12 July 2021

Mythic GME Houserules

I've been using Mythic a long time, it's made its way across multiple computers and I've printed out various bits multiple times down the years.

Over that time there have been things that didn't quite fit with me, and I've amended them to suit my own games, and thought I better explain them before I embark of my Mythic investigations.

Really they all hinge around the Chaos Factor (CF). Now in case you don't know the CF is designed to simulate the rising action of stories and most RPG adventures. It does this by pushing the likely result of a GM question towards a Yes.

For example towards the end of an investigation our detectives find themselves on a rooftop searching for a deviant android. You might ask if there are a lot of places to hide? With a higher CF this answers is most likely to be a Yes, even if I say it's only a 50/50 chance.

While I completely get the intent, the linguistic challenge is something that bothers me occasionally, for example are they unarmed with a 50/50 chance jumps up to being far more likely with a high CF. I should ask 'are they armed?' if I want it to be more exciting. Also, I select the 50/50, odds I can easily adjust this to Very Likely if I want to.

Mythic is ignoring my assessment of the odds, ones which I set with an eye to the cinematic/dramatic already.

So for those reasons I ignore the effect of CF on the odds.

I don't toss out CF completely though, I still use it for all the other purposes Mythic has, for amended and interupted scenes and for random events.

So overall it's not a big change, I just adjust my mindset to vary the flow of the story when selecting the odds (it's not a big adjustment at all, I'm just following the story).

Now with that clear onward to investigation!

06 July 2021

Investigation Characters

So here are the stats of the detectives I've been using, and are going to use for the next investigation system, which is standard Mythic GM Emulator.

As you may have read I was going to change the game system as well, but with varius things going on (not least of which is Euro 2020/2021) I just haven't found the time to get it sorted. So in the interest of getting a game in in the forseeable future I've stuck with my interpretation of the Danger Patrol Beta.

So here are Butler and Bates first:

Archie Bates

Archie Bates

New Recruit

D4 - Agent
D8 - SWAT
D12 - Athlete
D10 - Detective
D8 - Streetwise
D6 - Driver
D6 - Hacker
D6 - Martial Artist

D6 - Gun
D6 - Evidence Analyser

Brandon Butler

Brandon Butler

Veteran Mayhem PD Detective

D6 - Agent
D6 - SWAT
D4 - Athlete
D12 - Detective
D10 - Streetwise
D8 - Driver
D8 - Hacker
D6 - Martial Artist

D6 - Gun
D6 - Evidence Analyser

For the next installment using Mythic here are my new cops:

Hank Turner

Hank Turner

Street smart Detective

D10 - Agent
D8 - SWAT
D6 - Athlete
D6 - Detective
D12 - Streetwise
D6 - Driver
D8 - Hacker
D4 - Martial Artist

D6 - Gun
D6 - Evidence Analyser

Connor Olson

Connor Olson

By-the-book Detective

D8 - Agent
D8 - SWAT
D6 - Athlete
D10 - Detective
D4 - Streetwise
D6 - Driver
D12 - Hacker
D6 - Martial Artist

D6 - Gun
D6 - Evidence Analyser

While I originally created Archie and Brandon, Hank and Connor were generated by a randomising spreadsheet I threw together. I may well stick with it for future characters, although I'd also love to try various character generators - something to think about, although I don't want to bog this down any more than necessary.