Members
REVIEW OF Mythweaver: The Splintered Realm


Goto [ Index ]
Mythweaver is a 110page, fantasy RPG produced with a simple sans serif font, largely single-column layout and simple black and white cartoon and amateur artwork. The publication consists of four chapters (Heroic Characters, The Mythweaver, Bestiary, and Campaign Guide) which follow a short Prologue which describes the core game system, but also includes a one-page historical overview of the default game-world, starting with the separation of the consciousness of the universe into the Creator Light Bringer and the Destroyer Dark Dweller and the generation of the five realms of existence (from the very good to the very bad and the default world in the middle). Throughout the text are numerous boxed comments explaining the author's decision-making process, which is a particularly nice touch.

The core game system is progressive dice. A single die roll is used for all task resolution (die + trait + modifiers) against target numbers, but the die used varies according to the level of the character, starting from a d4 to d6, d8, d10 and up to a d24 for levels 28 or more. Interestingly player characters are limited to 20th level, but beasts can go beyond this. Thus a 6th level character will make all action, resistance and damage rolls on a d10, whereas a 5th level character will use a d8.

Character generation consists of four physical and four mental traits. On the phyiscal side; Dexterity, Melee (yes, 'melee' is a trait), Might (read: Strength), and Stamina and on the mental side; Aspect (positive or negative moral value, affects ability to be affected by certain magics), Intuition, Reason and Willpower. Trait values are initially determined by race with distributed points with a maximum bonus of Race+6; the normal range is between 0 and 10. Players may select from three races of Human, Brownie, Dwarf, Elves (Shadow and Morning), Orks and Wood Trolls each of which receives additional abilities.

Characters also select classes, which come with a primary, secondary and tertiary talent type (arms, magic and skills). Characters acquire talents with graduated level advancements, with primary talents occuring more often than secondary and so forth. A first level character will have one primary and one secondary talent; at second level they'll pick up a tertiary talent, a bonus (non-class) talent at third and then a primary again at fourth. The character classes are Defender, Hunter, Myrmidon, Mystic and Rake. Classes have minimum traits requirements and special abilities. Finally characters select or roll a d10 for a perk, a minor special ability.

For example, a Dwarf starts with (and adds with 6 points) DEX 1 (3), MEL 4, MGT 3 (4), STA 6, ASP 0 (neutral), REA 2 (3), WIL 3 (4). Being a dwarf means the character also received 2 points of natural armour. This character will be a Defender, which will provide an Arms and Magic talent, in this case Melee (Axes of course!) and Deeping (stone magics). As a special ability the Defender choses an enemy (dragons of course!) which gives a bonus of 1 dice rank against said beasties. The character choice for perk is "tough skin" giving an additional +2 armour points. Said dwarf can start with a battle-axe, a small shield, and leather armor – and all who see him will recognise a low-level fighter-type.

Talents are purchased in five ranks; Apprentice, Adept, Master, Grand Master, and Paragon. Arms talents, for example, include Basic Talents (Armor, Melee, Missile and Shields), Combat Styles (Counter Attacks, Parry, Quick Strike, Two Weapons) etc. All characters start with armor, melee and missile at apprentice level. Skill talents consist of Athletics, Bulgary, Influence, Lore, Nature and Stealth. As a character gains ranks in talents they improve not only in their abilities but also the type of weapon (for example) they can use. It is an interesting idea with a thoroughly gamist agenda.

Magical talents include Arcanum, Darkness, Deeping, Elemental, Light, Psionics and Wilding. Increased magical talent rank improves the ability to cast spontaneous magic and to have total ranks in the talent, which increase range, duration, and effect. Each spell type has primary applications, and the game gives five sample spells for each type of talent which general effects to guide design.

As characters "complete tasks and defeat enemies" they gain Hero Points which are used to give bonuses during play or purchase new levels of experience. Level gains give 1 point extra in traits, the various talents previously mentioned, and bonus health based on the level die + STA. At level 10 characters reach "name level" and may build a base of operations, attract followers and so forth. The second book, "The Mythweaver" is less rules intense and deals more with advice of running games and elaborations to the rules. This advice is pretty basic in terms of roleplaying and more deals with specific applications and elaborations to the core mechanics. This includes dedications to time, movement and special maneuvers, aspects, reactions, special (combat) situations, hero point awards, and treasure, especially of the magical variety which takes up several pages. Again following the creative agenda, the game assigns treasure according to the relative toughness of the beastie in question.

The third book, Bestiary is just that. Beasts (yes, that's what they're called) are built on 25 points + (level*3) and have a number of mainly combat-orientated abilities (bite, armor, breath weapon, disease, regeneration etc). It is notable that they do have the same array of traits and come with their own set of talents, representing a degree of "moster equality". A listing of some 47 critters are described, representing the standard fare of undead, giant insectiods, lycanthropes, great serpents, giant races and so forth. Creatures are described in terms of where they live, and general disposition. There are significant notes on the acquisition and effects of lycanthropy and the powers of the greater undead.

The final book, Campaign Guide, gives an overview of the default campaign continent of Del Anon and detail on a location, Gryphon Watch Keep, whose map has all the charm of an old D&D scenario, except that it makes more sense. Some brief notes are also given on using the Keep as a base of operations for low-level characters to test their mettle against some marauding giant ants, missing husbands, zombies, and last but not least, a large scale dungeon crawl, complete with random monsters.

Mythweaver has a very clear gamist agenda which is well integrated into the system; and even though it is not to my personal taste I can certainly understand the charm of encountering a NPC in plate with a greatsword and knowing that they *must* be of a high level. The perspective however is quite limited, and not just by page count; it really just is as game of generate a party dungeon-crawlers, kill some monsters and continue on with more of the same, albeit with a small selection of skills to expand upon. If I was reviewing this as a single-unit wargame I would certainly give it a higher substance rating; as it is the '2' should be read as a '2.75' or thereabouts. Think of it as an early edition of D&D, but with a clearer idea of the creative agenda and consistency in the game system. On the other hand, the presentation, style and organisation could certainly do with some serious improvements. The table of contents is sparse, there is no index, character generation is not explained until page 53, half-way through the book. The artwork is not particularly evocative. Consider the '2' for style to be read as something like '2.15'.

In many ways Mythweaver reminded me strongly of the simple fantasy combat games that had a dash of roleplaying from the early and mid-eighties. The author author does explicitly state their great admiration for the 1983 edition of Dungeons & Dragons, and other games that came to mind when reading this include Tunnels & Trolls and Dragon Warriors. This games are limited by contemporary standards but certainly have their place, although that place is largely historical. For a retro-game with limited scope, sure, it goes into that niche quite admirably. However it's pretty crowded there already and I wonder what Mythweaver would be like, maintaining the gamist perspective, but with having broader horizons.

PDF Store: Buy This Item from DriveThruRPG

Help support RPGnet by purchasing this item through DriveThruRPG.

Mythweaver: The Splintered Realm (2nd Edition)
Recent Forum Posts
Post TitleAuthorDate
Re: [RPG]: Mythweaver: The Splintered Realm, reviewed by Lev Lafayette (2/2)Michael DesingSeptember 20, 2007 [ 04:07 pm ]
Re: [RPG]: Mythweaver: The Splintered Realm, reviewed by Lev Lafayette (2/2)jazzencatSeptember 5, 2007 [ 10:23 pm ]
Re: [RPG]: Mythweaver: The Splintered Realm, reviewed by Lev Lafayette (2/2)Lev LafayetteSeptember 5, 2007 [ 04:42 pm ]
Re: [RPG]: Mythweaver: The Splintered Realm, reviewed by Lev Lafayette (2/2)jazzencatSeptember 4, 2007 [ 03:58 pm ]
Re: [RPG]: Mythweaver: The Splintered Realm, reviewed by Lev Lafayette (2/2)The Fiendish Dr. SamsaraAugust 11, 2007 [ 06:07 pm ]
Re: [RPG]: Mythweaver: The Splintered Realm, reviewed by Lev Lafayette (2/2)pspahnAugust 8, 2007 [ 02:05 pm ]
Re: [RPG]: Mythweaver: The Splintered Realm, reviewed by Lev Lafayette (2/2)Lev LafayetteAugust 8, 2007 [ 02:03 pm ]
Re: [RPG]: Mythweaver: The Splintered Realm, reviewed by Lev Lafayette (2/2)Michael DesingAugust 7, 2007 [ 03:44 pm ]
Re: [RPG]: Mythweaver: The Splintered Realm, reviewed by Lev Lafayette (2/2)DaltonAugust 7, 2007 [ 08:20 am ]
Re: [RPG]: Mythweaver: The Splintered Realm, reviewed by Lev Lafayette (2/2)Lev LafayetteAugust 7, 2007 [ 06:35 am ]
Re: [RPG]: Mythweaver: The Splintered Realm, reviewed by Lev Lafayette (2/2)Michael DesingAugust 7, 2007 [ 03:32 am ]
Re: [RPG]: Mythweaver: The Splintered Realm, reviewed by Lev Lafayette (2/2)pspahnAugust 6, 2007 [ 07:16 pm ]
Re: [RPG]: Mythweaver: The Splintered Realm, reviewed by Lev Lafayette (2/2)Dan DavenportAugust 6, 2007 [ 07:09 pm ]
Re: [RPG]: Mythweaver: The Splintered Realm, reviewed by Lev Lafayette (2/2)pspahnAugust 6, 2007 [ 07:05 pm ]
Re: [RPG]: Mythweaver: The Splintered Realm, reviewed by Lev Lafayette (2/2)The EntAugust 6, 2007 [ 02:57 pm ]
Re: [RPG]: Mythweaver: The Splintered Realm, reviewed by Lev Lafayette (2/2)The Fiendish Dr. SamsaraAugust 6, 2007 [ 01:41 pm ]

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.