Friday, January 15, 2010

Mythic Chartless

I keep mentioning how I don't use Mythic by-the-book and most of my hacks are about adding or removing 10%. So here's an explanation of how I do Mythic rolls.

At first, I used the Fate Chart as provided, but it quickly dawned on me that I was annoyed by needing such a thing just to ask Mythic questions. So far, the good points of the chart I see in the long run are:
  • It gives you the extreme results numbers
  • It uses a curve that makes wide rank differences less potent
But I don't see these as incentive enough to keep using the Chart.


How I do it now:
  • I start at 50% (or a 50/50 rank if you will)
  • I add or remove 10% per rank difference between a skill and the difficulty (or another skill if it's a resisted question), giving a Target Number
  • I roll the d100 and look if I'm below or equal the Target Number (if so, it's a Yes, otherwise No)
  • I quickly check if I'm below 10 or above 90 (easily noticeable) and unless the Target Number was quite far from the average 50%, I consider it an Extreme Yes/No
  • If the TN is like 80 or 90%, it's a matter of adding +2% for each 10% shift from the average to know if I have an Extreme answer or not. It's not instant, but the case rarely comes up for me anyway... and I'm not too sad if I've missed a few Extreme answers here or there. Most of the time I eyeball it anyway.

What I like with this method is that as long as I have a d100, I can ask Mythic questions. Here's an example:

Does the archer shoot the apple in the tree?
We start at 50%
It's a small object and a bit of a distance away. Let's remove 20% because of difficulty. We're at 30%.
Our archer has the Bow skill at rank 3, which is +30%. We're at 60%.
There, we can roll our d100 : 25. Below 60, so it's a Yes, he does hit the apple. Woop!

If I had rolled 6, being obviously below 10, I would have known it was an Extreme Yes. Maybe he shoots three apples with that single arrow. If it had been 95, above 90, it would have been an Extreme No, and our archer would not be able to sit for a few days.
Finally, if he had been right next to the apple, it might have been a chance rating of 90%, in which case I might have been more careful with rolls below 20 and rolls near 100 (eyeballing it, 98 and above would be an Extreme No in that case?)


So there! That's how I do it. I have the nagging feeling I'm missing something cool about the Chart given how everyone seems to love it. If anyone could tell me what it is :)

Sunday, January 3, 2010

GMing with Mythic - Player Emulation

Today I tried something new I've been meaning to try for a while: emulating players with Mythic.

The concept is rather simple. You act as the GM and you host an adventure for X characters whose decisions won't be made by you, but by Mythic. The good thing is that it allows one to use premade modules, which is a nice change from having to imagine everything based on Mythic's answers. The "bad" thing is that it's just as tiring, if not more (for some reason), and it's a bit sad to see your characters escape your control (after all, you still have to create them, yet not control them).

Systems

Even worse is that I decided to try yet another system hack. I made a mix of PDQ# and Mythic. PDQ# is great in that a character ends up looking something like this:

Gruff, dwarf
Past: Senior Mechanics of his clan +2
Race: Dwarf +2 (techniques: stone cunning) (note: this is an addition of mine, races as a trait)
Motivation: Become a legendary dwarf +2
Main Forte: Warrior +4 (techniques: warhammer, brutal, charge, shield, thrown axes)
Prosthesis +2

Foibles: Overconfident, Mechanical prosthesis


Bam, that's it, you're done. No need for detailed equipment (obviously this one has a warhammer, a shield, probably some armor and some mechanical tools...), no need for detailed skills or feats or strengths or whatever (dwarves have darkvision, resist poisons and so on? that's all assumed under the "Dwarf +2" forte)
Techniques are (usually) linked to a forte and give a bonus if an action includes them somehow.

I've oversimplified things for my own hack, so it ends up going something like this:
Base chances are always 50%, modified by task difficulty. Any applicable forte gives a bonus rank (+10%). Any applicable technique also gives a bonus rank.

Mythic note: this is another of my hacks to Mythic. I don't use the Fate Chart. I just add or subtract 10% per rank. I'm pretty sure it messes up stuff here or there, but it's still fun.

Say Gruff wants to bash a door with his warhammer with brutal strikes. The door is somewhat strong, so I give a penalty of 2 ranks (-20%). He can use his Warrior forte for a bonus of 2 ranks (+20%) (I know, it says +4 but to fit Mythic I had to divide every PDQ value by 2). Since he's using his warhammer, his technique is valid (+10%). He's also doing it like a madman, so brutal goes too (+10%). He ends up at 50(base)-20+20+10+10 = 70% chances of making good damage to the door. With goblins, who are admittedly less sturdy than a door, it's more like 90%... Yeah, Gruff is a basher :)

What's great is that it's easy to create characters based on a concept... and it's easy to define bonuses to any action. As PDQ does it, you also get easy bonuses as long as you describe things the right way. The brutal technique will almost always give a bonus here, unless Gruff is trying to bash things silently (*chuckles*). It's not for powergamers, for sure :)

The Adventure

I ran a bit of the Dungeon of Akban, found in the free Quickstart for Sword and Wizardry. If you plan to play this adventure, stop reading now...



It was pretty difficult at first to switch from player to GM while still using Mythic. I had to think of what I would describe to these virtual players/characters... or in other words, what the characters themselves would see. Admittedly, this is only difficult because I've never GMed any D&D :).
Then, instead of deciding what the characters would do, I had to see what actions they might do and weight them for a question. I used 50/50, 33/33/33 and 25/25/25/25 when there were multiple possibilities. Sometimes, I had 50/40/10 because some options seemed much more logical than others (adventurers explore the room they're in before running to the new doors, right?)

The group of four (the dwarven warrior, a human pirate-adventurer, a gnomish alchemist and an elven swamp witch) started by exploring the first room. They happened upon a strange statue with magical flames. Here again, I had to ask if they were intrigued by the statue or not... They were. Were they intrigued by the flames? No... So they looked for some secrets hidden by the statue... and found none (I rolled the dice for them, as a GM would probably ask for rolls to keep some mystery as to wether there *is* something there or not... assuming clearly failed rolls would mean they were none the wiser).
At times, I had no idea what they might do, so I used Complex Questions (using a dictionary). It gave me some contradictory actions at times... They seemed uninterested by the flames... and a complex question just led them back to them... oh well! So they examined the flames some more... tried a stick in them... which burned... and then they got bored with it and tried the doors.

The door was chosen randomly, of course... Further directions too. They ended up in a room with giant ants which had digged tunnels from below. That's where Mythic did interesting things. As player, coming face to face with three giant ants, I might have not insisted much... or just attacked with simple tactics.
I asked if the group fleed, waited or attacked. They waited. They saw the ants didn't seem to mind them from where they were, but they had been clearly spotted. I asked if they fleed or attacked and, despite a low chance, they decided to attack. But next, the group closed the door (one of these contradictory Complex Questions). I asked if they now went back or had an attack plan instead, since they *were* about to attack... They had a plan indeed. But what?
I supposed they were going to boost themselves before the attack (among other things)... and asked which of the alchemist or the witch would do something. The alchemist apparently had an idea. Since I didn't describe any equipment linked to her skill (I went for a very freeform game àla FATE v3) she could come up with anything from acids to sleepy pills. Another Complex Question later, I had the answer: she would try to recreate the chemical scents used by ants to recognize each other, danger zones and such... Wow!

I assume most GMs, especially in a regular D&D game would just say "no way!". But hey, it seemed fun. I made the roll difficult but it succeeded anyway... and our gnome ended up with a vial of ant scent which everyone promptly spread on their bodies. I decided, as the GM, that it would only make the ants neutral.
The group went back in, searched the room without being bothered by the ants and ended up with gold pieces and a magic scroll (generated by my newly acquired D&D DM Guide :D). Lucky! I asked what they did then. I assumed players would usually be intrigued by the tunnels, so I included this in the possibilities. They were indeed... but thankfully not too much (I might have rigged that :P... didn't want to stray too far from the module... eh, railroading virtual players).

But what happened next was yet another surprise: apparently, they were not finished with chemicals. The gnome wanted to perfect her scent to make the ants friendly! I made it way more difficult but she still succeeded (really lucky roll...) so... she ended up with two friendly giant ant workers as bodyguards. I limited it by saying it was only for her, and would only last 6 minutes (1d10 mins). But wow...

The adventure went on with the discovery of a room full of goblins, their easy dispatching by the dwarf and the human pirate (no ants were used because of a very narrow corridor). Admittedly, it was 1) too easy, 2) rather boring because of this, 3) I had issues with my hack and went back to something closer to Mythic for the combat... which made this part quite frustrating. I was also getting quite tired by that point, which didn't help...


Conclusion

It was an interesting experience. I don't know if I really want to resume it later or if I will go back to what I did for Hollow's Last Hope. I mean, it's *really* fun to come up with strange plans thanks to Mythic inspiration, and it does feel like you have players with crazy ideas, but it's definitely not as fun as being in there and discovering things as you go or, at least, reacting to some rare Mythic surprises when playing through a premade module.

RP with Parents - UP, Part 2

Contrary to my belief, we did end up playing the second session. Sadly, my mom was actually pretty tired and she had trouble focusing. She was also trying to think up a follow-up to the story bit she made up during the first session and, I think, lost a lot of energy/concentration on this. Once I knew, I told her she didn't *have* to... Mythic would help us build upon her seed. She just felt obliged to finish what she had started alone :|

Note: I haven't given details on what has actually happened in the story so far (nor even who the characters are), to avoid spoiling the movie "UP". I'll continue this way for now, but I might make a summary of the whole adventure in a clearly spoiler-marked post.

After some random obstacle from Mythic, the heroes actually reached their destination! And yet, things didn't seem finished. A bit of thinking revealed a new goal for my mom's character... but my dad's was pretty much done with his adventure and I was scared he would have nothing to do for the rest of the session.
Thankfully, that's when Mythic threw us a bone to gnaw at: a new character! It ended up being mine, meaning I would finally leave my GM seat for a player seat, leaving the obstacles fully to Mythic. My character gave an opportunity for my mom's to reach his goal... but they would have to stick together first. We used the occasion to bring my dad's character back in, too, and the adventure went on.

Not that much happened after that and we didn't have much time left. Obviously, we wouldn't be able to finish the new goals in a single session, so we just stopped at a quiet point. I seriously doubt we will ever finish this adventure either (it's hard to resume months after...) but it was quite fun while it lasted.

I also notice it's near impossible to describe anything interesting without giving details, so... I'll make a spoilery post later where I explain exactly what happened during the adventure.

Tuesday, December 29, 2009

RP with Parents - UP

As my parents were here for the holidays, I couldn't help but get them into another roleplay session. At first we were going to continue the pulp adventures started during our last vacation, but then we watched UP, by Disney/Pixar. What happened is that we didn't like the movie that much... but we liked its beginning very much. After discussing this, I suddenly exclaimed: "I know! We should reset their story to when we stopped liking it and do our own version by playing the characters, and use Mythic to guide us." And that's what we did yesterday night.

Technicals

I didn't want to bog down enthusiasm with rules like the FATE ones we used last time, and since I've been into the Mythic rules lately, I went with a variation of these. The result was a mix of FATE, Mythic, Risus and recently discovered Lady Blackbird.
The characters were described through two attributes: Body and Mind, 0 being average, 1 above average, -1 below average, etc... These work like Mythic attributes. Then, I went "Risus"/"FATE v3" and simply described the characters with little sentences such as "Wannabe Explorer" and "Fan of that Cool Explorer Guy". It was pretty easy to find four or five short phrases describing each main character.
At first, I gave these ratings (1, 2, ...) but then I discovered Lady Blackbird that very day and used their system: if one of the phrases fits the situation, add a bonus rank to your roll (+10% with Mythic). If you're trying to calm down a wild animal and you have "Best Friend of all Animals" as a description of your character, you'll start with your Mind attribute and add a rank. If you have "Explorer of the Wild", you'll add another rank because, well, it's a wild animal.
Of note: I picked something from FATE v3 in that some of the phrases were goals and motivations rather than skills, just like Aspects might be. This would yield bonus ranks if your action happened to follow one of these goals directly.

Apart from game mechanics, Mythic was used to generate obstacles and the scene system was used with its characters and threads lists.

How it went

Pretty good! It seemed like everyone actually enjoyed the session more genuinely than it might have been last time. The "describing phrases" system was grasped very quickly and dice rolls were easy to prepare: pick Body or Mind depending on wether it was a physical or intellectual challenge, then go through the character description and add a rank for each fitting phrase. This would give us xx% chances of success, followed by the d100 roll of course.
I also kept Mythic's "Extreme Yes/No" rolls which gave us some interesting surprises.

Mythic's GM emulator was mostly used by myself, since I didn't have any character to play at first (I was waiting for a new NPC to appear and take its role). I asked questions that I hoped would yield some obstacles or fun situations. Following my lead, my parents soon started asking questions of their own. Furthermore, my mother came up with a story of her own at some point and I let her explain it. I only stopped her after some good exposition to keep her surprised by having Mythic decide a few of the finishing touches.
From that point on, though, Mythic took a nap because everyone was getting a good idea of where things were going. I tried to push Mythic forward once or twice to avoid having a single player tell the whole story, but it felt forced. I did use it still to settle some little disputes ("The next room is bigger" "Uhh, I'd have thought it would be smaller" -> "Is the room bigger? *roll*")

The GM emulator helped us a few times with its random events. Once it got us out of a rather uneventful situation and later it created tension where a character had to hide from a threat. The characters list was also used for these events. The threads list was updated with mysteries encountered during the story but didn't come up through events so far.

Considering how things went once everyone was comfortable with the story and mechanics, I think my parents would actually work better with a story-game. Probably not one with systems that push players to create stories within a framework (FATE Aspects were, I think, too restricting and meta), but one that allows everyone to chip in with bits of story. Heck, they might enjoy not *being* the characters but controlling them all "from above", so to speak. Collaborative storytelling... I know I found a game that used chips that players would use to introduce facts in a story and that could be payed off by others if they didn't like it... I bet this would work well for them.

The future

We're supposed to resume this game this afternoon but I don't know if it will be possible. My parents are leaving tomorrow and they're already tensed up (one day of car trip). If it keeps up like this, they won't be in the right mood for it and prone to bickering. We'll see...

In any case, I'll study the simplified system we used as I might enjoy it for my own games. It's easy to describe characters and very easy to find out bonuses.

Wednesday, November 25, 2009

Using Mythic with a module

God I'm slow... Anyway, here's the first part of how I tried using a published adventure with Mythic and... got some issues at some point.

The adventure is the freely available (PDF) Hollow's Last Hope from Paizo. It's meant for D&D 3.5 with about four level 1 characters. I'll be spoiling things, obviously, so if you plan to play the adventure at some point and want all the surprises, you might not want to read this... I will try to keep to generalities most of the time, though, just because someone might want to try and solo it too.

I played with the four premade characters of the module, which I adapted to the FATE system (I hadn't bought the Mythic RPG rules back then). There's Valeros the fighter, Kyra the cleric, Seoni the sorceress and Merisiel the rogue.

The game starts with the PCs entering the town of Falcon's Hollow.
My group came in with a merchant whom they escorted. They got their salary and went on their merry way. I followed the module suggestion of linking at least a PC to someone from the town. Valeros thus knew a friend who he hadn't seen for years. Since this was not detailed in the module, Mythic was a good aid and my imagination was free to roam.

The friend's house hadn't changed and Valeros knocked. Follows the introduction of said friend's spunky young daughter, the bad surprise that said friend has caught a bad sickness and the whole town is actually touched. The local priests can't seem to do anything about it but the local herborist provides some potions to soothe the pain. It doesn't cure anything though.

All this previous part was made up as I went, and since I was writing on the computer for notes, I actually started writing a dialogue for all the characters and it was quite fun. It allowed me to develop personalities too. Mythic wasn't used here, but the game system was a few times.

Mythic interrupt! Yeah, we love these :P Absolutely outside of the original module boundaries, I came up with a bounty hunter stopping the group because he recognizes his quarry among them. Except he's wrong. Mythic was used here to define the bounty hounter (gender, minions, ...) and his actions. Random event! ... which I interpret as him suddenly getting the hots for one of the group ladies (I mean, "Create / Love"... c'mon!) and totally losing his cool. Some stuttering later, he's gone, but not before promising to return.
He was obviously added to the NPC list but hasn't popped up ever since. Which is sad.


This is where things went wrong. I tried to continue the adventure later, and wanted to try recording it as audio instead of typing (I don't even know why...) I was also tired, which didn't help with my patience and imagination.
Sadly, in a fit of exasperation, I deleted the recordings, so I have only my vague memories as proof of what went wrong. I remember having the group try to go to the herborist to learn more about the plague, but then fail somehow... and look elsewhere. This is where I went off the road of the module and tried to have Mythic help me. The biggest problem was that I still tried to keep to what the module explained about the town and the people in there, particularly the fact that there is a church with a main priestess and her acolytes. All I remember is that I was lost as to what to ask Mythic... I spent way too long reading the module to pick up details on the priestess (not much) and... I just gave up.

It gave me a cold shower at the time and I stayed cleared of the module for a long while. But it's obvious the context and I were at fault, not Mythic.

Thankfully, I ended up wanting to try again, forgetting about the mishap and starting over from when they tried to reach Laurel. By then, I had an eye condition that prevented me from looking at a computer screen for more than a few minutes in the bad days... so I wasn't going to type things... and I had to go audio once more. I was *very* wary of this, but it ended up going much better than I expected.

One thing I did was pull up the Neverwinter Nights game editor and select some audio background (music and ambient). It helped tremendously to set the mood and actually forced me to imagine the scenes to select the most appropriate sounds. I also tried to steer the story according to the module rather than push it offroad (I'm pretty sure that's what happened with the priestess part...) What I also did was switch to Mythic RPG. I converted the characters and used these rules for the rest of the game.

I'll listen to my recordings and make other posts sometime... soon... hopefully. But to sum it up: it went very well, with very cool surprises overall.

Monday, October 26, 2009

Summary of past weeks

Again, it's been a long while... but I actually have lots to say about various things! I realize I should get started on them before I get overwhelm and post nothing at all ^^;

I'll have something to say about Mythic since I finally went back to trying premade modules played through Mythic. My first attempt had not been utterly satisfying but this new one went wayyy better. I don't think I have used any particularly clever trick to make it work, but I will describe things nonetheless, just in case. I keep screaming about lack of examples, so I better provide one ;)

I've also started a lunch-pause solo game at work and was surprised at what Mythic threw at me. I'll probably say a word about this one too soon.

Lately I've been reading through Planescape setting material as I took a new slap by Planescape Torment (which I've yet to finish!). The setting is just soooo different than the usual without being *totally* something else... Hopefully, I'll launch myself into a solo game of it soon, too.

And finally, I've gone back to Neverwinter Nights. Following my current obsession, I looked for Planescape modules. The first one was a big disappointment, but I still have another one to try. The other thing is that I suddenly wanted to play a Tiefling... and a properly stated one! I used LETO, character editor, to do it, adding custom items to simulate things the game wouldn't do on its own (racial resistances and powers). So far, so good :D... I'm actually going through the Original Campaign (/w Aribeth), which I found very boring the first time around (stopped at Chapter 2), and am now enjoying quite a bit. I'm roleplaying the character in my head (more or less) and try to do clever stuff with my familiar (oh yeah, she's a Sorcerer-Rogue tiefling) and... I can't explain why exactly, but I'm getting a very good vibe from the game.


I'll go into the Mythic games next time!

Tuesday, September 15, 2009

In the meantime...

Wow, uh... it's been a while!

No, the blog isn't utterly dead, but I have not found interest nor courage to post about new things in detail. So here's a summary post instead!


Tired

First thing of note : I've been veeeery tired lately. Might be my allergy, a lack of vitamin or something else. In any case, it definitely affects my output.


DBZ game + Mythic

It's a strange thing but I have been having fun with it! I picked up Dragon Ball Z - Budokai Tenkaichi 2, a fighting game on PS2 which I've played quite enough to be almost bored with (I know the story from the manga, the anime and playing the game multiple times).
And then it occured to me I could use Mythic to create a whole new story. Instead of using a RPG ruleset, I'd push the story towards brawls and use the game (which is customizable to an extent) to play through the fights.

It worked rather well, providing a pace very similar to the source, with surprisingly lots of talking and searching around and not that many fights (in spite of my pushing!). What I really liked in the end was how it breathed life into a game I barely played anymore (a few fights once every two months) and how losing a fight is actually a possibility with an impact on the story (the provided story mode, of course, has you retry until you succeed... even when the characters are supposed to lose in the story).

I might apply this to other games in the future.


Planescape Torment

Got back into it after a lot of thinking back to how fun it was but how I never finished it. I had a renewed blast dicovering Sigil and its incredible setting and meeting so many interesting characters. Sadly, after some time, the game seems to throw a lot more dungeons at you than story and it's already making me less motivated :/. Hopefully I can muster enough motivation to go through them to grab at the better bits.


Planescape

Following my new Torment craze, I gave a more extended look at the original Planescape setting (AD&D 2e). I'd really like to get the original box and/or the book about Sigil but man have these gone rare and pricey (double and more the original price for new or almost new quality).
I hate this rarity thing :|...


Random dungeons

It seems I have finally found the game to play when I'm too tired for the rest! I went with something strongly inspired by Raiders of the Ruins of Kanthe, removed things, added new ones and ended up with something fun (for me at least).
RotRoK (grrmf) goes with a simple idea : create your own random tables ahead of the game (10 monsters, 10 room features, 10 types of traps, ...) and roll on them to generate your dungeon content.

Where Kanthe pre-generated the dungeon layout, I do room by room generation. Where Kanthe uses a pool matching system, I use a "dungeon skill" one (dungeon has Treasure +2, roll dice + 2 and try to beat a medium number; success means there's a treasure here). But the rest is pretty much all Kanthe and I'm probably going to grab a few more things from it like item generation.

The great thing about the core concept is that even though you're the one writing the tables, you have no idea when or IF something will appear during your crawl. And you don't know in what context. The mix of room types, monsters, their power, the treasures you might find, wether doors are trapped or locked, and so on and so on, makes for actual surprises, and yet does not have to feel terribly vanilla. The dungeon is what you make of it: good tables should end up giving good adventures.

Also, to avoid too much randomness and add a bit of logic in there, I associate features and other things with dungeon skill bonuses. You're more likely to find a treasure in a chest for example, so the Treasure roll is boosted for that feature. You are more likely to encounter opposition if you hear strange noises coming from the next rooms, so the Opposition roll is boosted.

The mapping is still rather random and it's certainly not worth a Mythic-run session, but it lets my brain rest by giving me clear cut answers to "what's in there?" and yet pleasing me, since I devised the answers beforehand.

My most lucky rolling so far was a dark room where I managed to sneak through, avoiding four goblin archers who could have had an easy shot at me through a metal portcullis.


Gutter Skypes

I have also gone back to my pre-sleep half hour of listening to the Gutter Skypes podcast. I'm very bad at going to sleep on time when I have nothing specific to do when nearing midnight, and the podcast gives me that clear cut "half an hour of fun before sleeping" (note: I split the session in half-hour parts myself; the actual stuff is usually two and a half hour long)

Oh and it IS fun. A loads of it! The Skypers have gone through games of Spirit of the Century, Starblazer, Hollow Earth Expedition, Cartoon Action Hour and Swashbucklers of the Seven Skies. The guys are hilarious, both with their asides and with their (good!) roleplaying. One of the listeners said it was "like being at the table with a group of friends" and it is utterly true. I highly recommend it!