Play any role-playing game solo or without a Game Master! Mythic's oracle-style question resolution system revolutionized solo role-playing. The Second Edition of the Mythic Game Master Emulator updates the ground-breaking 2003 ruleset with essential new additions, a wide range of options to customize your adventures, and numerous refinements. Mythic Game Master Emulator Second Edition can be used with any role-playing system to replace the Game Master, or played on its own without another RPG. This new edition The book is designed to be accessible to new players while also offering current players an updated and richer Mythic experience. How does it work? Mythic emulates a Game Master by using a few key Everything is guided by your expectations and interpretations based on the ongoing Context. This makes sure the adventure continues in a coherent fashion while still allowing for twists and subversions that keep things exciting. What's changed in this edition? While the rules have been completely rewritten most of the core concepts of Mythic remain while much has been added or refined. Here is a summary of the biggest
Un manual sencillamente imprescindible, tanto si quieres jugar a rol en solitario como para usarlo de apoyo al árbitro en las partidas, que es como lo uso yo.
Mythic is very powerful system for running solo games. The community loves it, but if you are a new player, this book can be really overwhelming.
I have stopped/started this book about 5 times now, trying to nail down where I am getting lost, and I think it's the layout that's tripping me up - rather than the information itself. Essentially, this book is laid out like a glossary, where you - the player - dip in and out to find the bit of information you need while you're playing. This is great if you already know what information you will need and when to look it up, but it creates challenges when everything is new and you don't have an intuitive sense of how all these blocks of text are supposed to chunk together.
I suspect that (ironically) this book is therefore great as a play companion, and poor as a play-onboarding experience (which is what I need right now).
Advice to those feeling the same way Skip to page 177 and start with the Big Example. It's still hard to follow because Tana mixes in director's commentary with actual solo play (I would have preferred something like the Adventures of Temian Fell, but I'm splitting hairs here) and bullet point what's happening in your own notes. Yes, it feels like studying.
I've included some of my notes below in case they are helpful. I am literally writing this as I read, putting comments behind (brackets) or [interpretation]:
Final thoughts Mythic is packed with contents. If the extent of your board game experience is playing Jenga and Uno, then it is also a lot to take in. Reading through the "Big Play" highlights how powerful the system can be when used properly, but also that there's a bit of fluency required to get there. If you are new to TTRPGs (like I am), new to solo gaming (like I am) and new to more advanced rules in general (like I am) then Mythic is a lot to take in all at once. For example, the playthrough above doesn't really clarify how combat might work - does this come from the other system Tana mentions? I am guessing it does?
Should beginner players like me be the ones reading Mythic? Experienced TTRPG players and fans might comment on this review and say, "well, you just aren't ready yet" - and I think that's a valid viewpoint. Heck, I don't think I am ready yet!
But Mythic is often recommended to new players, especially those who are transitioning from a GM-ed group experience to solo. Will this work for them?
I am not entirely sure.
From what I've grokked so far, Mythic solves the mechanic of generating surprise and an engaging set of story scenes. If you've got a system that you know and love in-hand, then I think it's brilliant as a tool for adapting that system to solo play. What Mythic doesn't really seem to go into is adapting that system to a role-play narrative, i.e. "what did Rapid feel when he first met the alien?" or "how was his conversation with the other super heroes?" - you're still expected to contribute these elements yourself.
Reflecting on my limited solo play so far, I think it's in the latter that journaling games really shine. They abstract back the rules in favour of storytelling prompts that get you into that "storytelling" mode. To what extent this works depends on the player. Man Alone (YT solo player coming from traditional TTRPGs) has some really good criticisms and reflections here: Cartograph: Solo Map-Making RPG - Can this break the Man Alone "Journaling RPG" Curse?!.
I think the thing to add here is that there's nothing to stop you - the player - from adding or subtracting "crunch" from a game. I have recently started a journaling game and added the Fate System from Scarlet Heroes midway through to make it more dynamic. The story went off the rails immediately and now I am really looking forward to playing more! You could do the same with a traditional OSR / RPG of your choice and add journaling elements to it.
If you're interested, I got the idea to try this from the Solo Game Master's Guide which (it turns out) is more at my level right now.
Tana Pigeon has written another book called the Adventure Crafter which I am reading next. Review to come!
What? It's a system for solo gaming. There's a handful of solo games (and the number is growing) but this is meant to be a somewhat generic system or even a system to slot over other games.
One of the standard devices of the solo RPG genre is the idea of an oracle: rather than you having to invent everything, you can instead ask a question, usually yes/no, and then roll. You crash your spaceship onto Barsoom -- am I near a Red Martian city? Am I in the desert? Is there a predator following me?
This book has that oracle, but I think a more interesting (and central) idea here is the idea of the expected scene and the chaos factor: In this story, what do you think the next scene would be? You're escorting a chosen one to a monastery -- will your mountain path take you to a village? And here you might get yes, it does; or kind of (an altered scene); or no (an interruption).
The big has a pretty big font and nice whitespace and a lot of tables for coming up with random elements to spark your imagination.
Yeah, so? Once, I organized a game of Fiasco with some fellow code school students; now Fiasco is basically a collaborative storytelling game, so you can facilitate a bit, but you can't really guide in the way you can as a GM. (Or: you're not supposed to.) I will say this: people eventually got it, but there was a lot of hesitation and anxiety about telling a story.
There's a lot here that feels like it's for that person: you know how to play games, but, yikes, you could never write a story by yourself! So there's some help here to get people into that narrative flow (what would be an unexpected next scene).
That's not for me. What is for me, though, are the pages of random tables to spark imagination, and the idea of an oracle with slightly more variation than yes/no.
Why did you read this book? I’ve been getting into TTRPGs lately and this book was suggested to me.
What format did you read this book in? Purchased the PDF from drivethrurpg.com.
Is this an educational book or a book for entertainment? I read this book for pure entertainment purposes.
What genres do you think this book belongs to? Fantasy, Reference, Game
What was your favorite part of the book? I didn’t have a favorite part per se, but I did like how it creates a great system for solo game playing.
Who would you suggest this book to? Anyone who is looking for a great guide/rule system that can help them generate content for the TTRPG.
What is your general opinion/ rating of this book? I wasn’t sure about this book at first since I’ve heard so many mixed reviews about it. Some claim it’s the best solo TTRPG system out there, while others think it’s too complicated. Since I am an overthinker, this book was a perfect fit for me, but I can see why some people dislike it. It has a detailed (and complicated) success/failure system. There is also a plethora of material that can help give GMs, and players prompt to inspire while developing their games. Overall, I think this is a great add-on to any TTRPG, but it isn’t for the GM or player that just wants simple rules.
My rating is untested, meaning I have not yet played a game using Mythic.
However, this looks like a handy toolkit enabling solo roleplay, with copious examples of use. One could also easily incorporate these systems into a more formal, GM-and-players game. The handful of systems are also modular enough that they can be incorporated without the entire framework if desired. Finally, the whole book is an idea generator that can be used for inspiration for your next session.
A really interesting approach to solo RPGs. I can't think of a situation in which I would use this entire thing, but I certainly can see its value, and the influence it has had on future systems. I think most folks interested in running solo RPGs are likely to want something a little lighter, such as the "Solodark" ruleset, which I personally use with OSE (rather than Shadowdark). I do like the chaos system, but again, prefer the Solodark approach of advantage/disadvantage.
The classic, genre-defining rule system, in a new, improved layout and with lots of added juice.
While personally I felt that v1 was giving me all I needed, I liked reading through v2 and liked the additions. Examples are plenty and very instructive and while some of the explanations are a bit verbose and repetitive, I realised that if they weren't I would probably have complained about information being too hard to find.
Seems like an interesting way to play ttrpgs solo! I think the rules here are really elegant, only requiring a couple types of rule, but the way they're summarized at the end of the book overcomplicates things a bit imo
Smart and clever oracle for RPG gameplay. Extremely well thought out. It is amazing what can be done with it. I think it serves to learn to be more intuitive in interpreting possible scenarios. I think a good tool in anyone's DM box.
I am super excited to play solo adventures using this system. I am also intrigued by the idea of writing stories using Mythic to randomly generate elements
Some really cool stuff here, super useful for Game Mastering as a whole, as well as solo and GMless games. Excited to implement some of the structure here in my own games.