Review of Mythic: Game Master Emulator

Review Summary
Playtest Review
Doc Halloween
September 24, 2007

Style: 3 (Average)
Substance: 5 (Excellent!)

Game Masters, dump that load. Let Mythic: Game Master Emulator lighten or even eliminate your burdens. Take the night off and become a player yourself. Players, who needs a game master anyway when Mythic: Game Master Emulator can be your guide to the universe.

Doc Halloween has written 3 reviews, with average style of 3.67 and average substance of 4.67. The reviewer's previous review was of EarthAD.2.

This review has been read 5695 times.

 
Product Summary
Name: Mythic: Game Master Emulator
Publisher: Word Mill Publishing
Line: Mythic Role Playing
Author: Tom Pigeon
Category: RPG

Cost: $6.95
Pages: 54
Year: 2007

SKU: wm002


REVIEW OF Mythic: Game Master Emulator

PREFACE

It seems that I did not do such a hot job of reviewing Mythic Role Playing the first time. It looks as though I had left gamers confused as to how its mechanics works. Luckily, Mythic has provided me a second chance to rectify my screw up by giving me Mythic Game Master Emulator to review.

IMPORTANT INFORMATION

Let me get this out of the way right now. Mythic Game Master Emulator is not a complete game. It is a supplement to be played with your other role-playing games. The game master emulation rules are also found in Mythic Role Playing, which contains both the emulation rules and a full universal role playing game. Mythic Game Master Emulator is for those who do not want the universal role-playing rules. However, as suggested in Mythic Game Master Emulator book, you could use it to run a very rules-lite game if you wanted.

I have to note this here because when I first played with the Mythic Game Master Emulator I did not like how the adventures were going for my characters. Mythic Game Master Emulator can be broken. If you have a player that does not want to have fun and does not want to be entertained by a great story then the system can be violated. Ask the wrong questions in a certain way and you will get your wish. The book covers this topic and has suggestions to deal with this type of player. Play maturely, enjoy a great tale, and do not waste your own time by manipulating the system.

SUMMARY

This is a review of the PDF version of Mythic Game Master Emulator. You can purchase the PDF book for $6.95 which is a reduced price compared to $8.95 for Mythic Role Playing. You may get this product in print for $10.99 from the official web site Word Mill Games. The PDF is 5.2MB and contains 54 pages (52 if you do not count the front and back cover.) The chapter breakdown is as follows:

1 table of contents

Introduction 1 page

Chapter 1: Mythic Adventures 2pages
In this chapter you find out the numerous ways to utilize Mythic Game Master Emulator. Two central concepts, logic & interpretation, to using Mythic Game Master Emulator are discussed here along with improvisation.

Chapter 2: The Fate Chart 5 pages
This is the beating heart of Mythic, the Fate Chart. Most everything you do with Mythic uses a1D100 or 2d10 dice (percentile dice), the fate chart, yes/no questions, logic and interpretation. The fate chart is a large grid with acting ranks along the side and difficulty ranks along the bottom. Interpret the result and then fit it logically into your adventure.

Chapter 3: Randomness 7 pages
This chapter is about randomness or surprise curve balls Mythic throws into your adventures. Randomness comes in two places: at the start of a scene or when a question is asked on the fate chart. Discussion on how to add random events, what they mean (interpreting the event), and how to resolve the event is here. There is even a "I don't know" rule for those times when a random event leaves you scratching your head. There is a table with unlimited possible events to be added to your adventure.

Chapter 4: The Adventure 12 pages
The structure for running a Mythic Game Master Emulator adventure is found here. This includes guidelines for setting the scene; topic of discussion on cinematic versus simulation play; how to use and maintain the adventure summary sheet; the chaos factor explained (which fluctuates up or down to allow more or less random events to occur and let the adventure get settled down or out of control); and how random events may modify the scene into altered or interrupted scenes.

Chapter 5: GM Emulation 5 pages
This chapter will discuss suggestions that might make the adventure run smoother.

Chapter 6: World Creation 2 pages
Here is the place to help you create your world as simple or complex as you want it. You (or your group) can come to a session unprepared but leave with a full adventure under your belt when the night is through.

Chapter 7: Notes & Suggestions 3pages
Questions and their answers about Mythic Game Master Emulator. A few topics covered are things like: “Can this really be played without a GM?”, “There isn’t enough detail. Without a prepared adventure, how can you tell what’s in a particular room, etc.?”, “I hate freestyle games. Will I hate Mytic?”, “This isn’t 20 Questions’ ”, “The fine art of interpretation”, & more topics.

Chapter 8: Extended Example 5 pages
A nice example of play from beginning to end.

3 pages of reference material

1 index page

The art is taken from the Mythic Role Playing book and is pretty sparse (which I believe gives you more content instead of eye-candy). It has a full color cover with black & white interior illustrations.

Mythic Game Master Emulator generates dynamic on the fly adventures to be used with your own group's role-playing or miniature system. The system takes the place of the Game Master (GM) but your preferred RPG or miniature system handles character creation, combat, task resolution, and its other regular mechanics. Mythic Game Master Emulator handles the questions that players would ask the GM. It manages the fun stuff, the adventure.

You can do away with the GM or Mythic Game Master Emulator can be used to make the game master’s job of running the adventure a lot easier. Game preparation can be as little as a few minutes. Mythic Game Master Emulator is sort of an artificial intelligence. It is designed to use simple rules of logic to answer any yes/no questions.

There are various ways to use Mythic Game Master Emulator

THE CRUNCY PIECES

Mythic Game Master Emulator is designed to be a kind of pen-and-paper artificial intelligence, using simple logical rules to answer yes/no questions. So, it acts like a GM itself. That means a GM can use it, and generate an adventure in a flash. You can even play without a GM and have players ask questions to the system directly. The entire system hinges on using simple LOGIC and INTERPRETATION to move everything along, with the 3 main charts throwing randomness into it and several mechanics that generates unexpected plot twists.

You will use the following tools to create your adventures:

Basically you ask a yes/no question. The LOGIC of that question is then applied to the FATE CHART, which gives a percentage probability of a “yes” answer. Roll 1D100 (or 2D10). The results are one of four answers. The player(s) then INTERPRET the result to fit LOGICALLY into the adventure. Traditionally you ask the GM questions such as: “do I see anyone in the room,” “do I hear anything behind the door,” “is there a town up ahead,” “does that crowd of orcs look angry.” Anything you would ask a GM you can ask the FATE CHART as long as it is in the form of a yes/no question (Mythic: Variations book provides mechanics for complex questions). Everything branches off from there. It is no different from playing a game with a living breathing GM. As a player, you have thoughts and expectations of what the adventure is about, what is going to happen next, what is in that room, who the bad guy really is, etc. Mythic Game Master Emulator just reverse engineers this process; instead of your expectations trying to guess what the GM is thinking, your expectations shape the games reality. You assumptions might be wrong, just like in a standard game.

EXAMPLE

I sit down to a solitary role-playing game using my preferred wild-west system, PIG’s Coyote Trail: Wild West Adventures at Precis Intermedia Gaming. I use the PIG’s game to design my character, a town marshal. I then begin.

I have no idea what the adventure is going to be about. I could take a few minutes to think of a starting seed but I decide to roll a random starting seed. I roll for a random event on the Event Focus Table and get “NPC Action.” Next, I roll on the Event Meaning: Action Table and get “Disrupt” and then roll on the Event Meaning: Subject Table and get “Plans”. I think what can I do logically to have these words fit into a western? Instantly I interpret it as “Someone is robbing the bank.” I record the starting CHAOS FACTOR. I add to the Character List “bank robbers” and my first Thread “stop the bank robbery.” In less than a minute the adventure gets rolling.

I think for a minute of the starting scene set up. “A young lady runs into my office yelling the Funky Bunch is robbing the bank. I grab my shotgun and run to the bank.” I roll to see if the scene is modified (something that happens after every scene setup and could be “Altered”, “Interrupted”, or “Stay as is”.) I roll “interrupted” meaning something happens to preempt the scene and I have to generate a random event. Already, Mythic Game Master Emulator has thrown me a curve ball. I go through the steps like I did for the starting seed and get “Move away from a thread”, “Ruin”, & “Environment.” I INTERPRET this as “The livery has caught on fire (I suspect this fire was set as a diversion). The whole town could go up in flames if it is not extinguished.” It looks like the Funky Bunch will be successful in robbing the bank as I have to go and organize a fire-brigade. I use PIG’s “Coyote Trail” mechanics to organize a group to fight the fire. I ask a question to the FATE CHART also, “Does the fire-brigade contain the fire to the barn?” I figure the ODDS are 50/50 and cross reference the CHAOS FACTOR to find out what I need to roll. I roll and get an “Exceptional Yes”. We contain the fire plus put it out. That is a good place to end the scene.

Scene 2: I have to update the CHAOS FACTOR and the previous scene was a bit out of exciting so I up the CHAOS FACTOR one level. I cross out “bank robbers” and add “Funky Bunch gang” “young lady”, and “town folk” to the Character List. I add to the Tread list “Apprehend the Funky Bunch” (since they got away while I was fighting the fire) and cross out the Thread “stop the bank robbery.” Now for the scene set up, “I gather a posse and head out after the gang.” I roll to see if the scene is modified, which it is not. So I play out my anticipated scene. I could use PIG’s Coyote Trail to see if I get people to join the posse but I decide to ask a question to the FATE CHART to speed things along since it is the town folk’s money and they would want it back. I ask, “Do I gather a posse of 10 people?” The ODDS I figure as “Very Likely” cross reference the CHAOS FACTOR and roll the dice. I get “No”. Hmmm. To clarify the question I ask another, “Is it less than 10?” The ODDS I figure is 50/50, cross reference the CHAOS FACTOR, roll the dice I get doubles “55” a random event since I rolled the doubles and it is less than the CHAOS FACTOR but the answer to my question was “Yes”. I decide myself that I roll 1D8 to see how many people join the posse then I take care of the Random Event. I get “Introduce a new NPC”, “Assist”, and “Allies” and I INTERPRET this as one of the 4 posse members happens to be the legendary county sheriff Pat Garrett. That will help a lot since most of the town is cowards it seems. “The posse and I head out of town in the direction the Funk Bunch went”, ending the scene. I prepare to start a new scene and update my lists by lowing the CHAOS FACTOR since it was a calm and under control scene. I add “posse” and “Pat Garrett” to my character list. No new threads were created so my main goal is to “Apprehend the Funky Bunch.”

WINDING DOWN

A few people have a question about combat. You use your other system’s rules to handle the mechanics and ask any necessary questions to the FATE CHART to clarify any incidentals. Some say combat could get messy with a lot of “question asking.” It does not have to be that way at all. Use that LOGIC.

Three RPGnet forum members had suggestions to handle enemies in combat.

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