendship 45: Illness 65: Intrigues 85: Technology
6: Reality 26: Physical 46: Food 66: Fears 86: Hope
7: Allies 27: Project 47: Attention 67: Ambush 87: Magic
8: Enemies 28: Pleasures 48: Success 68: Rumor 88: Illusions
9: Evil 29: Pain 49: Failure 69: Wounds 89: Portals
10: Good 30: Possessions 50: Travel 70: Extravagance 90: Danger
11: Emotions 31: Benefits 51: Jealousy 71: Representative 91: Weapons
12: Opposition 32: Plans 52: Dispute 72: Adversities 92: Animals
13: War 33: Lies 53: Home 73: Opulence 93: Weather
14: Peace 34: Expectations 54: Investment 74: Liberty 94: Elements
15: Innocent 35: Legal 55: Suffering 75: Military 95: Nature
16: Love 36: Bureaucracy 56: Wishes 76: Mundane 96: Masses
17: Spirit 37: Business 57: Tactics 77: Trials 97: Leadership
18: Intellect 38: Path 58: Stalemate 78: Masses 98: Fame
19: Ideas 39: News 59: Randomness 79: Vehicle 99: Anger
20: Joy 40: Exterior 60: Misfortune 80: Art 100: Information
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