ADD A CHARACTER

Choose the most logical NPC on the Characters List and add them to the Scene.


Mythic Game Play

Scenes

Scenes are the base playable unit of every RPG. Scenes start with PCs declaring intent

Scene Flow

Setting up a scene in Mythic Game Master Emulator:

  1. Set the Scene

    • Decide how the scene begins based on character plans. Describe the location, time, and initial situation. Outline who is present and what the immediate goals are.
  2. Test Expected Scene

    • Roll 1d10 and compare to Chaos Factor (CF)
    • If roll > CF, proceed with Expected Scene.
    • If roll ≤ CF, determine if it’s odd or even.
      • Odd: Altered Scene
      • Even: Interrupt Scene
    1. Expected Scene

      • Scene proceeds as described
    2. Altered Scene

      • Modify the Expected Scene slightly
      • Use the Scene Adjustment Table for guidance
      • Roll on Meaning Tables for inspiration if needed
    3. Interrupt Scene

      • Generate a Random Event
      • Roll for Event Focus and Event Meaning.
      • Interpret results in the context of the adventure.
  3. Play Out the Scene

    • Use Fate Questions to guide the narrative.
    • Check for Random Events on Fate Questions
    • Use RPG rules to resolve mechanics.
  4. Transition To Next Scene

    • Update Lists & Chaos Factor at the end of the scene.
    • Update RPG mechanics (short rests, supplies, food, fatigue) if appropriate
    • Repeat Set the Scene

Remember, the flow of your adventure should be a string of interesting scenes, each leading organically to the next, while allowing for unexpected twists that keep the narrative engaging.

Fate Question

The Fate Question process in the Mythic Game Master Emulator system is central to decision-making and narrative progression. Here’s a detailed checklist and step-by-step guide on how to effectively use Fate Questions during gameplay:

Asking a Fate Question

  1. Identify the Decision Point: Whenever you reach a point in your adventure where a decision or outcome is uncertain, identify it as a potential moment for a Fate Question.

  2. Formulate Your Question: Clearly phrase your question so it can be answered with a simple “Yes” or “No”. For example, “Is the guard alerted to my presence?”

  3. Assess the Situation: Evaluate the situation based on the information you have about the narrative and the characters involved. This assessment helps in setting the right odds.

  4. Set the Odds: Decide how likely the “Yes” answer is, using terms like “Likely”, “50/50”, or “Unlikely”. This should reflect your character’s perspective and the context of the situation.

  5. Check the Chaos Factor: Note the current Chaos Factor, which represents the level of control or chaos in the narrative, as it can affect the probability of outcomes.

  6. Use the Fate Chart: Locate the intersection on the Fate Chart that corresponds to your set odds and the current Chaos Factor. This will give you the percentage chance of a “Yes”.

  7. Roll the Dice: Roll a d100 to determine the outcome. If the result is within the percentage range identified, the answer is “Yes”; otherwise, it’s “No”.

  8. Determine Exceptional Results: If your roll is exceptionally high or low (as detailed on the Fate Chart), you might get an “Exceptional Yes” or “Exceptional No”, which should have a greater impact on the narrative.

  9. Check for a Random Event: - A Random Event occurs if you roll a double on a d100 (like 11, 22, 33, etc.) and the single digit of that double (1, 2, 3, etc.) is less than or equal to the current Chaos Factor.

  10. Interpret and Integrate: Use the answer to directly influence the next steps in your story. For instance, a “Yes” could mean successfully sneaking past the guard, while a “No” might mean getting caught and having to deal with the consequences.

  11. Advance the Plot: Finally, take the outcome of the Fate Question and weave it into the continuation of your narrative, ensuring a smooth progression of events.

This process ensures that Fate Questions are a powerful tool in Mythic, allowing for a flexible and dynamic storytelling environment where the plot can twist and turn based on player decisions and random chance.

Random Events

Random Events add unpredictability and depth to the narrative by introducing new twists and developments. They can be introduced when testing a scene or anytime a Fate Question is asked.

Generation of Random Events

1. Triggering Random Events

  • Random Events are typically triggered during the resolution of Fate Questions or when a new Scene starts.
  • A Random Event occurs if you roll a double on a d100 (like 11, 22, 33, etc.) and the single digit of that double (1, 2, 3, etc.) is less than or equal to the current Chaos Factor.

2. Determine Event Focus

  • Once triggered, use the Event Focus Table to determine the focus of the Random Event. This could relate to a specific character, a plot thread, or an aspect of the setting.
  • The Event Focus might indicate whether the event affects the Player Characters (PCs), Non-Player Characters (NPCs), or the overall plot, and whether it’s a positive or negative development.

Applying Meaning Tables

  • After determining the focus, consult the Meaning Tables to generate two keywords that define what the event entails.
  • These keywords are used to inspire the specific details of the Random Event, guiding how it integrates into the ongoing narrative.

Impact and Resolution

  • Interpretation: The keywords from the Meaning Tables help the player(s) interpret the event in the context of the current scene or the broader adventure.
  • Narrative Integration: The player(s) then weave the Random Event into the story, ensuring that it has a logical and impactful presence within the game’s unfolding narrative.

Testing the Expected Scene

Roll 1d10 and Compare It To The Chaos FactorResult
Roll Over Chaos FactorExpected Scene
Roll Odd (1, 3, 5, 7, 9) Within Chaos FactorAltered Scene
Roll Even (2, 4, 6, 8) Within Chaos FactorInterrupt Scene

Scene Adjustment Table

1d10Adjustment
1[[Remove A Character]]
2[[Add A Character]]
3[[Reduce or Remove An Activity]]
4[[Increase An Activity]]
5[[Remove An Object]]
6[[Add An Object]]
7-10[[Make 2 Adjustments]]

REDUCE or REMOVE AN ACTIVITY

Reduce the intensity of an active element in your Expected Scene, or remove it completely if that makes more sense.


Remove a Character

Choose the most logical Character to remove from the Expected Scene. If there were no NPCs in the Expected Scene then the Player would roll on the Scene Adjustment Table again.