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Mythus Prime | ||
Author: Gary Gygax & Dave Newton
Category: game Company/Publisher: GDW Cost: 14 Page count: 144 ISBN: 1-55878-159-5 Capsule Review by Scott Shafer on 02/02/98. Genre tags: none |
I do not know why I am constantly drawn to this system. Its overblown, many
concepts are ill-explained, whatever advances it ever represented have been
swallowed up in a game so huge that its almost impossible to begin
pinpointing its flaws- quite simply you don't know where to begin. In
some ways this game sucks, but its magic system-- despite being unbalanced--
is exquisite. It feels like "Magick," when you perform magic in this game.
This games magic system feels as good as the one in "Liber Ka" (for Nephilim).
Now the system in Nephilim really feels a part and parcel of the world, with
certain spells being restricted to certain days and times- this is not so much
the case of Mythus- but having to keep track of spell points/Heka, some of
which can be used for any spell and others for only certain types of spells--
well I could imagine myself as a magician, having to plan and plot in order
to succeed. Both of these games reward planning and preparation within their
systems. "Mage" allows one to fly by the seat of one's pants- but how
realistic is that within the norm of the Western Occult Tradition?
I constantly fight with myself about this game. I get the same kind of feelings when I slow down to look at a car wreck. Mythus Prime is a beginners set, with everything distilled from the Mythus, Mythus Magick, and Epic of Aerth books. There is some advice on setting up campaigns, but the scenario is boring- and I still feel that even the simpler rules cry out for an experienced GM and players to interpret. Beginners can still get lost in even the simpler rules. Besides this game only comes to its fullest most completely confounding flower in its advanced rules. Why let your head hurt, when you can get a complete migraine from the more complex rules set? This gets a "B," because of my continued fascination for this game. TSR has some stuff for this game on their web-site- mostly zip files related to a failed Dangerous Journeys magazine. It lasted six issues before bailing out, but it is filled with the deathless prose of Gygax. I loved reading some of his reminisces about his childhood, and how that influenced his takes on role-playing. Evidently he had some very creative friends. However, the rest feels like Gygax, if you love him you'll love this stuff- if not, well you've got quite a lot to wade through.
Style: 2 (Needs Work)
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