Create dynamic role-playing
adventures without preparation
For use as a stand-alone game or as a supplement for other
Most Role-Playing Games operate under the
principle that there are players and there is a Game Master. The GM
prepares all the details of an adventure, and then "runs" the players
through that adventure. This usually requires a great deal of
preparation on the part of the GM.
Mythic is different in that it requires no
preparation from the GM. Mythic adventures are meant to be played off
the cuff, with perhaps a few minutes of brainstorming to come up with
the initial setup. Mythic can also be
played entirely without a GM. The same mechanics in Mythic that allow
a GM to run an adventure without preparation also allows a group of
players to do without the GM.
In a Mythic adventure, the GM (or players sans
GM) can start an evening's entertainment with about five minutes of
preparation. As the adventure unfolds, the GM is just as surprised by
the twists and turns as the players are.
There are various ways in which Mythic can be
No GM, multiple players
Players decide on an opening scenario, and perhaps a few
details or two, and Mythic takes it from there. All action is
decided through the asking of yes/no questions and the application
of logical principles. By answering questions, the adventure moves
along, with the occasional random event throwing players a curve
ball. The action is broken into scenes, just like in a movie, to
keep everything straight.
No GM, one player
Mythic can be used to go solo. There have been many solo
systems in the past. But let's be honest, they all sucked. How
many variations of Choose-Your-Own-Adventure can you go through
before you start longing for something more? Solo play in Mythic
works the same as group play. You're just alone.
One GM, any number of players
For those who like to be a GM, we have something for you, too.
The same tools that allow Mythic to automatically generate
adventures on the fly without a GM also work with a GM. This means
very little to zero preparation, if you don't want to prepare.
Simply create an opening scenario (hey, you can come up with that
on the drive over!) and follow Mythic as it guides you along.
Mythic will throw in its own twists and turns, so the GM will be
just as shocked as the players.
Mythic can be played as a complete role-playing game. The same
logic-based tools that guide an adventure along can also answer
other questions, such as "Did Boltar's sword hit the goblin?" On
its own, Mythic is a free-form and interpreted system. Much of the
details defining a campaign world will come up as the adventure
Mythic with other RPGs
Mythic's main strength is the ability to generate dynamic,
unfolding adventures on the fly. Mythic can replace the GM even if
you're playing another role-playing game and not using Mythic
rules as the core rules for your campaign. Mythic takes the place
of the GM, but the main RPG's rules still handle character
creation, combat, task resolution and everything else. Questions
that players would normally ask the GM are now asked to Mythic,
Art: Full-color cover, black & white and color interior;
Dimensions: 8.5" x 11"