Mythic Magazine Compilation 2 8-3-22 Revised
Mythic Magazine Compilation 2 8-3-22 Revised
THE MYTHIC ROLE-PLAYING SYSTEM, MYTHIC GAME MASTER EMULATOR, AND CRAFTER SERIES
WWW.PATREON.COM/WORDMILLGAMES WWW.DRIVETHRURPG.COM/BROWSE/PUB/480/WORD-MILL
Mythic Magazine © Copyright 2022 by Tana Pigeon and Word Mill. Mythic Magazine is published by Word Mill. All rights reserved. Reproduction of this work by any means
without written permission from the publisher, except short excerpts for the purpose of reviews or pages clearly marked for personal use, is expressly prohibited. The mention
of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned.
APPENDIX
Collected Covers................................................... 151
Collected Tables.................................................... 157
Customizing A Solo
Adventure Before You Begin
The default position of both Mythic and The THE KIND OF ELEMENTS
Adventure Crafter before you begin an Adventure is a
blank slate. Both systems are meant to emulate you, as a WE’RE TALKING ABOUT
Player with a Character, coming to the gaming table ready Before we dive into the nuts and bolts of customizing
to play but having no idea what the Adventure is going your Adventures I want to be clear what we’re talking
to be about. As such, both Mythic and The Adventure about. There may be times when you start a new Adventure
Crafter are constructed around the idea of generating where you have no idea what the narrative will be about but
ideas and story from scratch. you are hungry for certain elements. Maybe you’re in the
However, maybe you do have ideas you are bringing mood for a car chase, or maybe you just finished watching
to your Adventure. It’s possible to start a solo Adventure a movie where a villain redeems himself and you would like
with some elements already decided even if you don’t that to appear in some way in your Adventure.
know what the overall Adventure is going to be. This idea Perhaps you’re just in the mood for a certain kind of
was first explored in Mythic with Mythic Variations as Adventure, like one where discovering ancient tomes of
Custom Themes. However, there’s more we can do with magical lore is a common occurrence.
customizing a solo Adventure. In all of these cases you don’t know anything about the
structure of the Adventure. You don’t know what your
Character’s goals are or who they will interact with or where
it will take place. You just know there are elements that you
would like to see happen. These elements can be anything:
specific Characters, the kinds of things that can happen, a
standard fictional trope, an action, items, places ... anything.
What you’re trying to avoid, however, is determining
your Adventure before you begin and spoiling the
surprises that are ahead. You might know that you want to introduce custom elements without having to construct
to deal with random zombie attacks, but you don’t know an entirely new table yourself.
how the zombie outbreak started in the first place. Mythic Magazine #1 discussed handling Ambiguous
This article discusses tactics to help you introduce Events in a Mythic Adventure. One of the ideas for
wanted elements into an Adventure without derailing how handling Ambiguous Events was removing them and
it unfolds or spoiling narrative surprises. replacing them with Meaningful Events. Having a
“Meaningful Event” listing in the standard Event Focus
Table gives you the opportunity to introduce custom
CUSTOM EVENT FOCUS TABLES elements into your Adventure easily through the table in
the form of Random Events and Scene Interrupts.
I already mentioned it but this article wouldn’t be
On the next page you’ll find a few versions of the
complete without discussing how Mythic Variations
standard Event Focus Table with Meaningful Event added
handled Themes. The Event Focus Table is a central
in. This is the full Standard Event Focus Table, including
component of a Mythic Adventure, it is the engine that
Ambiguous Events, just with the one additional entry of
produces twists and turns through Random Events in mid
Meaningful Event. There are three versions of the table to
Scene and Interrupt Scenes. The Standard Event Focus
choose from, depending on how common you want your
Table presented in the Mythic core rulebooks is meant to
Meaningful Event to be: 20%, 25%, and 33% options.
inspire the widest range of possible events that can happen.
These percentages relate to the d100 chance of rolling a
By manipulating and customizing the Event Focus Table,
Meaningful Event, with all the other entries on the table
however, you can skew its results. This makes it useful as a
adjusted and balanced accordingly.
device to introduce custom elements into your Adventure.
Do you want your Meaningful Event to happen
I won’t go over Themed Event Focus Tables too much
roughly 1 in every 5 Interrupt Scenes or Random Events,
since that topic is covered by Mythic Variations. However,
1 in every 4, or 1 in every 3? This allows you to gauge how
I will present a simple way of using the Event Focus Table
impactful your Meaningful Event will be on the table.
20% Meaningful Event Focus Table 25% Meaningful Event Focus Table
1-20 MEANINGFUL EVENT 1-25 MEANINGFUL EVENT
21-25 REMOTE EVENT 26-30 REMOTE EVENT
26-30 AMBIGUOUS EVENT 31-35 AMBIGUOUS EVENT
31-35 INTRODUCE A NEW NPC 36-40 INTRODUCE A NEW NPC
36-51 NPC ACTION 41-55 NPC ACTION
52-60 NPC NEGATIVE 56-63 NPC NEGATIVE
61-68 NPC POSITIVE 64-70 NPC POSITIVE
69-79 PC NEGATIVE 71-80 PC NEGATIVE
80-84 PC POSITIVE 81-85 PC POSITIVE
85-92 MOVE TOWARD A THREAD 86-92 MOVE TOWARD A THREAD
93-97 MOVE AWAY FROM A THREAD 93-97 MOVE AWAY FROM A THREAD
98-100 CLOSE A THREAD 98-100 CLOSE A THREAD
If you want to take the idea of a Meaningful Event List 39-32 CHOOSE MOST LOGICAL EVENT
up a notch you can fashion it after The Adventure Crafter 33-36 CHOOSE MOST LOGICAL EVENT
Lists that are weighted and give you more freedom for
inserting the right element in at the right time. 37-40 CHOOSE MOST LOGICAL EVENT
Fill in the entries on the Meaningful Event List with 41-44 CHOOSE MOST LOGICAL EVENT
items that you want to happen in your Adventure. To
weight the importance of some Events over others, give 45-48 CHOOSE MOST LOGICAL EVENT
them more entries on the table up to a maximum of three 49-52 CHOOSE MOST LOGICAL EVENT
listings. That means any individual Event will be listed
53-56 CHOOSE MOST LOGICAL EVENT
either one, two, or three times on the table.
You can roll on the Meaningful Event List when called 57-60 CHOOSE MOST LOGICAL EVENT
for if you are using a Meaningful Event Focus Table. Or,
61-64 CHOOSE MOST LOGICAL EVENT
if you aren’t using that table (maybe you already have
a custom Theme Event Focus Table you like), you can 65-68 CHOOSE MOST LOGICAL EVENT
roll on the Meaningful Event List whenever you think it
69-72 CHOOSE MOST LOGICAL EVENT
would make sense to do so. You could always pose this
as a Fate Question, “Does a Meaningful Event happen?”, 73-76 CHOOSE MOST LOGICAL EVENT
asking it at any point in your Adventure where the 77-80 CHOOSE MOST LOGICAL EVENT
Context might indicate an Event like that might happen
or just when you think of it. 81-84 CHOOSE MOST LOGICAL EVENT
Rolling an Event on the List means it happens at 85-88 CHOOSE MOST LOGICAL EVENT
that point in your Adventure. If the “Event” is a specific
element like a Character or an object, then that Character 89-92 CHOOSE MOST LOGICAL EVENT
either enters your Adventure then or acts in some way, or 93-96 CHOOSE MOST LOGICAL EVENT
the object comes into play.
97-100 CHOOSE MOST LOGICAL EVENT
If you roll a blank line then treat it like a Choose Most
Logical Event result and select an Event from your List For instance, if you’re playing an international spy in
that would make the most sense to happen at this point in a dramatic espionage Adventure, you might have a few
the Adventure. classic film tropes you want to appear. You love outlandish
When you roll a Meaningful Event and bring it into henchmen with exotic ways of killing people, so you add
play you have the option of scratching it off the List if you “Outlandish henchman” to the Characters List. If this
think it should be. Perhaps that Event can’t happen again, gets rolled during your Adventure you’ll figure out who
in which case you should also scratch any other entries this Character is at that time, or if by then you’ve already
of this Event from the List. Or, maybe the Event appears established a bizarre henchman then this entry could
more than once on the List and you think that now that indicate that person.
it’s happened it should be less likely to happen again so Seeding your Lists gives you a chance to place the
you remove one listing but leave the others. You could Characters and goals into your Adventure that you want
also decide to leave the entry on the List. to be in it without leaving it up to chance.
The weighted List approach gives you more versatility
in controlling your Meaningful Events. You can also add Elements That Don’t Fit So Well
more Events to the List later in the Adventure as you think
of them, taking up more of the empty slots and deciding if If you have elements you want in your Adventure
the new entries should get one, two, or three listings. that don’t neatly fit into either List, I suggest translating
If you run out of room on the List I suggest getting a those elements into a Thread or Character element. For
fresh List and rewriting your Events on them, cleaning instance, in your international spy Adventure you want
up the List from Events that have been removed and cool gadgets to be a recurring element. Interesting spy
re-evaluating the importance of the Events. This is your toys isn’t a Character, and it’s not a Thread either, but it
opportunity to review the Events and do some editing, could still be treated that way and placed into either List.
considering the relative importance of each Event. Before you place an unusual element on a List, think
about which List to place it on. Keep in mind that Lists
are tapped when Random Events and Interrupts call for
them, and the Event Focus Table helps determine how
those Elements occur. The Threads List is indicated less
PRE-POPULATING THE LISTS
often than the Characters List, and the Characters List
The previous ideas might seem too high effort or might results on the Focus Table have more variety in how they
break the way you like to play your Mythic Adventures. appear. For instance, it’s possible to get an NPC Negative
Maybe you like the Event Focus Table you’re using and result referring to the Characters List versus a Move
don’t want to replace it, or you don’t want to mess with Toward A Thread result referring to the Threads List.
taking care of another List. Whatever the Event Focus Table says, apply that
Probably the easiest and most direct way to seed your to your Element even if it isn’t actually a Thread or
Adventure before it begins is to add Elements to the Character. For instance, if the Element you added was
Threads and Characters Lists. Normally in a Mythic “Cool spy gadget” and you put it on the Threads List, and
Adventure these Lists start blank and get filled in as the you rolled it after a Move Toward A Thread result, you
Adventure moves along. However, you could also start might interpret that to mean your spy Character acquires
filling them in before you begin. a new gadget. However, if you get that same Element
no reason from the Context of the Adventure to expect another good way for you to incorporate the elements you
a gunfight to occur. However, if you want gunfights to want into your Adventure.
be a trope in your Adventure, then it does make sense to There are various ways to create the first Scene of an
include them in your Setup since that is now part of the Adventure. The standard method laid out in the Mythic
overall Context of the Adventure. The same goes for Fate core books is to generate a Random Event and use that as
Questions. Dustin may have encountered a new town, inspiration for the Scene. This is usually a bare bones start
had a drink at the bar, and is walking across the street and to give you your first details that you start building on.
you ask, “Does he get into a gunfight?” Opening your Adventure with more detail however
At this point you’re asking Fate Questions and gives you the opportunity to craft many important
including elements in your Scene Setups because you elements of the narrative without feeling like you are
want those elements there. They may or may not happen. overly railroading the Adventure. After all, the Adventure
Your Fate Question may get a No. Your Expected Scene hasn’t even started yet, you aren’t altering any details or
Setup may turn into an Altered or Interrupt Scene. guiding the story in a new direction.
But including the custom elements you want in your A detailed opening Scene is an opportunity for you
Adventure as part of the Context lets you ask about them to incorporate what you want into the Adventure while
whenever you want. giving you a good start. If you want an epic and gritty
Think of this like a television show or movie you enjoy. fantasy story, you might start off by describing the noble
Genres of filmed fiction frequently seed their stories with houses of a country on the brink of war. Right away this
elements that only make sense within the Context of would populate your Characters List with important figures
those stories. Superheroes getting into frequent random around the land, important members of your own house,
battles, young wizards discovering new friends who help and the movers and shakers pushing everyone to war. It
them, strange aliens with abilities, etc. would also likely add in a few important Threads, all built
Taking this approach is giving yourself permission to around the narrative idea you came up with. Once you
God-mod your Adventure as you play to encourage the start this Adventure Mythic takes over with the subsequent
kind of play that you want for this Adventure. The usual Scenes springing from this opening, very rich one.
cautions apply: you shouldn’t try to manipulate the story This idea is similar to the earlier idea of pre-populating
too much or advantage your Character to the point where the Lists, but with the added step of creating a fuller
the Adventure is no longer a challenge. In truth, you’re narrative around it all. Whereas pre-populating the Lists is
not doing either of those things; you’re introducing the about you enumerating specific elements you want in the
possibility of certain elements and events showing up in Adventure, then starting the Adventure, this idea is about
your Adventure. combining those two ideas into a cohesive whole for a
fully fleshed out opening Scene.
Mythic Starters 1
Compatible with the Mythic GME
Starting, And
Ending, Scenes
The Scene is the basic building block of a Mythic STARTING WITH INTEREST
Adventure. Coming up with Scenes is one of the ways
The core concept of judging when and where to start a
you guide your Mythic Adventure. You create Expected
Scene, and when to end it, rests on the interest the Scene
Scenes, you ask Fate Questions, these are the prompts that
is generating. You start when something interesting is
focus your games. Mythic will take those Expected Scenes
happening, you end when that interest is done. This is the
and tell you if they happen or not, and it will answer
basic, default position.
those Questions. This is the dance we do with the oracle,
For instance, in your sci-fi game of investigation
the back and forth between our imagination, Mythic’s
where your Character is a cybernetically
outcomes, and our interpretations.
enhanced police officer in a big city on the trail
The standard advice for when a Scene begins is simple:
of an android who is killing corporate
it starts with what you expect to happen next. It’s action
executives, you may have just
focused, and when that action is concluded then the
concluded a Scene
Scene ends.
where your Character is
But there are other ways to look at how to start a Scene
investigating a crime site.
and deciding when to end it. Ultimately, those decisions
You picked up a few clues at the site,
are yours and how you make those decisions will have a
including evidence that the android is
big impact on your Adventure.
getting tech from the black market.
This article will explore some other ways to think of
So what should be the next, most
starting and ending Scenes, and will hopefully give you
Expected Scene? What is interesting
some new tools for manipulating your games to make
you? There are a number of ways to
them even better.
go here, for instance maybe you
look up an underworld contact
to question. Maybe you go to someone else in the police You could decide to continue this Scene, have your
department who may be able to point you in the right Character find a safe place to hole up. But, the main
direction. Maybe you stake out a likely black market point of interest in this Scene was meeting the contact.
dealer in hopes of spotting your fugitive. All of these are After the fight and the escape this point of interest has
valid Expected Scenes and they are based off of what you ended, which is a good marker that the Scene should end.
would like to do and what is most interesting to you. Whatever you decide to do after that should form the
Let’s say you decide to visit an underworld contact basis for the next Expected Scene.
of yours to question them. What is the most interesting
way to start this Scene? You decide that it’s about meeting
them at their “office”, a tea cafe that is a front for their FLIPPING THE SCRIPT
illegal activities. The Scene consists of your Character
Now that we’ve gone over how it’s usually done, let’s
sitting down at a table with the contact to talk about
go over some other ways to do it differently. These are
illegal weapons deals. After a few Fate Questions, your
ideas intended to spur you into looking at Scenes a little
Character is getting nervous because the contact is being
differently. You can use some of these ideas to change
evasive and there is a surprising amount of muscle in the
things up, or some of these ideas may help you when
room. The Scene devolves into a fight when the contact
you’re stuck. For instance, if you’re not sure what the next
suddenly tries to have your Character killed. A battle
Expected Scene to be, there may be an approach in this
ensues where your Character prevails and leaps out a
article that suggests where to move the Adventure to next.
window to escape.
Let’s get Scenic!
them of the malevolent wizard, and your Character agrees. can decide whether the Random Event marks the end
After spending a night in the village, your Character rides of the Scene. The decision is yours. In our example, if a
out in the morning into the nearby crags, a hilly, rocky Random Event was generated after the battle with the
region where the mage has apparently taken up residence. second monster the Player would likely choose to use
As your Character advances, he encounters several this opportunity to end the Scene since it has gone on
monsters along the way that are servants and guards to the for some time. If he had generated a Random Event very
wizard. He dispatches them and continues. early in the Scene, however, the Player may have felt this
So far this has all been one long continuous Scene, was too early to end the Scene and just treated it like a
the first Scene of the Adventure. In a normal Mythic normal Random Event and continued with the Scene.
Adventure this Scene may have been two or three Scenes. If you decide to use a Random Event as a way to end
The knight rides into town, is told of the trouble, agrees the Scene, then end the Scene as you normally would
to help and spends the night. End of Scene. In the before determining the Random Event. You would then
morning he rides out to the crags and encounters the first come up with an Expected Scene for what happens next,
monster. End of Scene. He continues on, and encounters most likely picking up right from where you left off. This
the second guard. End of Scene. makes this modal of Scene structure similar to narrative
Using Random Events as our end of Scene marker, Scenes, in that it’s not necessarily going to start and stop
let’s say the Player Character asks a Fate Question during at different locations or times.
the Scene that generates a Random Event. Now you The next Scene would be determined as you normally
Matching An RPG To
Your Style Of Solo Play
Part of the magic of playing role-playing games solo CRUNCH
is that you can play any RPG by yourself. Simply take
I’m going to start off with what I think is the easiest
Mythic, or your oracle of choice, learn the RPG, and get
way to classify role-playing games ... by their crunch
going. While this opens up worlds of possibilities for you,
factor. I define crunch as how rules heavy an RPG is,
sometimes the marriage of one’s solo style to their chosen
how much there is to keep track of, how often you have
RPG is not seamless.
to roll dice, and just generally how much it requires you
People sometimes ask, “What’s the best RPG to play
to do to prepare and move your game along. You could
solo with?” I think this question gets asked because those
use other terms for this, for instance low crunch games
Players have run into problems where they feel one RPG
are often narrative type games with a focus on ease of
worked better for them than another one did. It’s a good
play and story flow. High crunch games are often more
question, but I think there’s another way to look at this.
simulationist, in my opinion, and put more emphasis on
In my opinion it’s not so much about which games
adjudicating outcomes from a higher degree of detail.
work best with solo play, it’s more about which games
I think crunch is the first factor to consider when
work best with your style of solo play. And then there’s
starting a solo Adventure and trying to choose an RPG
the other side of the question ... how can you alter your
because it will directly impact how much work you have
style of solo play to better match the RPG?
to do as the Player. As a solo role-player you are already
In this article I’m going to explore how you can
in charge of your Character, knowing the rules of your
identify RPGs that might work best for you, and ways
chosen oracle and its accompanying parts, and the RPG
you can alter how you play to make your solo experience
you are playing with. You are also keeping track of details,
more smooth with your chosen RPG.
the kinds of things a group of role-players would normally
Personally, I think it all starts with ...
all handle together.
From the start you have a larger workload than you
might normally have posed to Mythic as a Fate Question, mechanics, giving the results of your rolls a more narrative
maybe instead you answer it by making a skill roll or by flavor. This will help you to focus on the rules of the
using the RPG mechanic that most applies to it. You RPG, using Mythic only for Scene structure and the
might interpret the result of this roll beyond what you occasional Fate Question that you think is appropriate.
normally would within the RPG. For instance, if your
Character in the car chase wanted to know if the bridge Play What You Know
ahead is up or down, instead of making a Fate Question
out of it maybe your RPG has a Luck rule, or maybe you So far I have mostly talked about whether the rules of
roll against your Character’s Intelligence or even Driving an RPG are a hindrance or not to your style of solo play.
Skill to represent their luck on the road. These considerations can be partially set aside for games
You can use the crunch of the game to shift some of you know and are familiar with. If you know an RPG
the narrative duties off of Mythic and onto the RPG backwards and forwards then the crunch of the game is
more removed position and seeing larger sections of their Sanzo In Cat’s Cradle
lives at a time.
Instead of watching our Characters as we might in a The Player’s Character is Sanzo, a police officer in
movie, we’re reviewing their activities or the narrative a dystopian future. Sanzo lives in the island nation of
around them like we might if reading a summary of a Cat’s Cradle, the most populated and sophisticated place
movie. Within the span of a few minutes we might learn on Earth after a devastating war laid waste to most of
what normally would have taken a two-hour Adventure the planet. Terrible biological weapons brought ruin to
to unfold. much of the world, but civilization struggles on in Cat’s
You keep advancing through your Character’s life, Cradle. The place is a melting pot of high technology,
summary by summary. Now, what if you get to a point religious conflict, political intrigue, desperate refugees,
in their life where you want to dive in. At this point, and criminal warlords who all vie for a piece of the island’s
you zoom in on that summary and take control of your densely populated territory.
Character in the same way you do with a traditional role- Using a Focusing Out strategy to role-play Sanzo, we
playing experience. start with learning about Sanzo’s young life. At age 18
Let’s do an example of what I’m talking about. he became a police officer in Cat’s Cradle because years
earlier he had witnessed his parents being bullied by local government and claim rulership of the island nation.
criminals. Sanzo vowed to fight injustice, and quickly rose The Player decides to continue moving forward with
through the ranks of the Cat’s Cradle Justice Enforcers, a Focused Out approach in Sanzo’s life to see how this
the CCJE. One important case involved Sanzo infiltrating situation plays out. Within five years the government
a criminal organization that was manufacturing a drug falls, Apex becomes the new rulers and outlaws the CCJE,
that enhanced physical abilities, although the users of the leaving Sanzo without a job. He turns to mercenary work,
drug usually died shortly thereafter. Sanzo himself was finding himself sometimes hired by the very criminal
badly wounded in this case and was given cybernetic body organizations he used to hunt. Things have changed in
parts to repair his left arm and heart. Cat’s Cradle, and the new rulers are strongly authoritarian
All of this information so far was generated by the Player with harsh, oppressive laws.
quickly within a single Mythic Scene. The Player is curious Apex begins using autonomous, robot drones to police
now about Sanzo’s life, and wants to Focus In for a closer the streets. A rebellion begins to grow, where people
look. So, now it’s time to change perspective. The next ambush the drones as protest. Sanzo finds himself drawn
Scene is a Focused In Scene, with the Expected Scene of: into this growing conflict.
Sanzo is on a routine day of work, following up on a crime. The Player decides this is a good place to dive back in.
After rolling against the Chaos Factor the Player finds The next Scene, using a Focusing In approach, involves
the Expected Scene happens. After asking a few Fate Sanzo agreeing to join a group of saboteurs who want to
Questions, the Player determines that Sanzo is taking a destroy the facility that controls the policing drones. This
trip to a ruined part of Cat’s Cradle where a serial killer facet of the Adventure lasts for five Scenes, where Sanzo
might be hiding. The Scene begins with Sanzo arriving at gathers with a group and breaks into the facility. This
the location, a wrecked factory. The place still hums with part of the Adventure is heavy with action, and involves
power, fires here and there burning that have been left for the destruction of the facility and the group struggling to
years, so Sanzo puts on a breathing mask and proceeds escape to safety.
with caution. The Scene continues with Sanzo picking As you can see in this example, much of the adventure
through the ruins, looking for evidence of the killer. He is fast forwarding through
eventually finds a room that he believes the killer is using Sanzo’s life until the Player
as a lair. wants to drill down to
The Player continues on with several Scenes where specifics. A Focusing In play
Sanzo follows more leads and eventually comes into style gives you the chance to
conflict with the killer. They have a battle and Sanzo have an entire role-playing
succeeds in subduing him and taking him in. campaign within a single
The Player now decides to Focus Out again. That adventure or two.
excursion into Sanzo’s life gave him a better feel for the
Character. The next Scene is again more general, like The Tools We Need
the first Scene was. Over the next few years conditions
in Cat’s Cradle deteriorate. As people become more Producing a Focusing In
desperate, religious movements gain more fervent Solo Play Strategy can be done Mythic Magazine #5 includes
“Combining Mythic With The
followings. One cult in particular, The Apex, gains a lot of a number of ways, but I’m Adventure Crafter.” The rules
momentum to the point where it may topple the regional going to do it by combining from that article are summarized
in this issue for easy reference.
COMBINING MYTHIC WITH Character gets added to a List once in a Scene it does
not get added again.
THE ADVENTURE CRAFTER At the end of a Scene, if a Plotline is wrapped up or a
This section summarizes content from Mythic Magazine #5 Character drops out of the Adventure you would remove
necessary for using the system detailed in this chapter. them from their List just like you would in a typical
Mythic Adventure. Cross out all instances of the Plotline
THEMES or Character from their List.
This method of handling the Lists combines both the
Generate Themes before your Adventure, just as you
Mythic and the TAC approaches. In Mythic, items are
would normally with The Adventure Crafter.
added as they appear in Scenes and are removed when
they exit the Adventure. With TAC, items are added
LISTS as they are Invoked and removed when a Meta result
Probably the biggest change to a Mythic Adventure says to remove them or a Plotline Conclusion occurs.
when combining it with The Adventure Crafter is how Combining both Mythic and The Adventure Crafter
Lists are handled. You should adopt The Adventure also means combining both approaches to altering Lists.
Crafter List method for Plotlines and Characters, using
the same List tables from The Adventure Crafter book What Goes On The Characters List
(also included at the back of this book).
Adventure Crafter Plotlines and Mythic Threads Don’t forget that in The Adventure Crafter List method
are the same thing, so consider the two terms every Character goes on the Characters List: Non-Player
interchangeable when rules refer to them. Characters and Player Characters. Combining Mythic
Plotlines/Threads and Characters will be added to with The Adventure Crafter uses the same method.
your Lists at the end of a Scene as normal in a Mythic
Adventure. The Lists are weighted now, however, so if RANDOM EVENTS
a Plotline or Character makes an appearance in a Scene
On the next page is an Adventure Crafter Event
add it to the List up to a maximum of three entries
Focus Table to use when combining the two systems.
over the course of the Adventure. This is identical to
Random Events are generated as usual in the course
how The Adventure Crafter populates Lists as Plotlines
of answering a Fate Question: roll on the Event Focus
and Characters are Invoked, only you’re doing it now
Table and the Meaning Tables, interpreting your results.
as Mythic Scenes play out. Just like with Adventure
Crafter Turning Points, you will only add a Plotline or a
Character to a List once for a Scene even if that Plotline Plot Point Event
or Character is represented more than once in the Scene.
This Random Event is generated by rolling up a
Plotlines and Characters are also added to their
single Plot Point with The Adventure Crafter. Randomly
Lists if they are Invoked by an Adventure Crafter
determine the Plotline, as usual, and the Theme then roll a
Turning Point. These methods of adding Plotlines and
single Plot Point. Roll on one of the Event Meaning Tables
Characters, the Mythic way and The Adventure Crafter
(Action or Description, depending on which one you
way, do not stack in a single Scene. If a Plotline or
Focusing In
Focusing in is focusing on the ground level of
action in your Adventure, and is handled like normal
Mythic Scenes. Generate an Expected Scene and test
it against the Chaos Factor, then play out the Scene.
Staying at this level of detail, Scene after
consecutive Scene, is just like how any Mythic
Adventure unfolds. Once you decide a Scene is
going to be Focused Out, however, you are likely
going to be breaking the current narrative flow and
fast-forwarding to something new.
Chaos Factor
Focused Out Scenes are different than normal
Mythic, Focused In Scenes. You don’t start with an
Expected Scene, instead the Scene is defined by The
Adventure Crafter using a Turning Point.
At the end of the Scene, however, you will still
modify the Chaos Factor based on how you perceive
the Scene has changed your Character’s degree of
control over the narrative. This is a judgement call
since it’s possible the Focused Out Scene doesn’t
even involve your Character. Still, it’ll impact
your Character’s world. If you think it causes your
Character to have less control, perhaps by creating
new problems or by limiting resources, then raise the
Chaos Factor by 1. If you think the Scene gives your
Character more control, maybe the Scene solved a
problem or made life easier for your Character, then
lower the Chaos Factor by 1.
WHAT IS A SOURCEBOOK? when they talk about sourcebooks, but it really can be
anything that helps bring content into your adventures.
Before I dive into sucking the marrow out of
Let’s do a quick rundown on the kinds of sourcebooks I’ll
sourcebooks, I want to define what I mean by
be talking about in this article.
“sourcebook”. Usually, people are referring to RPG books
Nested Characters Lists The Court. This leads you the The Court Nested List,
which contains various figures and factions within the
One potential problem with populating your Lists royal court, such as the King, the Queen, the princes,
with sourcebook material is that the Characters List may the military general, The Tribunal Of Wizardry, and The
fill up instantly or become unbalanced. You might want a Legion Of Spies.
lot of detail from your sourcebooks contained in the List, You want The Legion Of Spies in particular to play a
but you don’t want a List 50 items long or so weighted roll in your adventure, so you add that as a separate item
toward the sourcebook material that you can barely roll on your main Characters List (yes, this means it now
any other result. appears on two Lists, the main List and the Nested Court
A solution to this is nested Lists. This is having List), and you make a Nested List for The Legion Of Spies
specialty Characters Lists that pertain to certain elements which might include the Spymaster, the Grand Inquisitor,
of your adventure, and those Lists are named in your agents of the spy agency, and Political Prisoners.
primary List. You might end up making a Nested List for the
For instance, let’s say in your fantasy adventure that countryside and for the Tribunal Of Wizardry. However
you have a sourcebook that superbly details a royal court. much material you want to pull from your sourcebook
It’s full of juicy morsels of detail and information that you you can put into Nested Lists to maintain order in your
want to sprinkle into your adventure, but to pile it all into main List and to strike the right balance of what you want
your main Characters List would become unwieldy. allowed to be randomly rolled and at what frequency.
You might put an entry on your Characters List called
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
REGION:
LOCATIONS ENCOUNTERS OBJECTS
1 Expected 1 None 1 None
2 2 2
3 Expected 3 Expected 3 Expected
4 4 4
5 Expected 5 None 5 None
6 6 6
7 Expected 7 Expected 7 Expected
8 8 8
9 Special 9 Special 9 Special
10 10 10
11 Random 11 Random 11 Random
12 12 12
13 Expected 13 None 13 None
14 14 14
15 Special 15 Expected 15 Expected
16 16 16
17 Random 17 Special 17 Special
18 18 18
19 Complete 19 Random 19 Random
20 20 20
ask, “Does something sourcebook related happen?” adventure module would fit the geography perfectly.
Just like with the expected Scene, we are inviting the One of the many strengths of solo role-playing is that
sourcebook to add something to our adventure. we can decide what rules to use, what elements to bring
Maybe you get a Yes to this and roll a random page in into our adventures, what to combine and how to combine
your weird west RPG book. You get a page that is talking them, and we have only ourselves to please. You can decide
about the history of the setting, specifically detailing a if you want to use the weaponry from an amazing RPG
gold miner named Bobcat Rosen. Good old Bobcat was book about space-faring merchants, the Found Items
terrible at gold mining, none of his claims turned up table from a zombie rampage game, and the Riding On
anything of value. However, he ran across his fair share Dragons rules from your favorite fantasy game. How you
of strangeness and accumulated a lot of knowledge about make this all work is up to you, but it opens doors of
magic and supernatural creatures. possibility when you realize just how many sources you can
You interpret this to mean that you run across the pull excellent bits from for your adventure.
grave of Bobcat Rosen. A magical talisman you acquired
earlier in the adventure, a pocket watch that had been Using Maps
enchanted by a witch, begins to shiver in your pocket. As
you pull it out, the hour and minute hands are spinning, You can find maps in almost any role-playing book and
then they stop, both pointing toward the grave. adventure module. Maps of countrysides, of kingdoms,
Your character takes a deep breath and decides to dig of charted space, of dungeons, of mansions, of caverns,
up poor old Bobcat’s coffin. Maybe there’s something of just about anything. While a map may have been
buried with him that will help. produced for one purpose, you can always take it and use
This may be a little different approach to solo it for another.
role-playing than you’re used to, but actively inviting If your contemporary detective character is chasing
triggering events to bring material from your sourcebooks a fugitive through an office building, you might find
into your adventure is a great way to get the elements and yourself at a loss for how to represent the various floors
feeling from your sourcebooks that you want into your and stairwells. Maybe you let Fate Questions determine
adventure while still surprising yourself with your results.
the topography as you go. Or, maybe you repurpose a narrative of the adventure, but they can also be sourced for
map from an RPG book that was originally designed to solo role-playing and pulled apart for custom use.
show the floor plan of a villain’s high rise headquarters. For instance, maybe your fantasy solo adventure
Ignoring all the descriptions for the various spaces and includes a dungeon to explore. You come up with a
some of the more incongruent details (you’re pretty sure Location Crafter Region Sheet of filled out Lists to
the apartment building doesn’t have a Teleport Chamber describe the dungeon. In some of the Encounters lines
in it), the map may still provide an excellent resource for you put “Source”. When you roll that as an Encounter
the layouts of doors and hallways. for an Area, it means to roll a random encounter from
the published module you’re using as source material.
Using Encounters Maybe you do this by rolling a random page number then
randomly determining which encounter on that page to
Detailed encounters are a valuable resource found in use. You could use interpretation to customize the written
published adventures. The encounters for various locations encounter to conform with the Location you already
in a published adventure are all meant to serve the rolled for this Area as well as any Objects you rolled.
Using the context of your adventure so far, you could
modify any elements in the written encounter to more
USING PUBLISHED ADVENTURES closely match your own adventure.
This is another variation on using a sourcebook as a
Published adventures are valuable sourcebooks
random table, specifically digging for unique encounter
and can be used directly with Mythic. See Mythic
Magazine #3’s article, Using Mythic With Published
opportunities.
Adventures, for ideas on how to get the most out
of them.
A FINAL WORD
While you are likely already familiar with using
sourcebooks in your solo adventures, I hope this article
gave you something new to think about. If nothing else,
I think it’s encouraging how wide a scope we have with
incorporating sourcebooks into solo role-playing, whether
we’re using the material exactly as written or we modify
it to fit our adventure. Fate Questions, Random Events,
Expected Scenes, Interrupts, all of these things bring
richness and unexpected twists and turns to our solo
adventures, but we shouldn’t forget also that we have tomes
full of content right at the tips of our fingers. We can draw
those yummy elements, with their own flavor already baked
in, into our narratives and make them our own.
Randomized Starship
Generation
We’ve skulked through the dungeon. We’ve gotten lost
in a haunted wood. Now it’s time to rocket up into the RANDOMIZED LOCATIONS
black and seek out new civilizations. This article presents
the newest addition to randomized Location Crafter The rules presented in this article utilize The
specialty Regions: Starships and Spacecraft! Location Crafter and the randomized Region
generation rules from Mythic Magazine #2. In
Issue #2 of Mythic Magazine introduced the
case you don’t have either of those resources, the
randomized version of The Location Crafter, and the relevant rules are recapped at the end of this article
response since then has been very positive. This has led so you have a complete system to use right now.
to the introduction of specialty Regions with Dungeons
being the first in Mythic Magazine #3 followed by Dark
Woods And Wild Places in issue #5. We stray away from system is meant to be used as a way for your Character to
the fantasy genre this time for a foray into science fiction explore a Region without you first having to generate it.
with a system for generating randomized spacecraft. Every Area of the Region is created as you go.
In case you don’t have copies of those earlier issues Just like dungeons are iconic to fantasy role-playing,
handy, the rules for handling randomized Location spacecraft are the bedrock of a great deal of science
Crafter Regions is recapped at the end of this article. fiction. The starships we watch flying across our screens in
the shows we love are often thought of as personally as the
characters who inhabit them. Starships are imbued with
BLASTING OFF personality and a tangible sense of place to the point that
just glancing at a section of hallway is enough for us to
The rules in this article are for generating the interior
recognize many famous ships.
of a random spacecraft using The Location Crafter system
Like the other articles in the specialty Region series,
modified by the randomization rules presented in Mythic
this one will break spacecraft into three varieties for you to
Magazine #2 (and repeated at the end of this article). This
choose from: Small Spacecraft, Large Starships, and Space
Stations. When you introduce a ship into your Adventure Large Starships
choose the type that most fits what you’re looking for.
At the other end of the spectrum from Small
Spaceships are Large Starships. These are vessels big
Small Spacecraft enough to require crews of hundreds, if not thousands,
A small spacecraft is a ship typically flown by a single to operate. There are many jobs on a ship like this,
pilot, maybe with a co-pilot for assistance, and enough everything from command staff on the bridge to teams of
space in the ship for a hangar, quarters for a small crew, a people maintaining the engineering section.
galley, and a few other small spaces. These kind of ships When rolling on the Area Elements Table for Locations
typically have small crews, under 15, and moving about use the Large column.
within one of these ships is bound to get you rubbing
elbows with other crew members. Small Spacecraft can be Space Stations
used when generating a ship on a smaller, more personal
scale. When rolling on the Area Elements Table for Going up one more unit of scale would be Space
Locations use the Small column. Stations, essentially anything that would qualify as a city in
space. This can be a galactic starport, a military installation
orbiting a planet, an artificial small moon, or a truly large
starship that would dwarf a regular Large Starship.
When rolling on the Area Elements Table for
Locations, use the Large column. Keep in mind that a
very large Space Station may incorporate into it multiple
Regions. When creating a Space Station, you could use
the Story Descriptors to generate some background
information on it, Region Descriptors to help identify
what it looks like from the outside, but then break down
the interior into more than one Region, each being
generated like a Large Location Space Station. This would
allow Characters to go on multiple exploratory missions
to discover the interior of a city in space, made up of
multiple Regions such as the habitat ring, an interior
forest and garden, and the command deck.
This ship has been used for A relic from a long lost
1-5 The ship of an enemy.
smuggling or criminal activity. civilization.
The ship has not The ship has not
It is currently experiencing
6-10 been responding to been responding to
unrest.
communications. communications.
An exploratory and science There is a sizable population
11-15 A fighter ship.
ship. living here.
16-20 A cargo ship. A battleship. A mining or industrial facility.
Someone or something The ship is owned by a The station is owned by a
21-25
important is on board. powerful organization. powerful organization.
26-30 Everyone on board is dead. Led by a famous captain. A waystation for travelers.
The ship has a great many The ship has a great many
31-35 A military outpost.
mechanical problems. mechanical problems.
Of unknown origin or Of unknown origin or
36-40 Is politically important.
purpose. purpose.
The ship had been lost for a
41-45 Had been stolen. Peaceful.
long time.
46-50 An unmanned probe. Returning from a mission. Has a very long history.
51-55 Is wanted by many. A crisis had happened here. A crisis had happened here.
The ship has unusual
56-60 Is on the run. Represents a danger.
properties or technologies.
61-65 Emitting a distress signal. Emitting a distress signal. A research facility.
66-70 The ship of an ally. The ship of an ally. The station of an enemy.
Roll on Large Starship Roll on Small Spaceship Roll on Small Spaceship
71-80
column column column
Roll on Large Starship
81-90 Roll on Space Station column Roll on Space Station column
column
91-95 Exotic Exotic Exotic
96-100 Roll on Actions Meaning Tables
1-5 New and high-tech. New and high-tech. New and high-tech.
Bearing strange markings or
6-10 Very large. Truly massive, a city in space.
insignia.
Obviously damaged and in Obviously damaged and in Obviously damaged and in
11-15
crisis. crisis. crisis.
16-20 Sleek and elegant design. Sleek and elegant design. Sleek and elegant design.
21-25 Crude and rough design. Crude and rough design. Crude and rough design.
36-40 Very unusual design or shape. Very unusual design or shape. Very unusual design or shape.
In orbit around something or
41-45 A bright color. Very flat and long.
near a feature in space.
46-50 A civilian or personal ship. Bulbous design. In a remote place.
A pod or shuttle from a larger Composed of components, Composed of components,
51-55
craft. modular. modular.
Made from an unusual Made from an unusual Built into something natural,
56-60
material. material. like an asteroid.
Disguised to look like
61-65 Featuring solar sails. Featuring large domes.
something else.
One feature dominates, like
Bilateral, one half is identical
66-70 Small, quick, and nimble. massive thrusters or habitat
to the other half.
ring.
Roll on Large Starship Roll on Small Spaceship Roll on Small Spaceship
71-80
column column column
Roll on Large Starship
81-90 Roll on Space Station column Roll on Space Station column
column
91-95 Exotic Exotic Exotic
31-40 Expected
41-65 Same
to you this is a good way to start generating some story THE BIG EXAMPLE: YAR’S
around it.
Roll twice on the Starship Story Descriptors Table
BATTLECRUISER SALVAGE
for a pair of descriptors to combine and interpret into Yar makes a living scavenging for salvage in the Ventari
something meaningful. If you get the same result twice System, a sector of space three hundred light years across
then consider that result to be “doubled down,” a more that is full of debris and forgotten ships. For centuries the
intense version of what you would have gone with. Ventari System was a nexus point of interstellar shipping
This information might come to your Character but also of warfare. With the conclusion of the latest
through lore contained in their ship’s computer, or a guide skirmish between the great nations the system is once
telling them the tale, or prior knowledge of their own. again open to civilian travel. A great many people have
Whatever mechanism brings the story to your attention, made a living picking through the vast area of space for
the results of the table will help you form it into wrecked ships and forgotten cargoes. People like Yar.
something that makes sense in your Adventure’s narrative. With just her ship, The Prestidigitator, and her
cybernetically enhanced cat Gidget, Yar once again sets
out into the Ventari System in search of spoils and riches.
After traveling for a time, and having a few encounters
STARSHIP along the way, Yar is slowly scanning the system. Yar’s
REGION DESCRIPTORS Player is wanting to do a simple exploratory Scene, so
When your Character first encounters the ship, rolling poses this next Expected Scene as one where Yar discovers
on the Starship Region Descriptors Table will give you clues a spaceship wreck. The Expected Scene happens, with the
as to what the thing looks like. This should be considered Player using the Starship Region rules in this chapter to
the first impression of the ship, and just like with the Story work out what Yar finds.
Descriptors the Region Descriptors are meant to serve as Getting right into it, we roll 1d100 twice on the
inspiration for you to interpret and run with. Starship Story Descriptors Table under the Large Starship
Roll twice on the Starship Region Descriptors Table column. We get “the ship has a great many mechanical
for a pair of Descriptors to work with. If you get the same problems” and “the ship had been lost for a long time.”
result twice then consider that result to be a “doubled This fits right in with our current Scene. It makes sense
down” more intense version of the Descriptor. that a wrecked ship would have a lot of mechanical
problems, and considering the long history of the Ventari
System a ship being lost in it for an extended time would
STARSHIP CONNECTORS be quite normal.
Yar’s Player interprets this to mean that her ship’s
When exploring the Region, moving from Area to sensors pick up the derelict ship and is able to make some
Area, a roll on the Starship Connectors Table will help rudimentary scans of it, assessing how badly damaged it
you determine how the two Areas connect. is and that it’s been floating out there for a good hundred
years or so.
Navigating her way toward the wrecked ship, Yar gets
her first visual look at it as it comes up on her view screen.
We switch to the Starship Region Descriptors Table looking
and decides to use the Locations, Small column instead. next roll it will be 1d10+3. For the next Area, we get a
The first Area encountered of a new Region is Location of Random, an Encounter of Expected, and an
considered it’s start point. Yar’s Player is going to make a Object of Known, or Special.
simple map as Yar progresses in the ship so she can more For the Random Location, we roll twice on the
easily navigate her way back through it. Random Element Descriptors Table under Locations and
For the first Area Location, we roll 1d10 and get get Dry and Small.
Expected. For Encounters we get None, and for Objects For the Object, since there is nothing on the Known
we get None. Elements List, we go with Special and roll on the Special
Yar steps through the airlock into a dark corridor in the Elements Table. Rolling 1d100 we get Common Ground.
ship. There’s nothing to see with the ship’s power off. She This means we treat the Object as Expected, but eliminate
turns on the light on her helmet and proceeds. 3 Progress Points for Objects.
Yar’s Player notes a Progress Point each for Locations, The Player thinks about this for a moment and decides
Encounters, and Objects, then rolls for a Connector to see to interpret it this way: Yar comes across a section of the
what lays ahead. She rolls Simple Hallway, which is pretty ship containing crews quarters. Each cabin is very small and
much where Yar already is. deserted (this is how the Player interpreted “dry”). Entering
Yar continues on down the dark hallway, keeping her the Area, Yar hears a slight chirp and sees a light in the wall.
eyes open for items of interest. Generating the next Area, One of the crews cabins computers is still functional (this
we get a Location of Expected, an Encounter of None, is how the Player interpreted the Expected Encounter). For
and an Object of Expected. Expected Objects, Yar finds numerous items of personal
Yar would expect to come across some kind of airlock belongings in the cabins.
or preparation room, so the Player goes with that. Yar uses her equipment to log into the computer. After
Expected Objects would be old spacesuits hanging in a few Fate Questions, Yar learns that the ship was in a
glassy closets, not having been used in a century. Yar battle a century ago and got hit hard. Spiraling out of
continues on. control into space, the crew abandoned the ship. It’s been
The Connector Table says the next Connector is floating in the void ever since.
the same, so Yar exits the airlock preparation room Yar moves on past the crews quarters, so we roll for
through a small corridor. Rolling for the next Area, we a Connector and get “same, with a curve or turn”. The
get a Location of Expected, an Encounter of None, Player interprets this to mean that the hall beyond the
and Objects of Expected. Since this was a warship, Yar quarters continues straight then makes a left turn.
expects this Area would perhaps be an armory, so her Which brings Yar to the next Area. For Location we get
Player goes with that. Yar explores a little, and after a Known, or Special. For Encounters we get Expected. For
few Fate Questions (Are there weapons in here? Do they Objects we get None.
still work?) Yar is pleased that she has come upon a small Rolling on the Special Table for the Location, we
cache of functional plasma rifles. They’re old, but they’re get Exit Here. The Player decides this makes sense with
military grade so she can sell them later for a good price. what she just learned about the ship’s history and decides
Yar continues, so we roll on the Connectors Table again this Area is where the escape pods were. There’s still one
and get Same, so a corridor leads out of the armory. Yar there and active, making it a possible exit point if Yar
walks along it continuing her exploration. Our Progress chose to use it. The Expected Encounter is more active
Points are now up to 3 for each category, meaning for this computer consoles. They chime at Yar’s arrival, but do
nothing beyond that. Our Progress Points are now at 5 for foot on the bridge she finds that it’s still active with the
Locations, 5 for Encounters, and 2 for Objects. computer system she’s been encountering earlier. After all
Moving on, our Connector is Leads Directly To this time the computer is malfunctioning and it believes
Another Area. So, we go straight to making a new Area. Yar is the captain.
Yar steps through a hatch and enters: Location “Welcome back c-c-captain. What services m-m-may I
Complete, Encounters Random, and Objects Random. perform for you?”
With the Location being Complete, this should be the Yar discovers the computer is giving her full access to
last interesting place on the ship. It doesn’t mean there the ship, which will make it easy to salvage any parts she
isn’t more to explore on the ship, it just means that those decides to take with her.
Areas will all contain what Yar most Expects and nothing What more, Yar discovers a hat resting on the captain’s
of much interest. chair on the bridge. She puts it on, smiling, pleased at this
The last major Location Yar’s Player would Expect to small but special little treasure she has found. (This is how
find is the bridge of the ship, so she decides that is what the Player interpreted the Object of Domestic and Small).
is the Complete Location. For the Random Encounter, Yar is happy with her exploration of the ancient battle
we roll on the Random Element Descriptors Table for cruiser. She’s going to be able to salvage parts of the ship,
Encounters twice and get Generous and Resourceful. likely in the engine area since the ship still has power, as
Objects is also Random, so we roll on that column too well as useful weaponry. All this and nothing tried to kill
and get Domestic and Small. her or blow up in her face, a good salvage!
Interpreting this, the Player decides that when Yar sets
Area
STORY DESCRIPTORS
Each discrete location where exploration takes
When encountering a new specialty Region with the
place within a Region is generated separately, and each
randomized Location Crafter rules, you have the option
occurrence is called an Area.
to generate Story Descriptors to give the place a backstory.
Roll 1d100 twice on the Story Descriptors table.
Categories Story Descriptors give you a pair of words or phrases
Each Area is described based on three Categories: that you then interpret into something meaningful. You’re
Locations, Encounters, and Objects. creating a simple story for the Region to help place it in
your Adventure.
Locations
This Category describes the physical locale of the REGION DESCRIPTORS
Area. For instance, the chambers and halls of a dungeon,
Before Characters can explore a Region they need
or the rooms and breezeways of an apartment building.
to have their very first encounter with it: with the
Region itself. The first step in preparing a Region for most common sense manner. Area Connectors allow you
exploration is to establish its Descriptors. to create specific connections between Areas instead.
To get the description of the Region you’re about to This rule is optional, and specifically how the
explore, roll 1d100 twice on the Region Descriptors Areas connect is still mostly abstracted and left to
Table. You’ll get a pair of generic details that you can you to decide, but the Connectors Table can provide
combine and interpret to get an idea of what this Region inspiration if you wish.
is all about. The Descriptors are very general, made to be When a Character moves out of an Area you can roll
applicable to a wide range of possible Regions. on the Connectors Table to see what the route is that
Most of the Descriptors are self-explanatory, but a takes them to the next Area. Roll 1d100 once on the
few may need some clarification: table. Most of the results are simple and are there to
help you map out the way the Areas are connected. As
Exotic with most things Mythic, interpret your results to fit in
best within the current context.
This result is possible with any of the three Location Most of the Descriptors are self-explanatory, but a
types. Exotic means there is something highly unusual few may need some clarification:
about the Region. If no ideas spring to mind, or
you want to be surprised, then make a roll on the
Description Meaning Tables for inspiration.
Leads Directly To Another Area
Instead of a Connector, the Area your Character is
Roll On Description Tables leaving leads directly to another Area.
Known Element has been crossed off, then choose the HOW IT ALL WORKS
most logical Known Element in the List.
Exploring a Region is a process of generating one
If you roll Known Element and you don’t have any
Area and its contents at a time. Characters enter an
Known Elements for that Category, then ignore the
Area, you use the Area Elements Table to randomly
Known Elements result and use the alternate result
determine the Elements of the Area, play out the Area
indicated on the Area Elements Table (it’ll either be
as you see fit for your Adventure, then the Characters
Random, Expected, or Special).
move on to the next Area.
To generate a new Area in the Region to explore
Special (including the first one), roll 1d10 for each Category
(Locations, Encounters, Objects) on the Area Elements
The Special Element requires a roll on the Special
Table and add the Progress Points for that Category
Element Table which will provide instructions on what
to the roll (more on this later). This will give you one
to do.
Element for each of the three Categories to construct
your Area with. Combine these Elements together using
Complete logic and interpretation to determine what this Area is
When the Complete Element is generated this and what’s happening in it.
indicates that the Region has been fully explored; The Locations columns on the Area Elements Table
there is no place else to go, at least that the Characters gives you two options: Large and Small. This is for
are aware of. If this is rolled, treat it as an Expected you to decide if you think the Region counts as a large
Element for this Area, but there are no further Areas Region or a small one. Only make this determination
of interest to explore beyond this one; the Region is once, from there on all rolls on the Area Elements Table
done. If you know there is more to the Region that for this Region will use that Locations column.
hasn’t been explored yet, consider all of those areas as
Expected for all Categories. The First Area
The first Area Characters enter for a Region should
Expected, PP-6 be considered its start point and contains an exit to
This is a special Element result that will eventually the outside world. Use what makes the most sense to
happen when your Progress Points grow and your roll determine what the entrance to this Area is (a door at
overflows the Table. This functions as a typical Expected the front of a house, a shaft down into a cave, the main
Element, except don’t record a new Progress Point for street into a town). Until further exploration reveals
this Category and reduce the total Progress Points for additional exits from a Region, it is assumed that the
this Category by 6 points. starting Area is the only known entrance/exit.
Generating
Compelling Backstories
Generating histories in role-playing has always fascinated
me. It’s a special aspect to RPGs that’s existed as far back
as the earliest games, with first edition AD&D’s Dungeon
Masters Guide offering a way to randomly generate skills
for your Character to represent their early history to
Traveler’s famous Character generation system that baked
the past into the present build of your Character. You can
find history generators with life path systems, background
traits, early life skills, and more ways that role-playing
games make the past relevant to the present.
You mostly see history and Backstory generators in
relation to Character generation as a way to develop your
Character. It’s less common to see Backstory generators
for things like locations or objects, but those exist too.
Creating histories is in itself a miniature RPG
campaign. You are compressing entire events into
summaries to create story richness as if you had played
through those events yourself.
Mythic, and especially The Adventure Crafter, are well
suited for generating backstories as you need them. A few
Fate Questions and some rolls on the Meaning Tables give
you inspiration to create stories for Characters, kingdoms,
magical artifacts, NPCs, or just about anything. The
Adventure Crafter is well suited for generating histories
since it is a story summary creation system. Generate a letting Mythic reveal details about that Character as
few Turning Points and you have a Backstory complete you play you decide you want to generate a complete
with Plotlines and Characters. Backstory right away to give yourself a better idea of what
Backstories as a specific mechanic were introduced into motivates this NPC.
Mythic with Mythic Variations in the Off-Camera Stories Backstory can be thought of as a special kind of Random
chapter. The backstories system presented there is very Event, a multi-layered event that incorporates multiple rolls
simple: determine how many Backstory elements your on the Focus Table and you stitch all the results together
Character has, then roll for each of them on a simple Event into a cohesive story. Since we’re talking about Backstory
Focus Table followed by rolls on the Event Meaning Tables. and not your main Adventure you have more freedom to
While that system is workable, and while The let the narrative take on its own shape without it having to
Adventure Crafter also achieves the job, I think more can conform to the current Context of your Adventure like a
be said about Backstory generation. This article presents normal Random Event would.
a revised and more sophisticated approach to Backstory
generation than the one presented in Mythic Variations.
This system also takes into account some aspects of BACKSTORY FOCUS TABLE
backstories that The Adventure Crafter may miss.
Mythic Variations introduced a mechanic into Mythic for
generating a Character’s Backstory by rolling for how many
Backstory elements that Character has followed by rolls on
BACKSTORY TIME a Backstory Focus Table. It’s a simple approach designed to
A Backstory is useful during Character creation to give give a bare bones background for your Character.
your Character a history, making their story that much The system presented in this chapter takes that system
richer. However, backstories don’t have to be limited to and builds on it, pushing it several steps further.
Character creation. They’re very useful for world building To generate a Backstory ... whether it’s for your
when creating an Adventure, providing history to the Character, an NPC, an organization, an object, or for
country you are adventuring through, background for anything ... start by rolling on Backstory Focus Table 2.
important NPCs, or adding texture and story hooks for This will give many familiar results that are found on the
just about anything found in your campaign universe. Standard Focus Table, but it has a few notable changes
You might generate a location Backstory before you start and a slightly different way to approach some of the
your solo session so you have a better idea where your results. You keep rolling on Backstory Focus Table 2,
Character is. You might make Backstory creation part honing each result with the Meaning Tables, until you’ve
of your setup before your first solo session with a new reached completion.
Character to flesh out the supporting NPCs you are
already aware of. Backstories can become the story before Keep Them Separated?
the story making that cold start to a fresh solo Adventure
less cold. When generating a Backstory using this system, you
It’s also useful to bring backstories directly into are likely to get results that pertain to new NPCs, effects
your solo Adventure during mid-play. Maybe you’ve on NPCs, and effects on Threads. You should consider
encountered a new, important NPC, and instead of whether these results apply to the Lists in your Adventure,
or whether the Backstory itself has its own Lists. The default sell stolen goods to. They meet in a bar and it ends badly,
assumption is that these List elements exist only for the with a gunfight breaking out and your Character fleeing
Backstory, keeping them separated from your Adventure. with the contact. Someone is trying to kill them, and now
For instance, you’re running a sci-fi Adventure featuring your Character is mixed up in it. After things settle down
a smuggler Character who has traveled to the far fringes and the two find a safe place to hide, your Character
of known space. He is encountering a new species of asks the contact what is going on. The Player decides
alien for the first time, and the Player decides to generate the easiest way to handle this is to generate a Backstory
a Backstory for this species. This is all information that for the contact and use that to explain why she is on the
the Character can glean from his ship’s computer, so he is run. In this instance, the Backstory is directly relevant to
reading up on the aliens before his first contact with them. the Adventure at hand. Instead of making a separate set
The Player starts rolling on Backstory Focus Table 2 of Lists, the Player decides to use the regular Adventure
and during the course of generating the Backstory he Lists so that any new Characters and Threads generated
comes up with three new NPCs and two Threads. As he go directly onto the Adventure Lists and are accessible by
generates these Characters and Threads, he keeps track of future Random Events and Interrupt Scenes. This also
them on a set of Lists that are separate from his main Lists means that Backstory Focus Table 2 results may pull in
for the Adventure. The species’ Backstory has their own elements already existing on your Adventure Lists.
Lists and these List elements are only there to be used
during the creation of the Backstory.
How The Table Works
The reason for keeping the Lists separate is that the
Backstory is itself a type of mini-Adventure. It is an As with the Backstory Focus Table in Mythic Variations,
encapsulated series of events that are represented by you’ll very likely be rolling on Backstory Focus Table 2
their own Lists. Results from Backstory Focus Table 2 multiple times. Just like with any Focus Table, you make a
refer to these Lists, so New NPC, Close A Thread, NPC roll on the table then you choose a pair of Meaning Tables
Negative, etc., are all rolled for only within these Backstory to roll on afterward to help you interpret the results. Choose
Lists giving you the chance to expand and explore these either the Action Meaning Tables or Description Meaning
elements in the Context of the specific Backstory. Tables, depending on what kind of result you’re looking for.
When you are done you can set the Lists aside. You Both sets of tables can be found at the back of this book.
have your Backstory so the Lists have served their purpose. Keep rolling for results on Backstory Focus Table 2
Of course, you could decide to have the Backstory until you reach the Complete result, or you’ve rolled a total
generation take place using your Adventure Lists. It may be of 7 times, at which point you’re done. Take all the results
wise to choose this option if the Backstory is for a narrative you generated and interpret them into a cohesive whole.
element that is more active and integral to your Adventure. This process can take some time and it shouldn’t be
For instance, in the example above you were generating rushed. It’s very likely you’ll be rolling five or more times
the Backstory to an entire species’ history. This is relevant on the Backstory table. As you go, you’ll be interpreting
to understanding the species before meeting them, but their individual results while also mixing those results with
ancient history is likely not directly relevant to the ongoing previous results, and expanding your interpretations. You
Adventure so it makes sense to keep the Lists separate. are encouraged to go with your interpretations and to let
However, let’s say your Character sets down on the the overall story generated evolve, as if you were running
planet in a bustling city to meet an underworld contact to an entire Adventure in miniature.
BACKSTORY FOCUS
Backstory Focus Table 2
TABLE 2 ELEMENTS
Many of the results on Backstory Focus Table 1-13 NEW NPC
2 will be familiar to you, but let’s go over them 14-21 NPC ACTION, OR NEW NPC
anyway. There are a few new items, and even
some of the familiar entries may have to be 22-28 NPC NEGATIVE, OR NEW NPC
looked at in a different way for a Backstory. 29-35 NPC POSITIVE, OR NEW NPC
36-42 NEW THREAD
New NPC
43-55 CLOSE A THREAD, OR NEW THREAD
Generate a new NPC for the Backstory. You
56-64 SUBJECT NEGATIVE
can roll on the Description Meaning Tables
to get a physical description of what they look 65-72 SUBJECT POSITIVE
like, and if you’re not sure what role they play
73-78 CONNECTION, NPC TO NPC
in the Backstory you can also roll on the Action
Meaning Tables to get some idea of what they 79-86 CONNECTION, NPC TO SUBJECT
are doing. If there are events unfolding with
87-100 COMPLETE, OR NEW THREAD
your growing backstory where it makes sense
this new NPC would fit into then a roll on the
Action Meaning Tables may not be necessary, NPC Action, Or New NPC
just plug the new Character into the events in a way that
seems most meaningful. Randomly determine which NPC from the Characters
For instance, if you’ve already established that the List this is referring to then roll on the Action Meaning
back story included a bank robbery, it might make sense Tables for what action this NPC has taken. Whatever it is
to have this new Character be the bank robber or a law they have done, it should be viewed within the unfolding
enforcement agent investigating the robbery. Context of the growing Backstory. For instance, if the
Remember that a new NPC does not have to be a NPC is the King of Serak, and the Meaning Table results
person. With a Mythic List, a “Character” can be any are Overindulge and Pleasures, you might interpret this
Adventure element that has importance and some degree to mean that the king was distracted during his reign and
of agency. A Character can be a place, for instance, or an didn’t adequately prepare for the gathering forces of a
object. Non-person Characters can act in their own way. neighboring nation getting ready for war.
For example, if the Character is a forest, and you roll to If the Character List is empty and there are no NPCs
see what action the forest takes, you might interpret the to act, then treat this result as a New NPC.
results from the Action Meaning Tables to mean that it
gets very cold and starts to snow. NPC Negative/Positive, Or New NPC
Interpret this new NPC within the Context of the
backstory and add them to the Characters List. Randomly determine an NPC from the Characters List
then roll on the Action Meaning Tables to determine what
negative or positive thing happens to them. Just like with New Thread
NPC Action, you should try to tie this event in with the
unfolding Backstory. For instance, maybe the NPC rolled The Standard Event Focus Table does not include
for a negative event is a castle in the western portion of an entry for New Thread. This is because Threads are
the country, Castle Novgrad. The Action Meaning Tables expected to organically develop through the course of
give you Abandon and Lies. You interpret this to mean play as Player Characters choose the goals they want to
that the neighboring nation drops its pretense of peace go after. However, with generating a Backstory we aren’t
and invades the kingdom of Serak, starting with a battle taking the time to role-play out the events and the Player
at Castle Novgrad. Character isn’t an active participant. So, this entry brings
Once again, if the Character List is empty then treat new Threads into the Backstory.
this result as New NPC. Roll on the Action Meaning Tables to give you some
idea what the Thread is about, and then apply that to
the Context of the ongoing Backstory to interpret what
the Thread is. Keep in mind that a Thread is an open Subject Negative/Positive
goal, so it should be something pertinent to the events
of the Backstory. Since a Backstory can be about anything, Subject
For instance, with our example of the country means whatever or whomever the Backstory is being
descending into war, we roll New Thread and the Action generated for. Something negative or positive happens
Meaning Tables give us Malice and Danger. This is easy to the Subject. Roll on the Action Meaning Tables for
to interpret: the kingdom of Serak is at war with it’s inspiration on what happens. Again, consider the ongoing
neighbor and if it loses they face total destruction. The Context. With our example, the Subject is the kingdom of
Player goes with a Thread of: We must win the war. Serak. Let’s say we rolled Subject Positive and the Action
Add the new Thread to your Threads List. Meaning Tables give us results of Starting and Wishes.
The Player interprets this to mean that following the
highly destructive war, the king leads his nation into
Close A Thread, Or New Thread a new age of prosperity. The king is a new man, more
Randomly determine a Thread on your Threads List, resolute and forward thinking, and with hostilities with
then roll on the Action Meaning Tables to determine how his enemies put to rest the kingdom enters a golden age.
this Thread was finished. If there are no Threads on the
Threads List, then treat this result as New Thread. Connection
As with all the other results, consider the ongoing
Context of the developing Backstory and allow yourself to Connection is a new entry not found on the Standard
include any elements that have already been introduced Focus Table. Since Backstories are meant to be summaries
into your interpretation. of a wide range of events we have to simulate some of the
With our ongoing example of a nation at war, we roll elements that would normally be determined through
on the Action Meaning Tables for inspiration and get normal role-play. Connections between Characters is one
Lie and Tactics. There’s only one Thread on our Threads of those things. Who were enemies with whom, who were
List, “We must win the war”, so we go with that one. The allies, which Characters have personal history with each
Player considers the ongoing Context of the Backstory other, etc. Sometimes Connection elements will spring
and interprets the results this way: The king was taken by up naturally through other results, like NPC Positive, but
surprise with the invasion of his country and experienced this result calls for you to explicitly create a Connection
serious early losses. He had to mature very fast as the between two Characters.
destruction of his Serak loomed. In a desperate strategy Connections can be an important part of a Backstory.
to trick his enemy, the king allowed false information to The history of a Character or a place is more than the
be leaked that they had a major base in a valley. The king sum total of a string of events, it’s about people. The
hoped his enemy would launch a major offensive at this Connection entry allows you to flesh out these personal
false location, where he would then surround and trap his relationships more, giving the Backstory more richness.
foe’s army. The gambit paid off and the king was able to There are two varieties of Connections on the table:
end the war and save his country with this ruse. NPC to NPC, and NPC to Subject. With NPC to
Just as you would in a regular Adventure, remove the NPC, roll twice on the Characters List until you roll two
Thread from the Thread List because it is no longer relevant. separate Characters. The Connection you are developing
is between these two. If it’s NPC to Subject, then just roll
interpret and combine. With this process you are adding Laren Meets The Future
layers and layers of story meaning one layer at a time.
When you make a new roll you might modify your Let’s say you’re creating a Character for an Adventure
interpretation of a previous roll to better fit the ongoing universe set in the old west. However, in this old west
narrative. Each layer of new information is not separate time travelers from the future have arrived to set up a
and distinct, it should all start to meld together as your high-tech town in the desert for their own unknown
understanding of the Backstory grows. purposes. The Player envisions this as an Adventure
Let’s try it with an example. involving the rustic residents of this out-of-the-way patch
joking, but simple and singular of mind. His job is to serious mining operation. This enterprise soon overtook
make sure work in the mines continues as expected for his the entire town, and Wentwood became the defacto despot
boss, Wentwood Emming. controlling every aspect of town life. To keep people in
The Player writes Fingle onto the Characters List. check, Wentwood had his man Fingle assemble a force by
Rolling for the next Backstory element, we get NPC threatening a dozen townsfolk to either strap on a gun and
Action. We have two NPCs, so randomly determining help or lose your home and be driven from town.
which one we get Fingle. So, Fingle does something that Tensions were high as time went on, the people living in
has an influence on Laren’s Backstory. Rolling on the fear under Wentwood’s thumb. With his decisions enforced
Action meaning Tables, we get Recruit and Liberty. by Fingle and his gang, no one dared oppose the injustices.
The Player interprets this to mean that as Wentwood’s Wentwood grew paranoid, however, and became
influence over the town grew, he needed his own worried that Fingle had acquired too much power. This
enforcement team to keep everyone in line. It became culminated in a battle in the streets as Wentwood’s hired
Fingle’s job to assemble and manage this team, and he thugs went to war with Fingle’s forces. In the end, Fingle
did it by forcing townspeople he chose into serving as and Wentwood killed each other, the entire mining
his henchmen. Work for me or else. The Player decides operation came to a grinding halt, and the town was left
this is what the first Thread pertains to, “Free captured in disarray. The people of Cactus Creek were traumatized
friends.” Townsfolk are being forced into becoming by this whole affair, and this is the environment that
enforcers for Fingle. Laren grew to be a man in. He became a deputy to help
The Player has made five rolls on the Backstory table. enforce the rule of law in his town and bring the place
There are up to two more rolls to go. Continuing, the back to being livable for civilized folk. Laren did such a
next roll is NPC Action again. Rolling for which NPC good job he was eventually promoted to sheriff, and there
we get Wentwood. The Action Meaning Tables gives us he is to this day.
Struggle and Inside. The Player decides this means that The Player is satisfied with this history for Laren as
over time, Wentwood began to become concerned about it gives him ideas for how his Character will view the
his man Fingle and the group of enforcers around him. coming events in the Adventure. It would make sense
Wentwood no longer trusted him and was worried Fingle that Laren is going to look at The Travelers with a high
would turn against him. The Player decides to interpret degree of suspicion. Fancy gadgets from the future or not,
this result with the second Thread result of “Track down The Travelers may just be the next Wentwood Emming
enemies”. Wentwood had come to think of Fingle as an to breeze into town and there is no way Laren is going to
enemy to be disposed of. allow Cactus Creek to succumb to tyranny again.
With only one more result to go we roll Complete, Considering the Threads and Characters generated for
which means we are done. this Backstory, the Player decides all of that lies in the past
Taking all of these rolls together, the Player interprets it and isn’t relevant to the present so he discards the Lists.
this way: When Laren was 16 Wentwood Emming rolled With a clear picture of who Laren is now, the Player is
into town with his money and his men and started up a ready to begin the Adventure.
Keyed Scene Trigger the idea that after four times of maxing out your powers
your Character is in danger of losing control, but you
The Trigger is what tells you when a Keyed Scene want it to be somewhat unpredictable too. So, you decide
Event happens. Just as you decide what the Events are, to make the Trigger going four Scenes where you max out
you also decide what Triggers them. With our zombie your power and you roll 1-5 on a 1d10.
Adventure, the Trigger might be three Scenes that happen Once all of the conditions of a Trigger are met in one
without any zombie attacks occurring. After your third Scene, the Event will happen in the next Scene making it a
Scene ends without a zombie encounter, the Event is Keyed Scene.
Triggered and the next Scene now must contain the Keyed
Scene Event, which is a zombie attack.
Just like the Events can be anything, so too can the
Triggers. For a dungeon delve, maybe the Trigger is if you
MAKING IT ALL HAPPEN
roll a 6 on a 1d6 and the Event is a wandering monster The first step to utilizing Keyed Scenes is deciding
encounter. For the superhero trying to maintain control what you want to use them for (sidebars in this article will
over their powers the Trigger could be a total of 4 Scenes explore some Keyed Scene ideas for you to use and model
where they use their powers at maximum and the Event is your own Keyed Scenes after). These are the Events that
their powers raging out of control. Maybe for an Adventure you want to happen in a Keyed Scene. Next, you need to
that you are trying to keep on a schedule, your Trigger is decide the Trigger that makes the Event happen.
one hour of real time having passed and the Event is an When the Trigger is achieved in one Scene the Event
automatic Move Toward A Thread Random Event. happens in the next Scene. Unless your Keyed Scene
You can think of the Keyed Scene Trigger as a sort Event is itself an entire Expected Scene, then you will
of If/Then computer statement. If X happens then Y formulate your Scene as normal: come up with an
happens. The Trigger can even be something compound. Expected Scene idea and test it to see if it happens or
For instance, let’s say in our superhero Adventure you like becomes an Altered Scene or an Interrupt Scene. On
top of this procedure you will also layer the Keyed Scene
Event, working it in to the Scene in the most logical way.
KEYED SCENE: LET’S RUMBLE! For instance, with our zombie apocalypse Character,
she’s been digging around in a ruined city looking for
You’re thirsting for an Adventure with battle, and shelter and supplies. She previously ran into a group of
this Keyed Scene will make it happen. other survivors who weren’t friendly, so she’s been keeping
a low profile. The Character has gone through three
KEYED SCENE: LET’S RUMBLE!
Scenes where she’s scavenging and hiding, and hasn’t run
EVENT
A combat will happen in this Keyed Scene. into any zombies. This is our Trigger, so we know the next
Roll for a Random Event to generate it. Scene will have a zombie encounter.
In the Scene where the Trigger happens, the Character
TRIGGER
EVENT
If you haven’t already discovered a main
Keyed Scene Events are usually going to be some kind Thread to pursue, you do so in this Scene.
of idea or concept. Such as “zombie encounter”, “ship
malfunctions”, “plot moves forward”, or whatever it is
TRIGGER
that you want to happen in your Adventure. After 30 minutes of real time.
When the Keyed Scene Trigger happens you know
its Event will take place in the next Scene, but you don’t
know exactly how it’s going to unfold. To help shape how If you haven’t been moving toward resolving
it happens, you can turn the Keyed Scene Event into a the main Thread, then generate a Random
EVENT
Random Event, but a special kind of Random Event that Event with the Event Focus of Move Toward
A Thread, with the Thread being your
must conform to the Keyed Scene idea.
primary Thread.
You are making a Random Event with the extra Context
TRIGGER
of the Keyed Scene Event rolled into it. If your Keyed Scene
After halfway through the time you have to
Event is a zombie encounter then you would generate a
play in real time.
Random Event as normal but whatever you generate, it’s
going to be centered around a zombie encounter.
For instance, if the Keyed Scene Event is “Supervillain If you haven’t reached the conclusion of your
EVENT
attacks!”, and your Expected Scene (which has not primary Thread, then this Scene gives the
situation to do so
been Altered or Interrupted) is your hero Character
investigating a dock at night where smuggling activity
TRIGGER
has been taking place, you might generate a Random An hour from the end of your scheduled
Adventure time.
Event near the start of the Scene to help explain in what
Context a supervillain appears and attacks. Maybe you
get Player Character Positive with Event Meaning words
of Disrupt and Opulence. You interpret this to mean that Event to guide the Random Event, such as requiring the
while your Character is investigating the docks you come Random Event to be a Player Character Negative. In this
across a supervillain loading a truck with smuggled goods case you wouldn’t have to roll on the Event Focus Table
and a fight erupts between you two. since you already have that result, you would just roll on
You can even build instructions into the Keyed Scene the Event Meaning Tables.
Counts
KEYED SCENE: PLOT POINTS
One way to formulate a Trigger is to create a Count for
it. For instance, after a certain number of things happen This Keyed Scene is for those who also use The
in the Adventure the Keyed Scene Event is Triggered. Adventure Crafter book. A previous issue of
Counts can be anything, such as: how many combats Mythic Magazine (#5) discusses how to combine
The Adventure Crafter with Mythic. However,
you’ve engaged in, how many Scenes have passed without
you can use Keyed Scenes as another way to
progress, how many clues your Character has discovered, bring Adventure Crafter Plot Points into your
how many minutes have passed on a timer, etc. Mythic Adventure.
Record your Count each time the relevant element
happens. When the target Count is reached then the Before you do this, generate the five Theme
Keyed Scene Event is Triggered for the next Scene. priorities as you normally would with The Adventure
Crafter. The Keyed Scene is about bringing a single
Once a Count is reached you can choose whether this
Plot Point into random Mythic Scenes.
Keyed Scene is now over and done with, or you can reset the
Count and start it over. How you handle the Count is up to KEYED SCENE: THROW A PLOT POINT AT ME
you, whatever you think will give you your best results.
Roll a single Plot Point from The Adventure
Crafter by determining the Theme to use,
EVENT
EVENT
in this Adventure. You make a Keyed Scene Event of confrontation between your Character and
“Encounter a magical dilemma.” For the Trigger, you the main villain. Create a Random Event
set “Roll 1-3 on a 1d10, every Scene after Scene 5. This around this confrontation.
Event will only happen once.” TRIGGER After 15 Scenes if a final confrontation with
You’ve decided what you want and set a Keyed Scene the villain has not taken place, then a roll of
Event for it. Let’s say in Scene 3 your warrior runs afoul 1-3 on a 1d10 means the confrontation takes
of some kind of magical dilemma through a regular place in the next Scene. Make this roll at the
Random Event in Mythic. While exploring a cave system end of every Scene after the 15th Scene.
near the mystic spring
the warrior encounters a
naturally occurring magical
phenomenon where he is
attacked by a construct
composed of his worst fears.
Your Keyed Scene is no
longer relevant because
what you wanted to happen
as the Keyed Scene Event,
encountering a magical
dilemma, has already
happened in the normal
course of your Adventure.
When you run up against the
Trigger for this Event you can
decide that the Keyed Scene
Event has already happened so
it is done.
EVENT
ancient alien ruins on it. As you explore this planet, monster in the next Scene, wherever you
you get an idea where you would like your Character happen to be. Generate a Random Event
to encounter a strange relic. You think that would be around introducing the monster.
a cool twist to the Adventure, but you don’t want to
TRIGGER
formulate it as an Expected Scene idea, you’d rather
Roll 1-2 on 1d10 each Scene.
have it come at you more unexpectedly. You make a
Keyed Scene Event of “We find a strange alien relic
that has odd, active properties.” The Trigger is “Roll 1
You encounter a trap as it is sprung.
on a 1d10. This Keyed Scene will only happen once.”
EVENT
any given Scene, and may not happen at all before the
Adventure is over, but it’s there as a possibility for any Roll 1 on 1d10 each Scene.
upcoming Scene.
EVENT
• S etting A Tone: This goes along with Important
help, renewing her faith in humanity, or
Events, but if you want your Adventure to have finding peace. She can’t engage in anything
a certain tone then you could have Keyed Scenes horror related without attempting to flee
help. For instance, if your Adventure is emulating until she gets this support.
slasher films of the 1980s, a Keyed Scene might
involve the killer attacking out of nowhere Count each Scene where she experiences
sometimes. You could also Trigger more vague a horror. When the Count reaches 5 or
more, a roll of 1-3 on 1d10 Triggers the
Events, like having something creepy happen in a
TRIGGER
an answer now would be information that the Player may already know a ton of things your Character doesn’t
knows and the Character does not, and doesn’t give a good know. Also, how about resolving social skills like telling if
mechanism for the Player to act on that knowledge now. someone is lying, or doing things like finding secret doors
Keeping things at their simplest, just asking the or hidden compartments? Should you already know such
Questions that make the most sense and that only your secret places exist before your Character searches for them?
Character could know, is the easiest way I know to Personally, one of the most common ways that my
sidestep the Player vs. Character knowledge problem. knowledge as a Player grows faster than my Character’s
is when I have down time in between my Adventure. I
often think about the Adventure when I’m not playing,
and when I think about it I get ideas for it that make a lot
WHEN IT’S NO LONGER SIMPLE of sense to me and that I want to run with. Before long
The thing is, not every solo Adventure stays this simple. those ideas become “canon” to me and now I’m ahead of
There are lots of ways you, as the Player, can learn things myself in the Adventure. Just generating ideas like that
that your Character doesn’t know. For instance, if you puts me, the Player, beyond where my Character is and
are soloing your way through a published module you can diminish the sense of surprise I want to experience.
Test It, Ask It, Then It’s Real CINEMATIC VS. SIMULATION PLAY
A question that sometimes comes up in solo play is
how to resolve a Character searching for something that The topic of playing cinematically vs. simulationist
a living GM would know is there but you do not. Secret is covered in the core Mythic rule book, but it’s
doors is the classic example, but it could be anything from also pertinent to Player vs. Character knowledge.
Simulationist play is more sensitive to knowing
evidence of a crime to figuring out if an NPC is lying.
and not knowing facts, whereas in a cinematic
In my opinion the best way to deal with this dilemma is adventure you may be less concerned with factual
for the Character to make any skill rolls they need to make surprises as you focus on the overall narrative.
to discover the hidden thing, either using the rules of the As a refresher, a simulationist approach to play is
RPG you are playing with or posing it as a Mythic Fate treating your Adventure like a virtual reality and
Question. For instance, your warrior may start searching seeing how one event leads to another, usually
a room for a secret door, or your espionage Character may through the single lens of one Character’s point of
study his informant to determine if he’s telling the truth. view. Cinematic play is more like a movie, where
If you succeed at the skill check then you determine you may allow Scenes to happen from other
points of view and events to unfold without your
if the secret thing exists by posing it as a Fate Question.
main Character’s involvement or knowledge. In
Does my warrior find a secret door? Do I get the sense a cinematic Adventure you are almost sure to
that he’s lying? have greater amounts of Player knowledge than
This is how Mythic Adventures are supposed to Character knowledge.
unfold, with every step not knowing what exists until The problem of Player vs. Character knowledge
you ask about it. What makes this different is that it’s an is much less of a problem with cinematic play
Adventure element that calls for a skill roll before you can because you are less focused on a single Character
ask the Fate Question. and are more focused on the story. You may still
be subject to knowledge conflicts as it might color
how you decide to make a Character act, but it’s
Mythic Is A Liar less jarring than in a simulationist Adventure where
Character choices and Adventure surprises are the
Knowing too much about your Adventure can primary focus.
come about through the simple accumulation of all the
Questions you’ve asked. Given enough time and enough
Questions, you’re going to know a lot of details about one thing, you also determined who was responsible for
a lot of things pertaining to your Adventure. This is an letting the creatures into our dimension. Maybe this is
instance where your Player knowledge might expand past something you learned as the Player because you had to
your Character’s. know this so you could answer another Question, such
For instance, in an Adventure about teenagers dealing as if the creatures were present in an abandoned building
with otherworldly forces, over the course of a dozen that used to be a laboratory. Now you, the Player, know
Scenes you may have worked out what the creatures in who is responsible for the creatures being here but your
the woods are, where they come from, how dangerous Character does not.
they are, and what their weaknesses are. At some point If you get to a Scene where it becomes important
in the Adventure while asking Fate Questions about for your Characters to know who is responsible or not,
Get To Know Your Character story, like any other element, the entire Adventure
may feel like it’s going off the rails because there is no
This one is similar to Going With It, but is more emotional hook to hang it all on. If you want your
specific about your Player Character. At the end of the Adventure to be focused on your Character then knowing
day, role-playing is usually very much about us connecting too much can propel the feeling of the Adventure having
with the Character we create. That Character is an avatar no meaning because the main actor, your Character,
for us, an alternate reality version of us. In some ways, doesn’t have the emotional investment to tie everything
that Character is us, which is one reason why role-playing together for you.
is such a deeply satisfying experience. The second article in this issue is about generating
In my opinion, the more you know about your Character backstories, which is an excellent way to start building
and the more you bond with them the more obstacles attachment to your Character even before you begin
you can overcome on your goal toward successful solo playing. Fostering emotional investment in your
role-playing. Caring about that Character is a powerful Character as you play may help keep your Adventures on
motivator to propel an Adventure forward. track if you feel knowledge gaps are getting in the way.
This is relevant to this discussion about Player You have a compelling reason to resolve that dilemma, or
knowledge because the more you are bonded with your to go with the extra knowledge and use it as part of your
Character the less important knowing too much might Characters overall growing story.
seem. If your Character is just another set piece in your
DETERMINE
EXPECTED BEHAVIOR You have no Expectation
What you most Expect the
NPC to do or say.
FATE QUESTION
Random Event RANDOM
generated BEHAVIOR
Turn the Expected behavior into
Determine the Random
a Fate Question and test it.
Event as an NPC behavior.
OPPOSITE,
EXPECTED NEXT EXPECTED EXPECTED OR OPPOSITE
BEHAVIOR BEHAVIOR BEHAVIOR INTENSIFIED
The NPC doesn’t do the most INTENSIFIED The NPC does the opposite
The NPC does the
Expected behavior, but the next The NPC does the Expected of the Expected. If that’s the
Expected behavior.
most Expected. behavior, but intensified. same as No, then the NPC
does it with more intensity.
INTERPRET BEHAVIOR
MEANING TABLE
Interpret your result into an NPC
Roll 1d100 twice on the appropriate
behavior, something they do or say.
Behavior Meaning Table.
RANDOM EVENTS’ often you have Random Events, since they are triggered
by Fate Questions.
ROLE IN BEHAVIOR Things get a little different with the system presented
Random Events in Mythic are a way to generate here for generating NPC behavior. No matter what level
unexpected occurrences in your Adventure that aren’t of granularity you’re looking for with NPC behavior, this
necessarily tied to your Expectations or Fate Questions. system is going to require you to make quite a few Fate
When a Fate Question triggers a Random Event, the Questions for each NPC encounter. If you’re in a combat
event itself isn’t required to have anything to do with the situation, for instance, you might be asking for behavior
content of the Fate Question. For instance, if your Fate every round. “Does he draw his sword and attack?” “Does
Question was “Did the bridge survive the bombing?” and he focus his attacks on the ranger firing arrows at him?”
rolling for the answer triggered a Random Event, that “Does he retreat when the fireball is cast?” “After he flees
event doesn’t have to be about the bridge or the bombing. through the door, does he lock it behind himself?”
It can be a completely unrelated event, which is the point All these Fate Questions mean lots of opportunities for
of Random Events: to introduce twists and turns into Random Events. Rather than having moments of NPC
your Adventure that you don’t see coming. behavior become fertile ground for showering you with
Depending on your style of play, you will likely unexpected Random Events, and potentially derailing
have your own pattern of how frequently you ask Fate those encounters, we’re going to repurpose Random
Questions. This also means that pattern will dictate how Events to help with the NPC interactions.
should feel free to use creative license in crafting them, as Social Skills
long as those words fit into the result you generated.
For instance, let’s say the knight and the dragon If you’re playing your Adventure with another RPG
mentioned in an earlier example are walking together and incorporating social skills into your interactions,
through a forest on their way to the volcano. Evening is you can include them in this system. The results of skill
nearing and the knight is considering making camp. He asks rolls would become part of the Context for making your
the dragon where he thinks they should camp for the night. Interpretation of results and could also be used to help
If the Player has an Expectation about what the formulate Expectations for NPC behavior and to adjust
dragon says then they make it into a Fate Question. They what you think the Odds of a behavior would be.
decide the dragon will most likely suggest finding some For instance, if your sci-fi spaceship captain
boulders to curl up next to. The Player poses this as a Fate Character is trying to talk another ship into assisting
Question: “Does Gregroth suggest camping next to a pile them with repairs, your Character may attempt to use
of boulders?” their Persuasion skill to get cooperation. Let’s say your
The Player gives this Odds of 50/50 because he really Character succeeds. In game terms this means you were
doesn’t know what the dragon will say, but this seems successful in talking the other ship into helping you. If
like something the dragon would say. The Fate Question you wanted to play this out using the system here for
comes back as a Yes. more detail, you would come at it from the point of view
In this example, the knight and the dragon have had that you already know they are going to say yes to helping
a conversation without the Player actually specifying any
specific words. The knight asked the dragon a question, the SOCIAL SKILLS & MEANING TABLES
dragon answered. We have the big picture of this exchange.
If specific language is required ... for instance, maybe Social skill rolls may have an impact on
you are playing this Adventure in a group setting and want Interpretations of results from the Behavior
to give it more color, or maybe this is a solo session and Meaning Tables too. Let’s say your ship captain
you are writing it out novel style, or you just want to know succeeded at his skill role to talk the other ship into
... then the Player could use any words that makes sense helping, but instead of making an Expectation and
and fits in with the results. Maybe the exchange goes like testing it with a Fate Question the Player decides to
leave it more up to chance and rolls on the Vocal
this: Nemenor glances at the sky, noting they have maybe
section of the Behavior Meaning Tables to see
an hour left until dark fall. “We should start looking for what the other captain says.
shelter before it gets dark,” he says, looking at the dragon.
We already know they are going to help, because
“Do you have a preferred way to camp in the woods?” The your Character succeeded at his Persuasion role.
dragon glances around at their surroundings. “Rocks. I like That will factor into our Interpretation. Let’s say
rocks. Big rocks. Let’s find a nice pile of boulders to curl our roll on the Vocal Behavior Meaning Table is
up against.” Bold and Crazy.
Use your knowledge of the Characters to formulate The Player may interpret this to mean that the
their words in keeping with their personalities, but other ship’s captain agrees enthusiastically to help.
make sure it sticks to the results you generated. This way They want to bring their crew over right now,
you have random conversation from NPCs while also and maybe while they’re at it weld the two ships
together to make one!
maintaining control over how those conversations flow.
a speed that he’s sending tsunami level waves heaving buildings and civilization?” That seems Likely to the
toward shore. Player. After all, why else would he rise? The answer
Curious as to how the Old One is responding to locals, is Yes. The Old One starts laying waste to the coastal
the Player asks, “Is the Old One engaging ships it finds community it came to shore upon, smashing buildings as
along the way?” The Player has no idea what the creature it marches forward.
would do in response to encountering human sailing The Player wants to know if the Old One does
vessels, so gives this 50/50 Odds. The answer comes back anything supernatural during its rampage, so he asks,
Yes. Although Yes results are usually easy to Interpret, “Does the Old One do anything magical or supernatural?”
the Player isn’t sure how to interpret this one so decides The Player figures this is almost a must, so he sets the
to make a roll on the Behavior Meaning Tables to see Odds at Has To Be and gets Yes. The Old One exhibits
what the Old One does. He rolls Control and Waste. The powers. The Player worded this Fate Question vaguely,
Player decides this means that whenever the Old One however, and now isn’t sure how to Interpret it. He rolls
comes close to a sailing ship the vessel bursts into flames. on the Behavior Meaning Table for Character Action to
The cosmic horror is able to exert control over the ships see what powers the Old One performs. He rolls Violent
to instantly waste them. and Wild. That doesn’t sound good at all.
The Player wants to know what the Old One will do The Player Interprets this to mean that arcs of sheer
once he gets to shore. He asks, “Does it attack human power are radiating from the Old One, whipping around
#1’s article, Behavior Checks Simplified. The two systems much the same: they are a skill that you resolve using task
are nearly identical, with the simplified version being resolution to determine success or failure.
more streamlined. The rules in this article work with Let’s say for example that you’re playing a contemporary
both systems. adventure with a character who has encountered a forest
spirit that has taken the shape of a giant wolf. You initially
played the encounter using only the Behavior Check to
USING A SOCIAL SKILL determine the spirit’s actions. In this Scene your Character
managed to befriend the wild spirit.
Social skills in role-playing games can run a wide
As the adventure progresses, the forest becomes
gamut, from Persuasion skills to get an NPC to do
threatened by a malevolent spirit. You are trying to devise
what you want to Fast Talk skills to befuddle a character
a plan to deal with the evil presence, but the wolf spirit
and more. They all boil down to one thing, however:
wants to charge into the dark part of the forest and battle
influencing an NPC’s behavior.
the entity right away. Your Character needs to try and talk
If you are using an RPG that uses social skills, and
the being out of it until you have time to come up with a
you’re using Mythic’s Behavior Check rules, you can get
better plan.
them to line up nicely and play well together.
You decide to make a social skill roll rather than only
Use the Behavior Check as normal, generating
role-playing it and leaving it up to the Behavior Check. In
an NPC’s Disposition, defining Descriptors if you’re
the RPG you’re using, your Character has a basic Persuasion
using them, and getting a handle on the context of the
Skill that you use. You make a skill check and succeed.
situation. Generate NPC behavior as you usually would,
At this point you would use the Behavior Check to see
until you bring a social skill to bear. Using a social skill
how the wolf spirit responds. However, the Check is now
successfully gives you some control over the Behavior
influenced by your social skill roll.
Check and the NPC’s behavior.
Let’s get into how!
Regardless of the RPG, most social skills operate
and is barely understood, with chief among them the So far in the adventure Lyla and her employer, Siras,
highly prized Titan Engines, enormous machines the size have braved the open countryside as they search for
of cities that when sufficiently powered become walking, Diamondhill using an old map. They’ve successfully
semi-sentient machine gods. outrun a band of road pirates and battled a giant, mutated
The Player Character is Lyla, a former soldier of the city desert centipede.
of Mountbreak. When her city and another went to war, In the current Scene, they’ve found a small town
their Titan Engines clashing, Mountbreak fell to ruins. that serves as a way-station for travelers making their
Lyla fled, and has been working as a mercenary ever since. way through the barren desert. Lyla is haggling with
Currently in this adventure, Lyla is traveling with a merchant for fuel for her rigger, the catamaran style
a companion who hired her to safeguard him on an vehicle most people use to get around the landscape
expedition to the destroyed city of Diamondhill. A between major cities.
scientist with a cache of ancient texts, he claims to know The Player rolls 2d10 for the merchant’s Disposition,
of the existence of a special Titan Engine buried in the getting 8. The Player figures the merchant is going to be
blasted city, a Titan said to possess the power to command active, since he is working his trade, so gives the Disposition
all other Titans. a Context Modifier of +2, for a total of 10. This places the
Lyla’s player is running this solo game with an RPG merchant on the passive side, but just barely. Maybe Lyla
that uses a percentile based skill system. Lyla’s primary will get lucky and catch him on an off day.
social skill is Persuasion, which she has at 55%. The Player The Player decides to start this interaction with normal
plans to use her social skill in tandem with the simplified role-play, without making a skill roll, to see what kind
Behavior Check to resolve interactions with NPCs. of tone it begins with. Lyla approaches the merchant,
SIMPLIFIED BEHAVIOR CHECK A MONTHLY EZINE WITH TIPS, RULES, AND MORE GOODIES FOR
THE MYTHIC ROLE-PLAYING SYSTEM, MYTHIC GAME MASTER EMULATOR, AND CRAFTER SERIES
Behavior Checks are a way to determine the actions of indicates a more active Character.
Non-Player Characters on an action-by-action basis. It’s That initial Disposition Score might get modified,
useful if you wish for a more specific way to determine just like with the original Behavior Check system.
NPC actions other than using Fate Questions. However, instead of checking for activated Descriptors
to use as modifiers, use the Context of the current
THE DISPOSITION SCORE Scene as it applies to the NPC. The Context is what’s
This version of the Behavior Check allows you to do going on in the Scene that the NPC is acting within.
away with NPC Descriptors, using only Context and The Context Modifier is a consideration of everything
the Disposition score to guide NPC behavior. Instead of going on right now: who this NPC is, what is happening
using modifiers to adjust the Disposition Score derived in the Scene when the NPC acts, what the Player
from Descriptors, this version of the system uses a single Characters are doing, and why the NPC is responding.
modifier based on the current Context of the Adventure. Based on the Context, decide if you think this
As usual, when using Behavior Checks with an NPC Character’s behavior would tend toward being less
you need to determine their Disposition by rolling 2d10 active or more active. “Active” in this sense means
and assigning them a Disposition Score. This aspect how intense their behavior is, how inclined to take the
of the system does not change, the Disposition Score initiative, and how boldly they would be expected to
represents the NPC’s relative degree of intensity. A act. If you think they would act less actively, then apply
low score indicates a less active Character, a high score a -2 Context Modifier to the initial Disposition Score.
If you use Descriptors then don’t apply the Context Check: they are mostly the entries of NPC Action
Modifier also. You use one method or the other. Table 1 and 2 from Mythic Variations II combined
into a single table. As usual, take the result of the table
CHARACTER ACTIONS and interpret it based on the Context of the Scene
so far and the Character’s Disposition (Passive or
Determine a Character’s Actions whenever you think
Active). If you are using Descriptors, also consider the
it’s appropriate, just as you would with the original
Activated Descriptors in your interpretation.
Behavior Check. Instead of rolling 1d10, however, you
In the original Behavior Check, when rolling for
roll 2d10 adding the results together to give you a value
an Action on Table 2, you’re encouraged to change
between 2 and 20. Apply the Character’s Disposition
the Disposition Score if the Action runs counter to
Modifier to this roll, either -2 for a Passive Character or
the Character’s current Disposition. In this simplified
+2 for an Active Character. Apply the final result to the
version of the Behavior Check, without a second
NPC Action Table to get their Action.
table, this valuation is removed. Regardless of what
The entries in the NPC Action Table will look
Action the Character takes, it will not change their
familiar to you if you already use the original Behavior
Disposition Score. Changes to the Disposition Score
happen only through entries on the NPC Action Table things, but it is something that will help the Character,
that indicate a change or whenever you feel the need probably aiding her in the completion of a goal. You
to change the Context Modifier based on changes in can either choose the most logical and likely behavior
the Context. for the NPC, or roll on the Description or Action
Meaning Tables to get inspiration for what it is or ask a
Talks, Exposition Fate Question.
NPC Continues results to mean he keeps doing what he’s Seeks To End The Encounter
doing. But if he gets an NPC Continues +2 result and it
pushes the Disposition Score from Passive to Active, the The NPC has had enough of this encounter and
GM may decide that this means the Action needs to be wishes to end it, which clearly changes the Context.
taken up a notch and the NPC starts taking dangerous This might mean ending a conversation, walking away
driving risks. from a situation, stopping a fight, etc. This result doesn’t
necessarily mean that the encounter actually ends, just
that the NPC tries to end it.
Context Action If there is a logical interpretation to this that springs
The Character is changing his Action from what he to mind then you can go with that. If an obvious logical
has been doing, but the next Action will still be within answer doesn’t spring to mind, roll on the Action
the current Context. Consider the Context and the Meaning Tables or ask a Fate Question.
Character’s Disposition and go with the most likely
and logical Action you think the NPC would take in Acts Out Of Self Interest
response to what is going on. If the NPC was already
performing an Action, he will stop that Action and The NPC does something that is clearly for their
switch to a new one, but the new Action will still be own gain and it changes the current Context. You
something you would expect them to do within the can look to their Disposition and the current Context
current Context. This will be the next most likely thing to understand what it is that the NPC wants. If a
you think they would do. logical interpretation jumps out at you based on these
factors, then run with it. Otherwise, roll on the Action
Meaning Tables to determine what the NPC does or ask
Gives Something a Fate Question. Whatever it is, it should further their
The NPC gives the Player Characters something, own interests.
changing the current Context. If there is more than
one PC, either have this result refer to the Player Takes Something
Character dealing most directly with the NPC or
determine it randomly. The NPC takes something from the PC and it changes
What is given may not necessarily be helpful. The the current Context. If there is more than one PC, then
“something” in question can be anything, from an object the NPC either takes something from the PC they are
to information. Whatever it is, the NPC is imparting most directly dealing with or roll the PC randomly.
something to the PC and it should have relevance.
Either go with the most logical thing this may Causes Harm
be (especially if that logical thing springs to mind
immediately), or roll on the Descriptions Meaning Tables The NPC tries to hurt the PC. Like the other results
to get inspiration for what it is or ask a Fate Question. in this range on the NPC Action Table, this Action
should change the Context. If there is more than one
PC, then the NPC either hurts the PC they are most
directly dealing with or roll the PC randomly. The NPC Action Table references the current
This doesn’t necessarily mean that the harm caused Context, with some Actions (8-12 result range) following
is physical. Maybe the NPC says something cruel to the the current Context, while other Actions (7 or less and
Player Character. Maybe they left a nasty note. Maybe 13 or more ranges) change the Context. This is another
they just shot the PC a dirty look. Let the Context and clue in helping you to decide a Character’s behavior.
Disposition guide you. Disposition is another clue as to how a Character
acts, in an active way or less active way. For many
MAKING IT ALL WORK results on the NPC Action Table, this consideration
will give you two clear choices. For instance, if the
There is a process to how this system determines
PC’s are haggling with a shopkeeper over the cost of
NPC behavior. When the Character is first
supplies, an Active Disposition might indicate the
encountered, you determine their Disposition Score,
shopkeeper will haggle aggressively and charge a high
which tells you the first thing you know about their
price, whereas a Passive Disposition indicates they’re
behavior: are they acting Passively or Actively? You
willing to deal and compromise with the Characters.
generate their first Action by rolling 2d10 on the NPC
If you are unsure of how to interpret the results
Action Table, applying a -2 modifier for a Passive
you get on the NPC Action Table consider making a
Character or a +2 modifier for an Active Character.
Fate Check with Mythic, or rolling on the Meaning
This gives you their specific Action for that instance. If
Tables for a word pairing. This should give you enough
it’s their first Action, then this will help set the tone for
information to complete your interpretation. (The
all Actions that follow.
Meaning Tables are included in the back of this book
It’s important to consider the Context within which
for easy reference).
the Character is acting. The Character is reacting to a
If you are unable to come up with an interpretation
situation, the Context. The results of the Action Table
for an Action Table result, and you don’t want to slow
and their Disposition are pointing you in a direction
the Adventure down by checking with Fate Questions or
based on their last action and the Context. As with
Meaning Tables, you can always apply the I Dunno rule
most things with Mythic, you interpret this information
and ignore the result, treating it as NPC Continues.
and take the most logical conclusion.
LOCATION CRAFTING
This section summarizes content from The Location
Crafter, with a few modifications from Mythic Magazine
#2, necessary for using the system detailed in this chapter.
Region Locations
Regions are the total area that is being explored.
This Category describes the physical locale of the
This is the dungeon, the island, the villain’s lair, the
Area. For instance, the chambers and halls of a dungeon,
haunted mansion ... wherever it is that the Characters
or the rooms and breezeways of an apartment building.
have found themselves.
These are the specific places your Characters will find
Regions can be any locale of any size. For instance,
themselves in as they explore the Region.
your Region could be a hotel room where a murder
Examples of Location Elements might include:
took place, or it could be an entire planet that your
hallway, bedroom, swimming pool, command center,
exploratory starship has run across. The size of the
elevator, meadow, laboratory, cave, street.
Region doesn’t matter, the process is the same.
Encounters
Area
The Encounters Category usually means people
Each discrete location where exploration takes
or creatures that the Characters can interact with and
place within a Region is generated separately, and
which will interact back. This can also include non-
each occurrence is called an Area. This is a change in
living things such as traps or devices. The key here is
terminology from The Location Crafter to avoid confusion
that Encounters are elements within the Location that
with how the word “Scene” is used with Mythic.
the Characters will have to deal with and will likely form
the most active portions of each Area.
The
Sockley
ecret of The Solo Adventure Module, The Secret Of Tockley Manor, begins on the next
T anor
page. Please note that this is a horror Adventure. Featured themes included in
the Adventure are: murder, dead bodies, potentially lost loved ones, an isolated
M
community, a haunted house, investigation, and supernatural creatures.
The
Sockley of
ecret
T anor
M
A HORROR THEMED SCENARIO
The
Sockley
SYSTEM AGNOSTIC
T anor
role-playing game system in mind. All Characters
and events are given descriptions that you can
M
adapt to an RPG of your choosing with appropriate
statistics. Alternatively, you could use the Statistic
Check from Mythic Variations II to assign RPG-
specific values. Or, you can play through the
Adventure with nothing more than Mythic
This Adventure is constructed to be played solo using answering all Questions, such as skill resolution
the Mythic Game Master Emulator, The Location attempts and combat.
Crafter, and using Keyed Scenes from Mythic Magazine
#10. All the relevant rules are summarized in this
article for easy reference. The Adventure plays using some exploration skills, such as police officers, private
normal Mythic rules, but you start with a pre- detectives, lawyers, or anyone with a personal interest of
generated first Scene, Threads and Characters Lists what is happening in the locale.
that begin partially filled out, and Keyed Scenes The first Scene introduces a murder in the small New
to keep the Adventure progressing forward. England coastal town of Closport. This death is likely
There are also several important locations in what will draw your Character into the Adventure. Your
the Adventure that are detailed using The involvement can be for official reasons, such as an FBI
Location Crafter Region Lists. agent coming in to help local authorities, or personal
The Secret of Tockley Manor is a horror reasons such as the victim is a relative of yours.
themed solo Adventure designed for a Your Character does not need to have many skills,
single Character. The setting is contemporary although investigative and social skills would be helpful.
times in a generic New England, upper Some degree of combat skills would also be useful.
American East Coast setting. However,
the Adventure could easily be located
in any small, isolated community. GETTING STARTED
The next page contains a detailed description of
YOUR ROLE IN the first Scene. Feel free to modify it as you need to
THE SECRET OF accommodate your Player Character entering the
Adventure. In addition to giving your Character a goal to
TOCKLEY MANOR pursue, it also introduces the setting of Closport where
This Adventure is designed as a the Adventure takes place and some key starting Non-
contemporary horror experience. Player Characters.
Player Characters that would There is also a page of Adventure Lists, containing
fit well in this scenario are Threads and Characters Lists partially filled out. The
down to earth Characters with elements on these Lists are mostly pulled from the
THREADS CHARACTERS
1 Get to the bottom of the murder 1 Closport Chief of Police Francis Herrera
2 2 Ann Sharpe, proprietor of The Steamport Inn
3 3 Zane Hoxel
4 4 Closport Citizen
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
away amid the vast forests that surround it. The town is
accessible by a single road, an hours drive from the nearest MORE LIKELY ENCOUNTERS
big city.
Closport is full of small town, New England charm, In addition to Herrera and Sharpe, there are a few
with shops along its main street and great, aging houses more likely Characters to encounter:
that are reminders of the town’s once vibrant past. Zane Hoxel: Zane is the owner of Hoxel
The weather is overcast, with a slight drizzle of rain Farm, a vineyard on the periphery of Closport.
that seems to be the norm for Closport in this season. Zane himself is an odd man, given to strange
mutterings and a disheveled appearance. Zane is
The people of Closport are both friendly and yet wary of
an opportunity to introduce a Character into the
strangers, the town’s isolation having generated a sense of narrative who may know more than he is letting on.
community protectionism among its residents.
Closport Citizen: This is an entry on the
Closport is dealing with a crisis, with one of its citizens Characters Thread, to run into a random citizen of
having been found murdered. For a town that hasn’t Closport. Generate these Characters as you meet
experienced a serious crime in more than three decades, a them. If you need inspiration, roll on the Description
killing has everyone scared. Meaning Tables for an idea of what they look like,
Your Character should be arriving in Closport by being and on the Action Meaning Tables for what they are
drawn in by the murder. Maybe you’re an FBI agent who doing or how they are acting. These are random
encounters, so some may be helpful, some a
suspects this is the work of a serial killer, or maybe you are
hindrance, or something in between. The average
a detective hired by the family of the victim. You may also citizen of Closport is a hard working person who
be a relative of the victim, coming to the small town to has gotten used to the struggles of their small village.
investigate the crime on your own. They are on edge, however, because of the murder.
Regardless of who your Character is, you will have Once they discover that the Character is investigating
been in contact already with Closport’s chief of police, they will likely become more engaged and interested.
Francis Herrera. This gives you a point of contact when I suggest that if a chance encounter with a Closport
you first arrive, if you wish, to get more information citizen becomes meaningful in some way, enough
about the murder. that you name that Character, then you should add
them to the Characters List. This is a way you can
The town has one hotel, a five bedroom two-story
build up the cast of Characters in The Secret Of
house along Main Street called The Steamport Inn. The Tockley Manor, with some of them perhaps taking
hotel is run by an elderly woman named Ann Sharpe. on surprising importance.
This is another point of contact as this is likely where
your Character will be staying during the Adventure.
Progressing into the first Scene will likely involve You’ll also find details about individual elements in
looking up Herrera and getting right to work. Or, you the Region Lists to help you interpret those results as you
might head to the Inn to get settled in. Another option is explore. There are several special rules to keep in mind
to do some exploration of Closport. while playing through this Adventure, but you will find
See the sidebars for more information about existing those explained in sidebars as well.
Closport Characters. This gives you some details about
those Characters to help you develop them, and their
behaviors, through Fate Questions.
KEYED
SCENE
SCENE
I WANT TO HELP ANOTHER DEATH
TRIGGER
TRIGGER
After Scene 3, roll 1-2 on 1d10 for each Scene. This After Scene 3, roll 1-2 on 1d10 for each Scene. This
Keyed Scene occurs only once and will only take Keyed Scene can occur more than once and will only
place if you are in Closport. take place if you are in Closport.
EVENT
This Event is identical to the Closport
with the investigation of the murder. Roll 1d10 to
Object of Dead Body (see page 30).
see who this is. On a 1-5 it is a Character from the
Characters List. Roll to determine which one. On a
6-10 it’s a new Character. Roll on the Description
KEYED
SCENE
Meaning Tables for inspiration on a description for DISCOVER TOCKLEY MANOR
the Character, and roll on the Action Meaning Tables
EVENT
TRIGGER
they approach you. Add the new Character to the
Characters List. You reach Scene 7 without learning
about Tockley Manor.
Once you determine who this Character is, they will
approach you in the Keyed Scene and offer their help.
They will be enthusiastic about wanting to help, and In this Keyed Scene your Character learns about
EVENT
will likely try to accompany your Character throughout Tockley Manor. This Event is identical to the Closport
the rest of the Adventure. Encounter of Learn About Tockley (see page 29).
KEYED
SCENE
KEYED
SCENE
TRIGGER
After Scene 3, roll 1-2 on 1d10 for each Scene. After the first Scene within Tockley Manor, roll 1-2
This Keyed Scene occurs only once and will on a 1d10 for each Scene. This Keyed Scene occurs
only take place if you are in Closport. only once.
EVENT
EVENT
This Event is identical to the Closport This Event is identical to the Closport and Tockley
Encounter of Weird Event (see page 28). Encounters of Weird Event (see pages 28 and 36).
COUNT COUNT
KEYED
SCENE
KEYED
SCENE
TRIGGER
Steamport Inn
DEFINING STRANGENESS
This is the only hotel in Closport, an old two-story
house that’s been renovated into an inn by its owner As a horror Adventure, The Secret Of Tockley
Ann Sharpe. The Fate Question Odds of her being easily Manor is meant to be unsettling and to get more
found at the front desk during the day or early evening is so as the Adventure proceeds. This should be
Very Likely. considered part of the Context when you are
Interpreting results of Fate Questions and forming
descriptions of places and people.
Police Station Feel free to make frequent use of the Meaning
Tables when exploring. For instance, if you
The Closport Police Station is a small storefront with
encounter a shop in Closport, you could roll on
a single office inside. Closport’s police chief, Francis the Description Meaning Tables to get inspiration
Herrera, is also the town’s only police officer. The Fate for what the shop sells. If you run into a random
Question Odds of him being in the station during normal citizen of Closport, you could roll on the Action
working hours is Very Likely. Meaning Tables to see how the NPC is acting or
what they’re doing.
Active Shop
This is a working store in Closport. Most of the shops Radford Regional Park
that are active sell items useful to local citizens, such
This is a part of the forest bordering Closport that is
as food and goods, clothing, and fishing and hunting
maintained by the federal government. It’s a wild area of
equipment. There may also be some curio type shops,
thick trees and occasional streams. This is an ideal outdoor
such as antiques, as well as a couple of small restaurants.
area for your Character to have an encounter or discovery.
Description Meaning Tables for inspiration of what the Feel free to use this encounter to help build the legend
Weird Event looks like, and roll on the Action Meaning of Tockley Manor within the Context of this Adventure.
Tables for inspiration about what happens. The severity Ask Fate Questions to further tease out information. For
of this Encounter is up to you, based on the Context and instance, your Character in this example may ask more
where your Character is. information of the shopkeeper, such as “Did someone
For instance, if your Character is currently in Radford die there?” Or, instead of asking Fate Questions, you
Regional Park and rolls this Encounter, then gets “inform” may roll more on the Action Meaning Tables for further
and “misfortune” on the Action Meaning Tables, maybe elaboration. For instance, maybe we roll “harm” and
your Character begins to hear strange whisperings in the “illusions”. We interpret this to mean that the shopkeeper
woods that sound like threats. tells us a story of how a young Tockley woman had
dreams of marrying the man of her dreams only to have
Learn About Tockley him betray her and she ended her life.
This is your opportunity to build up Tockley Manor
This is a special Encounter where Tockley Manor is and make it the focus of the Adventure. Consider what has
introduced to your Character. If you have already learned happened up to this point in the Adventure, the Context,
about Tockley through a Keyed Scene, then your Character and use that to Interpret what you learn about the Manor
gets more information about the Manor in this Encounter. in such a way that it becomes important to investigate.
You’ll need to determine two things: how you learn For instance, perhaps your Character has spent several
about Tockley, and what information is attached to it. days exploring Closport. In that time he has learned from
The how can be answered through a Fate Question Herrera that the murder victim was found at the docks.
using what seems most logical given the Context. For An exploration of the docks met with an encounter with
instance, if your Character is in a shop in Closport and a young man spying on your Character. Your Character
you roll this Encounter, you may determine that the chased that person into Radford Park, where you got lost.
owner of the store tells you about it. “The woman behind While wandering, you came across a place that looked like
the counter sets down the music box and leans forward, a crude altar, and you were struck with hallucinations and
saying in a conspiratorial voice, ‘Have you heard of
Tockley Manor?’”
Aside from Characters, you may also learn of the
Manor through books or journals.
After you determine how you learn about the Manor,
you need to attach what you learn about it. This should
contain some element of mystery or local legend to it. For
inspiration, roll on the Action Meaning Tables.
For instance, in our example above of the shopkeeper
mentioning Tockley, the Player rolls on the Action
Meaning Tables and gets “waste” and “emotions”.
You may interpret this to mean: “She shakes her head
mournfully. ‘A sad place, really. Such a pity what
happened to the Tockleys.’”
Artifact Journal
This Object is meant for any unusual item you may Your Character discovers a written work, perhaps a
find that adds mystery or information to the Adventure. book or personal journal, that contains useful insights.
It should pertain to the murder, to strangeness in town, or As with Artifact and Something To Say, this is an
to Tockley Manor if you’ve learned of the place. opportunity to expand on information about the murder,
For inspiration on what the Artifact is, roll on the Closport, or Tockley Manor if you have learned of it. The
Description Meaning Tables. For inspiration on what Context of events that have happened so far should be
the Artifact means to the Adventure, roll on the Action taken into consideration.
Meaning Tables. For instance, if your Character is in a private residence
For instance, if your Character is in The House of the (perhaps generated through a Random result on
Wind, and has an Encounter of None and an Object of Locations), has an Encounter of Closport Citizen, and
Artifact, we roll on the Description Meaning Tables and rolls Journal as an Object, you may Interpret this to mean
get “combatively” and “cold”. We Interpret this to mean that the citizen who lives in this house is telling you about
that there is an old, antique sword hanging on the wall as the history of Closport. They hand you a journal of a
an ornament. For what this means, we roll on the Action relative of theirs who helped found the place.
Meaning Tables and get “abandoned” and “illness”. We For inspiration on what the journal reveals, roll on the
Interpret this to mean that there is an inscription beneath Action Meaning Tables. Again, whatever you generate
the sword that explains how the sword was considered should expand on the strangeness of Closport. For
magical and was wielded by a founder of Closport to instance, in the example above, you might roll “judge”
“drive away disease and the scourge of plague.” and “masses”. Maybe you Interpret this to mean that the
Like Something To Say, the Artifact should add to the journal recounts a time in the early days when a cult grew
mystery of the Adventure. strong in Closport and was persecuted.
Master Bedroom
This would be the largest bedroom in the house. It
is still fully furnished, with a four poster bed, dresser,
mirrors, etc.
Basement
Finding the basement is a good opportunity for
something to happen in the dark and in an enclosed
space. What “basement” actually means when you find
it is up to you ... depending on the Context of the
Adventure so far and the results of your Fate Questions.
If you discover the basement while in a part of the
house that wouldn’t normally connect to a basement,
such as on the second floor or in the graveyard, you can
improvise the most logical way that the two connect. For
of the kitchen is weirdly adorned with medieval weaponry, a townsperson strongly advised you against exploring the
such as shields, swords, large metal cages, horse saddles, house. Now that person is here, in the manor with you,
and more. You hear a creaking from above and suddenly imploring you to get out while you can.
one of the cages falls, landing on you and trapping you If an obvious interpretation doesn’t come to you the
like a mousetrap. It is very heavy and difficult to move, first time you generate this Encounter, then you may have
effectively pinning you in place for the moment. to create inspiration using Fate Questions or rolls on the
Description and Action Meaning Tables.
Weird Event When you have the Opposition Encounter the first
time, and you determine what the Opposition is, then it
This is identical to the Weird Event Encounter in will be of the same nature if you roll Opposition again if
Closport. This Encounter is meant for something strange that is possible. For instance, if a cultist is in the house
happening to your Character. Roll on the Description trying to kill you, another roll of Opposition means the
Meaning Tables for inspiration of what the Weird Event cultist, or perhaps another one, tries to kill you again.
looks like, and roll on the Action Meaning Tables for If it’s not possible to have the same Opposition
inspiration on what happens. Encounter again, such as if the townsperson warning you
As usual, consider the Context when coming up with away had gotten killed, then generate a new Opposition.
the Weird Event. It should be in keeping with any other
strangeness that has happened so far.
For instance, if your Character is in a hallway and gets
The Secret
this Encounter, and you roll a Description of “kindly” and This Encounter is one of the two possible end goals
“pale”, and Actions of “block” and “exterior”, you may of the Adventure. The Secret is the answer to the murder
Interpret it this way: As you walk down the hallway to the that drew you to Closport, or the root of the strangeness
door at the end, you notice movement further along. A you have encountered along the way. What The Secret is
painting, that of a pale and lovely young woman, appears to can be just about anything. By this point in the Adventure
be shifting. To your astonishment, the figure steps out of the you should have come across clues and information, and
painting, the woman standing ghostly in the hall. She is now probably some oddities as well. This all forms the Context
between you and the door, and she faces you expectantly. of this Encounter.
If you have a good idea what The Secret is, then
Opposition shape it into a Fate Question and ask. For instance, you
might ask, “Is old man Tockley here in his laboratory,
Opposition is an Encounter for anything that might experimenting on people to prolong his unnatural life?”
happen that involves someone or something directly If you aren’t sure what to expect, you can roll on the
opposing your further exploration. How this opposition Description and Action Meaning Tables for an idea of
takes shape will depend a lot on what you’ve learned so far what The Secret looks like and what it’s doing.
in the Adventure. For instance, if you’ve discovered that Discovering The Secret, and dealing with it, should
there is a cult in Closport, which you believe committed signal the end of the Adventure. Regardless of how this
the murder, then it would make sense that a cultist Encounter turns out for your Character, it resolves the
confronts you in the house. The opposition could be less initial Thread of “Get to the bottom of the murder.”
violent, too. For instance, maybe earlier in the Adventure
WRAPPING UP THE ADVENTURE that the victim had been stabbed, and you come across
a journal from someone claiming to be a sorcerer who
The Adventure will likely end in Tockley Manor
does blood sacrifice, and your Character has dreams while
after discovering The Secret or The Entity Encounters.
staying in the inn of a mysterious figure warning them to
The path from the start of the Adventure to that fateful
flee Closport, and after discovering Tockley and having
Encounter will likely have had the Character running
more strange encounters and finally meeting up with The
across lots of information, clues, encounters, and
Entity, that happens to be an Otherworldly Being, you
hopefully some strangeness.
may Interpret this final event this way ... the Tockley’s
As with all things Mythic, as you proceed in this
dabbled in black magic and had successfully conjured an
Adventure let all of those elements collect into the
entity from beyond, that killed them all back in the day.
Context for you to interpret as you go. Once you
The creature has remained, however, and a modern day
reach the end event of the Adventure, you can use that
Tockley awakened it with a new sacrifice. You face the
accumulated Context to interpret what The Secret is really
creature in the halls of the manor, armed with a few bits
all about.
of information on how to send it back.
For instance, if your investigations in Closport revealed
Mythic Starters IV
Compatible with the Mythic GME
As the old ship slow-burns towards its destination, Opening Scene: You are the utility bot that was
Appalachia 9, a remote planet designated for designated to be the colony overseer’s personal
corporate colonization, it is kept in adequate repair by assistant. Unfortunately, she was in one of the first
a small army of trusty Horizon Corp utility bots. cryosleep pods jettisoned by the strange system bug.
Unfortunately, something is killing the Scrubber was your charging cubicle mate and you
colonists in their cryosleep and the utility suspect Mainframe is not sharing all
bots are unable to compute how to its data with the rest of robot society.
proceed. A sinister system bug
causes one colonist cryosleep pod While repairing a faulty monitor, you
after another to be jettisoned into the observed a digitalized energy
vacuum of space! creature faintly resembling
Scrubber rampaging near the
holodream banks.
Utility Bots: A peculiar robot society
has developed on the CSS Star Shortly afterward, Mainframe had
Nomad led by Mainframe, the ship’s that part of the ship sealed off for a
fatherly central computing core. thorough ‘system error scan’...
However, many of the utility bots
responsible for system maintenance Suggested Thread List:
are showing their considerable age. ◆ Save the remaining colonists
System Bug: First found as a minor ◆ Help Scrubber
coding error in a miscellaneous ◆ Fix the system bug
holodream file. Scrubber, one of the coding bots, went ◆ Stop the energy creature
missing after repeatedly attempting to correct the
Suggested Character List:
problem. Now, copies of the bug appear in several key
◆ CCS Star Nomad ◆ Scrubber
systems.
◆ Far Periphery ◆ Holodream banks
CCS Star Nomad: The automated colony ship owned ◆ Appalachia 9 ◆ Locked cargo bay
by Horizon Corp houses hundreds of colonists in ◆ Utility bot society ◆ Second-chance
cryosleep pods. Mainframe claims the colonists are ◆ Horizon Corp program
part of a ‘second-chance program’ and could well have ◆ Cryosleep pods ◆ Digitalized energy
some bad apples among them. ◆ Colonists creature
◆ Mainframe ◆ Miscellaneous
◆ System bug holodream file
Art by Jeshields
155
TOOL
SECTION
BOX
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
Location Crafter Pre-Filled Region Sheet
REGION:
LOCATIONS ENCOUNTERS OBJECTS
1 Expected 1 None 1 None
2 2 2
3 Expected 3 Expected 3 Expected
4 4 4
5 Expected 5 None 5 None
6 6 6
7 Expected 7 Expected 7 Expected
8 8 8
9 Special 9 Special 9 Special
10 10 10
11 Random 11 Random 11 Random
12 12 12
13 Expected 13 None 13 None
14 14 14
15 Special 15 Expected 15 Expected
16 16 16
17 Random 17 Special 17 Special
18 18 18
19 Complete 19 Random 19 Random
20 20 20
This ship has been used for A relic from a long lost
1-5 The ship of an enemy.
smuggling or criminal activity. civilization.
The ship has not The ship has not
It is currently experiencing
6-10 been responding to been responding to
unrest.
communications. communications.
An exploratory and science There is a sizable population
11-15 A fighter ship.
ship. living here.
16-20 A cargo ship. A battleship. A mining or industrial facility.
Someone or something The ship is owned by a The station is owned by a
21-25
important is on board. powerful organization. powerful organization.
26-30 Everyone on board is dead. Led by a famous captain. A waystation for travelers.
The ship has a great many The ship has a great many
31-35 A military outpost.
mechanical problems. mechanical problems.
Of unknown origin or Of unknown origin or
36-40 Is politically important.
purpose. purpose.
The ship had been lost for a
41-45 Had been stolen. Peaceful.
long time.
46-50 An unmanned probe. Returning from a mission. Has a very long history.
51-55 Is wanted by many. A crisis had happened here. A crisis had happened here.
The ship has unusual
56-60 Is on the run. Represents a danger.
properties or technologies.
61-65 Emitting a distress signal. Emitting a distress signal. A research facility.
66-70 The ship of an ally. The ship of an ally. The station of an enemy.
Roll on Large Starship Roll on Small Spaceship Roll on Small Spaceship
71-80
column column column
Roll on Large Starship
81-90 Roll on Space Station column Roll on Space Station column
column
91-95 Exotic Exotic Exotic
96-100 Roll on Actions Meaning Tables
Starship Region Descriptors Table
1D100 SMALL SPACESHIP LARGE STARSHIP SPACE STATION
1-5 New and high-tech. New and high-tech. New and high-tech.
Bearing strange markings or
6-10 Very large. Truly massive, a city in space.
insignia.
Obviously damaged and in Obviously damaged and in Obviously damaged and in
11-15
crisis. crisis. crisis.
16-20 Sleek and elegant design. Sleek and elegant design. Sleek and elegant design.
21-25 Crude and rough design. Crude and rough design. Crude and rough design.
36-40 Very unusual design or shape. Very unusual design or shape. Very unusual design or shape.
In orbit around something or
41-45 A bright color. Very flat and long.
near a feature in space.
46-50 A civilian or personal ship. Bulbous design. In a remote place.
A pod or shuttle from a larger Composed of components, Composed of components,
51-55
craft. modular. modular.
Made from an unusual Made from an unusual Built into something natural,
56-60
material. material. like an asteroid.
Disguised to look like
61-65 Featuring solar sails. Featuring large domes.
something else.
One feature dominates, like
Bilateral, one half is identical
66-70 Small, quick, and nimble. massive thrusters or habitat
to the other half.
ring.
Roll on Large Starship Roll on Small Spaceship Roll on Small Spaceship
71-80
column column column
Roll on Large Starship
81-90 Roll on Space Station column Roll on Space Station column
column
91-95 Exotic Exotic Exotic
31-40 Expected
41-65 Same
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
Area Elements Table
1D10+PP LOCATIONS, LARGE LOCATIONS, SMALL ENCOUNTERS & OBJECTS
16 or
Expected, PP-6 Expected, PP-6 Expected, PP-6
more
Special Elements Table
When a Special Element is generated in a Category, roll 1d100 on the table below and apply it to that Category
as the Element for the current Area. If the table requires you to make additional rolls on the Area Elements Table
do not count those toward the Progress Points for that Category: only one mark, the original, is registered.
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
COUNT
COUNT
COUNT
KEYED KEYED
TRIGGER EVENT SCENE TRIGGER EVENT SCENE
Keyed Scenes Record Sheet
COUNT
COUNT
Backstory Focus Table 2
1-13 NEW NPC
14-21 NPC ACTION, OR NEW NPC
22-28 NPC NEGATIVE, OR NEW NPC
29-35 NPC POSITIVE, OR NEW NPC
36-42 NEW THREAD
43-55 CLOSE A THREAD, OR NEW THREAD
56-64 SUBJECT NEGATIVE
65-72 SUBJECT POSITIVE
73-78 CONNECTION, NPC TO NPC
79-86 CONNECTION, NPC TO SUBJECT
87-100 COMPLETE, OR NEW THREAD
Plotlines List Characters List
13-16 CHOOSE MOST LOGICAL PLOTLINE 13-16 CHOOSE MOST LOGICAL CHARACTER
29-32 CHOOSE MOST LOGICAL PLOTLINE 29-32 CHOOSE MOST LOGICAL CHARACTER
45-48 CHOOSE MOST LOGICAL PLOTLINE 45-48 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
73-76 CHOOSE MOST LOGICAL PLOTLINE 73-76 CHOOSE MOST LOGICAL CHARACTER
77-80 CHOOSE MOST LOGICAL PLOTLINE 77-80 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
IN CLOSPORT
IN TOCKLEY MANOR
1-5 • SUPERSIZE: Roll in the Category again (if and about to explode. Not everything is dangerous, it
you get Special again, treat it as Expected). Whatever could just be finding an otherwise useful Object that is
Element is generated, make it more than what is broken. Go with a modification to the Element seems
expected. Take the Element up to the next level, or most obvious to you, or roll twice on the Random
as grand as you can. For instance, if the Category is Elements Descriptors Table for inspiration.
Locations, and the Element generated is “pool,” where 31-35 • THIS IS GOOD: Roll in the Category
you originally may have envisioned this as a pond you again (if you get Special again, treat it as Expected).
now treat it as a lake. Whatever you get, it is something good for the Player
6-10 • BARELY THERE: Roll in the Category again (if Character. Whether it’s a Location, Encounter, or
you get Special again, treat it as Expected). Whatever Object, it is an Element that will be helpful or useful.
Element is generated, minimize it as much as possible. Go with a modification to the Element that seems most
Whatever you would have described to represent obvious to you, or roll twice on the Random Elements
this Element, take it down a notch or two. If it’s an Descriptors Table for inspiration.
Encounter, such as an enemy, maybe it is wounded or 36-50 • MULTI-ELEMENT: Roll twice on this
of a lesser nature than usual. If it’s a Location, maybe it Category list (if you get Special Element again, treat it
is badly in need of repair or is unusually small. as Expected), and include both of them in the Area. If
11-15 • REMOVE ELEMENT: Roll in the Category the Category is Location, and the Elements are “pool”
again (if you get Special again, treat it as Expected), and “stony chamber,” maybe this is a chamber with an
and cross that Element out and remove it from the ornate fountain in it.
Category list. You will still use it for this Area, but the 51-60 • EXIT HERE: This Area, in addition to
Category list has now been altered for future rolls. whatever else it contains, also holds an exit from the
If the Element is Unique, then treat this result as Region, if this is possible. Maybe it’s a back door out
Expected instead. of the mansion, or another exit from the cave. If this
16-25 • ADD ELEMENT: Add a new Element to this result makes no sense, ignore it and treat this as an
Category at the end of the List. Generate the new Expected Element.
Element by treating it like a Random Element and 61-70 • RETURN: Whatever else this Area contains,
rolling for a description of it on the Random Element it also has access to another, previously encountered
Descriptors Tables. The new Element is added to the Area. This is only possible if that other Area had a way
Category List and is treated as though it was rolled to reach this one. If this result makes no sense, ignore
for this Area. This is identical to a Random Element it and treat this as Expected.
Special result (see below), except that the Element
71-75 • GOING DEEPER: Instead of adding one
generated is added to the Category List to possibly be
Progress Point for this Category, add three instead.
encountered again later.
Otherwise, treat this result as Expected.
26-30 • THIS IS BAD: Roll in the Category again (if
76-80 • COMMON GROUND: Eliminate three
you get Special again, treat it as Expected). Whatever
Progress Points for this Category (don’t record this
you get, it is bad for the Player Character. For instance,
occurrence and eliminate two more). Otherwise, treat
if it’s an Encounter, it is probably something that is
this result as Expected.
harmful. If it’s a Location, maybe the place is very dark
and treacherous. If it’s an Object, maybe it’s unstable 81-100 • RANDOM ELEMENT: Treat this Special
Element like a normal Random Element.
The Secret Of Tockley Manor Adventure List Sheet
THREADS CHARACTERS
1 Get to the bottom of the murder 1 Closport Chief of Police Francis Herrera
2 2 Ann Sharpe, proprietor of The Steamport Inn
3 3 Zane Hoxel
4 4 Closport Citizen
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
KEYED
SCENE
SCENE
I WANT TO HELP ANOTHER DEATH
TRIGGER
TRIGGER
After Scene 3, roll 1-2 on 1d10 for each Scene. This After Scene 3, roll 1-2 on 1d10 for each Scene. This
Keyed Scene occurs only once and will only take Keyed Scene can occur more than once and will only
place if you are in Closport. take place if you are in Closport.
EVENT
This Event is identical to the Closport
with the investigation of the murder. Roll 1d10 to
Object of Dead Body (see page 30).
see who this is. On a 1-5 it is a Character from the
Characters List. Roll to determine which one. On a
6-10 it’s a new Character. Roll on the Description
KEYED
SCENE
Meaning Tables for inspiration on a description for DISCOVER TOCKLEY MANOR
the Character, and roll on the Action Meaning Tables
EVENT
TRIGGER
they approach you. Add the new Character to the
Characters List. You reach Scene 7 without learning
about Tockley Manor.
Once you determine who this Character is, they will
approach you in the Keyed Scene and offer their help.
They will be enthusiastic about wanting to help, and In this Keyed Scene your Character learns about
EVENT
will likely try to accompany your Character throughout Tockley Manor. This Event is identical to the Closport
the rest of the Adventure. Encounter of Learn About Tockley (see page 29).
KEYED
SCENE
KEYED
SCENE
TRIGGER
After Scene 3, roll 1-2 on 1d10 for each Scene. After the first Scene within Tockley Manor, roll 1-2
This Keyed Scene occurs only once and will on a 1d10 for each Scene. This Keyed Scene occurs
only take place if you are in Closport. only once.
EVENT
EVENT
This Event is identical to the Closport This Event is identical to the Closport and Tockley
Encounter of Weird Event (see page 28). Encounters of Weird Event (see pages 28 and 36).
COUNT COUNT
KEYED
SCENE
KEYED
SCENE
TRIGGER
None None
1 +1
2 +2
3 or more +4
The Entity
1D10+
THE NATURE OF THE ENTITY
MODIFIER
PERSON
1 The Entity is nothing supernatural, just
a human being with motive.
POWERED PERSON
As above, but the person is
2-4 supernatural in some way. Maybe
they’re a sorcerer, an alchemist, has
been gifted power by a demon, etc.
VAMPIRE
The Entity is a vampire, an energy
5-6
sucking creature that lives off the life
force of living beings.
CONSTRUCT
The Entity is a magical creature
constructed by someone. This can be
7-8
a golem made of clay, an animated
statue, a corpse resurrected through
strange science, etc.
GHOST
9-10 The Entity is a ghost of some kind,
some manner of incorporeal undead.
OTHERWORLDLY BEING
The Entity is something very strange
and alien, not of this world. This can be
11-14
a demon, a creature from another plane
of existence, something from beyond
the stars, etc.
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
SECTION
MONTHLY MUSINGS
AND CRUNCHY BITS
FOR MYTHIC PLAY!
MYTHIC MAGAZINE IS AVAILABLE MONTHLY
THROUGH PATREON AND DRIVETHRURPG.
WWW.PATREON.COM/WORDMILLGAMES WWW.DRIVETHRURPG.COM/BROWSE/PUB/480/WORD-MILL