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Mythic_System_Game_Base

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Mythic_System_Game_Base

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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MYTHIC SYSTEM | BASE GAME

T his is the lite version of the Mythic System (also


called the Mythic Tale System) used in shows like
“Shriek Week” on Dimension 20 and other productions
For example, let’s assume that Carlos, the Game
Master, had decided the door to the abandoned
house was locked. When this is described to Tiffany’s
developed by Gabe Hicks (@GabeJamesGames). This version player Joan, she decides that Tiffany wants to break
is focused primarily on storytelling and offers streamlined into the house by picking the lock with the box of
dice mechanics that allow for greater versatility when tools she found earlier. Carlos calls for a contest.
arbitrating success and failure at the table! Joan prepares her dice pool and adds any relevant
skill bonuses. Joan rolls her dice and checks the
Playing the Mythic System—like other tabletop role- results for successes (more calculating success in the
playing games—is a conversation among players (who next section). With a single success, Joan succeeds
are playing the role of a fictional character) and a Game in the contest. Tiffany is able to open the lock and
Master (a special player who is tasked with describing open the door at which point Carlos will describe
the scenarios, locations, hostile enemies, and non-player what she sees. If Joan gets no successes, her character
characters encountered in the game.) Players explore the Tiffany has failed the contest. Carlos now describes
world of the game by taking actions where they decide the result. Because she failed, Tiffany must find
what they think their character should do based on the another way to enter the building, prompting her to
information given to them by the Game Master. In most investigate the side windows or the backyard.
cases, the player can simply state what their character does
and the Game Master will describe the result.
This back and forth between actions—the players
For example, Joan is playing her character deciding what their characters do or say and the Game
“Tiffany,” a cashier who is trying to survive a Master describing the result if the action is uncontested
zombie apocalypse. Tiffany wants to take refuge in or calling for a contest if the result is in doubt — is the core
a seemingly abandoned house. Carlos, the Game of the game!
Master, tells Joan that Tiffany has reached the front
door. Joan then takes an action and tells Carlos that optional rule: success with complications
Tiffany opens the door hoping to look inside. Carlos A success with complication is useful when a failure
has already decided the door is unlocked, so the would unnecessarily halt the flow of play or when the
action is uncontested. His role is to now describe consequences of failing a contest (the door remaining locked)
what Tiffany sees when she opens the door to her are less dramatically interesting than other potential
player Joan, for better or worse. consequences.

While a large part of the game can progress like this, For example, if Carlos decides she succeeds with
part of the excitement of playing a tabletop role-playing complication, he might tell Joan that Tiffany has
game is taking actions where the outcome—the success or applied too much force on the lock with her tools and
failure—is unknown. If the result of a player’s action is in has broken it. The door is now open, but it also can’t
doubt, the Game Master can call for a contest. A contest be closed behind her. Alternatively, he might decide
is when a player rolls a dice pool, usually an attribute that her work has inadvertently made a lot of noise,
and sometimes modified by a relevant skill, to determine alerting anyone in the area to her presence.
if their action succeeds. If the player does not roll any
successes, the Game Master can decide if the action fails
(more on how to make and roll dice pools in the next section).
rolling dice success

A player’s role in the Mythic System system is to bring If a player rolls one single success or more (a 7, 8, 9, or
to life a character’s words and deeds by taking actions. One 10 on any die), that roll is a success (even if lower numbers
of the main tools they’ll use to do this is a set of 10-sided dice are also rolled.) That means the player’s character succeeds
called a dice pool. A 10-sided die is a special die commonly in the contested action. The Game Master then proceeds
used in roleplaying games. They can be found at a Local to describe the result.
Game Store, shopping online, and even in some larger big
critical success:
box stores and bookstore chains. Anytime this book refers
to a “d10,” a “die,” or “dice,” a 10-sided die should be used. If a player rolls a success and gets a result of 10, the
roll is a critical success. The player will not only succeed in
When the Game Master calls for a contest, they’ll the roll, but will also gain a bonus die that they can spend
indicate what attribute score is being tested or the player on future dice pools. At their discretion, the Game Master
will take action with specific attributes in mind. The five can also describe any advantages the character might have
attributes that compose a player’s character stats are: earned when describing the result.
Mental, Physical, Social, and two self determined attributes
which will be discussed in depth in the next section. To
build the dice pool, the player will roll a number of dice failure:
equal to that attribute’s score. The player can also add any If a player rolls no successes (a 6, 5, 4, 3 or 2 on every die),
relevant skills, gear scores, and bonus dice they’ve earned the roll is a failure. That means the player’s character fails
in play based on the type of contest being called for. the contested action. Failing an action is an opportunity for
the Game Master to spice up the narrative. Failing to open
a locked door might force a character into an alleyway and
For example, Tiffany has discovered the abandoned open up the story to new challenges or dangers. Players and
house she broke into is infested with flesh-eating Game Masters alike should see failure as an opportunity
zombies. Blocked from exiting through the front and not as a form of “losing” the game.
door, Joan, Tiffany’s player, decides she will try to
remove the wooden boards covering the house’s critical failure:
broken windows. Carlos calls for a contest and
asks Joan to roll Physical. Tiffany has a Physical If a player rolls no successes and gets a result of 1 on any
score of 3 and Joan also has a bonus die she earned of the dice, the roll is considered a critical failure. When
from a previous critical success that she’d like to describing the result of a critical failure, a Game Master
use, bringing her total up to 4. She then rolls four should consider what complication the player’s character
10-sided dice (or rolls a 10-sided dice four times, earns. A critical failure should make the character’s life
recording each result), and hopes for the best… harder but shouldn’t halt play. While the character earns
a complication, the player earns a bonus die to help them
overcome whatever comes next!

When the player rolls a die, the number that shows face
up tells them if the roll is a success. A roll of 7, 8, 9, or 10 are
all considered successes. A value of 10 is a special success
which causes that die to explode, allowing the player to
roll again in the hopes of gaining another successful roll
of 7, 8, 9, or 10. If the player rolls a 10 again that die also
explodes and the process repeats. A die explodes until it no
longer has rolled a 10.

There are four potential outcomes to any contest:


base or complex rolls : there are two ways you roll in this system
base: complex:
A Base roll means you just need one success to pass the A Complex roll means the GM will call for a check and
check. The player narrates what they are trying to do and give a number of successes necessary to pass. They may call
the GM may call for a Base roll using a specific attribute. for a specific attribute or state the difficulty up front as you
discuss which attribute is the most fitting. The most fitting
A Base roll means you only need at least one success on may not always be the most efficient or highest attribute
the rolled die to succeed the check. but a core focus of this system is improv and storytelling.
This is a lite version where there isn’t a mechanic for health
and failure can lead to different options or pathways and
it’s up to you all how you tell your story.

mechanics and design:


You will have 5 attributes. The first three are ones that For super powered individuals, something like Speed or
everyone will have. Courage may fit best. This may be a hyper specific version
of one of your lower attributes; having a 2 in Physical but
having a 4 in ‘Superhuman Strength’ to give you options.
physical: The latter might be applicable when knocking down a door
Physical activities like running, lifting, or even but not necessarily trying to dodge something.
general exercise. You’ve gotta be capable!
After you work out these five attributes you’re going
to decide one more thing about them...
social:
• Pick which TWO of them are your BEST
Capability in dealing with social situations in • Pick which TWO of them are your DECENT
charismatic ways, flirting, or even telling a lie or two • and Pick which ONE of them is your WORST
and getting away with it, it’ll all rely on your Social.
This will just determine the dice pools for each attribute.
• Best = 4 d10 • Decent = 3 d10 • Worst = 2 d10
mental:
Whether it is analyzing the science behind
something, crunching numbers, or just problem Example: GM: “So you agreed to help Van Helsing get
solving logic; this is where Mental comes into play. an advertisement for this party together, but how do you
want to do that? You could try to make Flyers, tell students
directly, even a video!”
The final two attributes YOUR TABLE customize and Player: “My best is in Social and I Major in Mass
name togeter. (These exist outside of the 3 attributes above.) Media, so I’ll go with Mass Media since this moment feels
For Monster Dating University the party picked attributes very good for using those skills to make a wicked video
based on what their Major and Minor were in school. advertisement.”

specialty #1: specialty #2:


(You decide!) (You decide!)
PLAY!
These can be based on or rooted in the world of your adventures. With that you have the base info you’ll need to play the
game and get rolling!

GAME DESIGN : GABE HICKS • GRAPHIC DESIGN & EDITING : ELISE REZENDES • ORIGINALLY DESIGNED FOR : DIMENSION 20’S “SHRIEK WEEK”
• ALL RIGHTS RESERVED BY MYTHC GROVE PRODUCTIONS LLC. •

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