RPGnet
 

Dangerous Journeys: Mythus

Dangerous Journeys: Mythus Playtest Review by Marius Bredsdorff on 09/12/01
Style: 2 (Needs Work)
Substance: 2 (Sparse)
A fantasy RPG allegedly "far beyond any others".
Product: Dangerous Journeys: Mythus
Author: Gary Gygax
Category: RPG
Company/Publisher: GDW
Line: Dangerous Journeys
Cost: 26$
Page count: 414
Year published: 1992
ISBN: 1-55878-131-5
SKU: GDW5000
Comp copy?: no
Playtest Review by Marius Bredsdorff on 09/12/01
Genre tags: Fantasy

Well, I noticed there were no reviews of this item in the database and I thought to myself: What a shame...

For those of you who don't already know: This is a fantasy RPG written by none other than Gary Gygax, the man who brought us D&D and allegedly roleplaying as a concept. When this game was published in 1992, GDW had been hyping it in a big way for about a year and their hype was enthusiastic indeed. Just to give you an idea, here is the first sentence of the game's back cover blurb: Roleplaying at it's finest - simple or with elective complexities which place this game far beyond any other. The blurb goes on for about a half dozen paragraphs with that same level of modesty.

So does Mythus live up to it's promise of being the finest RPG ever produced and being placed far beyond any other? Well, let's see, shall we?

The book is a huge softcover volume of just over 400 pages. There's a rather lackluster Elmore painting on the cover and a fair amount of black and white art inside plus the occasional color plate. Few of the color plates are really worth the color printing or the full page that's been devoted to each of them. They're not terrible or anything, but they're just not very good. The book is fairly cleanly laid out and all of the text is easily legible, though.

The book opens up with an editor's preface that explains who Gary Gygax is and then goes on a bit about just why this is undoubtedly the finest RPG ever made. We then get the usual explanation of what an RPG is together with a very quick description of the setting called Ærth. You don't get an in-depth description of Ærth in the book. For that you have to purchase a separate supplement called ìEpic of Ærthî. This book is just the rules with a bare minimum of setting information.
And it's actually split into two separate games: Mythus Prime which is a sort of ultra-lite version of the rules and Advanced mythus which is the complete deal with all the elective complexities.
In Mythus Prime, you generate your character (who Gygax wants us to refer to as a Heroic Persona by distributing a number of points among three Traits: Mental, Physical and Spiritual, which are rated from 20 to 60. You also have to determine a Socio-Economic Class, which determines which Vocation you can choose. In Mythus Prime, there are only seven Vocations to choose from. Each Vocation has a list of skills (which we're supposed to call Knowledge/Skill Areas), the ratings of which is determined by adding a number to one of your traits. You're supposed to call your skill rating STEEP. This is an acronym for Study, Training, Education, Experience, Practice. This is clearly much more convenient and logical than calling it Skill Level or Skill Rating or something. It's very revolutionary. Gygax seems to have had an obsession with coming up with new terms for things. Well, to get back to the rules: K/S Area Checks are made by rolling a d100 equal to or less than your STEEP.
Combat in Mythus Prime is as simple as it's pointless. Combats are fought in time units called CTs (Critical Turns), lasting about 3 seconds each. Initiative is rolled on a d10 and opponents basically take turns whacking away at each other. Armor reduces damage, and it's a good idea to wear a lot of it, because there's no way to defend yourself from being hit. Fortunately, you can take a fair amount of damage. An average HP can take about 40 points of damage and a Great Sword inflicts 6d6 points.
After Combat follows a short and mediocre section on running a game. And then comes the Adventure!
The Adventure may be the least interesting RPG scenario ever printed. I haven't read every RPG scenario ever printed, of course, but I've yet to come across something as almost bizarrely uninteresting as this one. It's called High Time at the Winged Pig. It starts with the characters sitting in the tavern of the title and instead of being approached by a patron who wants the PCs... Sorry, the HPs to go out and perform some task, a patron has cunningly arranged a series of tests for the HPs to see if they're good enough to be sent out on a task. That's it. If they succeed, the patron in question will approach them and inform them that he thinks they're good enough to be allowed to perform tasks for him. I'm pretty convinced that if I actually attempted to run this scenario for my group, Iíd be lynched. Just like a dungeon crawl, but without the dungeon! Or the crawl! Or the excitement! Or the treasure!

After this we get to Advanced Mythus, which must be the part of the book with all the elective complexities placing the game far beyond any other.

And this too starts out with rules for HP generation. These are a LOT more complex than the ones in Prime. The HPs still have the same three Traits (the range of which is now about doubled). But each trait is now divided into two Categories, the sum of which equal the Trait's value. So to get your Spiritual Trait, for Example, you simply add your Spiritual Metaphysical and Spiritual Psychic Categories. Each Category is divided into three Attributes: Capacity, Power and Speed. Power and Speed can never be higher than Capacity. I believe that part of what's revolutionary about this game is that a person's ability to lift heavy things is not determined by a characteristic with a silly, arbitrary name such as Strength but rather by the much more logically named Physical Muscular Power. If anybody can tell me what adjective to use to describe a person with a high Spiritual Metaphysical Speed, Iíd love to hear of it.
Anyway, after having generated Traits, Categories and Attributes, you get to select a Vocation. Your choice of Vocation is still limited by your SEC, but you now have all the vocations to choose from. As in Prime, your Vocation determines your starting K/S Areas. In a truly revolutionary departure from RPG tradition, Cavaliers (knights) don't automatically receive the Riding K/S Area. But they do learn Handicrafts/Handiwork and Agriculture...
Many K/S Areas are divided into Sub-Areas, of which you get to learn a number determined by your STEEP. The descriptions of the various K/S Areas are somewhat inconsistent. The Criminal Activities, Mental K/S Area, for example, is divided into 14 Sub-Areas none of which get any description whatsoever leaving it entirely up to the GM just what Vice or Misappropriation can be used for. The Buffoonery K/S Area, on the other hand, is considered critical enough to merit a two-and-a-half page description with detailed rules for just what the buffoon can do and how. I could make a snide comment at this point about the detailed treatment given just this K/S Area but I choose not to...

The Advanced rules also introduce the concept of Difficulty Ratings in K/S Area checks. The difficulty of an action determines a multiplier that must be applied to your STEEP when attempting a task. This means that your level of expertise becomes less important, the more difficult a task gets, and a poorly trained character will have fairly meager chances of success even at an Easy task. Gygax is evidently of the opinion that you can tell a true master from a bumbling wannabe by how well they perform an idiotically simple task. At higher difficulties, the differences tend to even out...

Combat in the Advanced rules is a good deal more complicated than in the Prime rules. In fact, it's horrendously complicated but in such a way that it never seems either particularly realistic or very exciting. The idea of parrying attacks is introduced here. If you've got a shield and you're a half-decent fighter, you will have a 98% chance of parrying melee attacks, versus about 50% if you don't, so you'll want to get a shield. In the Advanced rules, there's also Hit Locations. Again, Mythus revolutionizes gaming by replacing such arbitrary body parts as Head, Arms, Kidneys and whatever with the far more realistic and colorful Non-Vital, Vital, Super-Vital and Ultra-Vital. I'm really not making this up, I swear. The location hit gives a multiplier to the damage you inflict from x1 to x4. An HP can still soak up an impressive number of blows even if he takes some of them straight in the Super-Vitals.
The Magick chapter is extremely short, as the full rules for using magic (which is also called Heka) appear in the separate book Mythus Magick. The Mythus rulebook does contain the basic rules, though, and some sample spells, which are called Castings.
There's a chapter on GameMastering which is actually pretty decent. It's not great, but I've seen much worse. NPCs (who are referred to as OPs - Other Personas) are split into three categories: Evil Personas (EPs), Monstrous Personages (MPGs) and Mundane Personas (MPs). The same stats are used to describe all of them and it's not entirely clear why it's necessary to have three different terms for them.
Just before the appendices there's another adventure. This one is called Condemned as Galley Slaves, a title that sums up the adventure rather nicely. It's more interesting than High time at the Winged Pig but not so much that I think Id be able to run it for my group without getting lynched.

It may come as a surprise to you at this point, that I actually ran a Mythus campaign for just over a year. Keeping track of the NPCs was a bloody nightmare and was one of the reasons I stopped it. There were other reasons, but they have nothing to do with the game itself. But the game can indeed be played if you really want to. But it is in my personal opinion not the finest RPG ever produced and its elective complexities fail to place it far beyond any other. And it wasn't revolutionary in '92 either. If you like rules-heavy Fantasy RPGs, there are far better and more playable offerings on the market.

Go to forum! (Due to spamming, old forum discussions are no linked.)

[ Read FAQ | Subscribe to RSS | Partner Sites | Contact Us | Advertise with Us ]

Copyright © 1996-2009 Skotos Tech, Inc. & individual authors, All Rights Reserved
Compilation copyright © 1996-2009 Skotos Tech, Inc.
RPGnet® is a registered trademark of Skotos Tech, Inc., all rights reserved.