From Carsten from Germany:
While I was playing my Mythic GME Star Wars adventure, a few issues have come up that I felt made the game somewhat more complicated than it maybe needs to be, so I felt I need to simplify things. First, let's talk about what was and is bothering me:
1.
I like the feeling of being able to explore an entire universe or world without being restricted in any way, sort of like in these very popular "open world" or "free roam" video games but with the added freedom that indeed you can do anything if you choose (unlike in these games where you usually can't climb mountains or trees etc.).In my experience the mechanic that structures the adventure into scenes takes away from that. I found myself thinking in scenes and the entire process of changing a scene (updating lists, chaos, altering setup or not etc.) actually felt like a chore with a lot of bookkeeping involved, which broke the immersion in the story.
This mechanic is good for a certain play style where the adventure is structured like a movie but I prefer a more "sandbox style" game where I just explore, following my hero's motivation and see what happens.
2.
I don't like the Chaos Factor mechanic. Even with the discussed change of using the Chaos Factor in a reverse manner (see the actual posts and comments) I don't like the fact that the CF affects probabilities. You might disagree here and argue, that the CF represents hidden forces at work but my stand on this is, that I set certain probabilities for a reason, namely because they make sense within the logic of the game world and the story. If I set the odds at 50/50, then that is exactly what I want those odds to be because it makes sense. If I feel the probability should be higher, I set different odds. The fact that 50/50 odds can actually have a 75% chance for a yes is something I can't get used to. Even using the Chaos Factor in reverse, once you are at 7 or 8 things start to get messy and become illogical, which in turn can take the story into unsatisfying directions.3.
The Fate Chart is too complicated with too many possibilities for odds, that, in my opinion, are really not necessary.So, this is what I did to streamline these things:
- I completely eliminated the CF mechanic. In my other game and future games (I have a D&D session in the works at the moment, in German though) there is no CF.
- I simplified the Fate Chart to a point where you don't really need a chart. To resolve a Fate Question, I roll two differently colored d6 together. One die is designated the "Fate Die" and the other one is designated the "Event Die".
very unlikely ("Yes" on a roll of 6)
unlikely ("Yes" on a roll of 5+)
50/50 ("Yes" on a roll of 4+)
likely ("Yes" on a roll of 3+)
very likely ("Yes" on a roll of 2+)
The roll of the Event Die determines if the result is an exceptional result and if a random event occurs.
If the Event Die shows a 6, whatever the outcome of the Fate Die, the result is an exceptional result.
If the Event Die shows a 1, a random event occurs which is determined as normal or, with regard to JF's post using story cubes you could certainly use whatever randomizer you want to generate an event.
4.
I also eliminated the structure of scenes. I write the entire adventure as one story, just describing my hero's actions and the reaction of the world around him. I think one of the main reasons for using scenes in Mythic is, that the scene change is an opportunity to inject randomness into the adventure, which is of course necessary. So if you eliminate scenes, you need some other method to keep things unpredictable and provide action. This is why I implemented the Event Die mechanic.In my experience so far, a 1 in 6 chance of a random event whenever you ask a fate question provides enough random encounters. If you want more action just increase those odds to 2 in 6 or add that a 1 AND rolled doubles with the Fate Die generate a random event.
However, if you don't use scenes and play in an "open world style", sometimes a random event won't fit into the action right away. In that case I just make a short note of the event focus, action and subject and inject the event in the adventure when appropriate.
So far this has improved my solo rpg experience a lot. Now I am thinking about getting these Story Cubes to generate random events...
Thanks, Carsten!
Interesting. I agree that the Mythic GME seems built around the idea of narrative-style play. Things like the random events and the chaos factor then act as a way to keep things moving without the need for preparation. What I like about the scene structure is that it gives me a simple and organized way of keeping track of what's happening, and allows me to play even in very short sessions.
ReplyDeleteGreat post, very insightful.
ReplyDelete...
Wait, you have a solo D&D session going on at the moment? Any chance of posting it anywhere? For some reason D&D has never really worked for me solo, and I'd love to see how the masters do it ;) Never-mind the fact that it's German, those of us that can't speak German can always plug it into google translate, heh. While it's not always a perfect translator, it's certainly good enough to get the gist of a sentence.
Agree with with your opinions about the chaos factor. Here's a link to a post on my blog(which I suck at updating btw) which I think provides a alternative to relying solely on the Fate chart. It's more about interpreting obstacles and eliminates the need to rely on the fate chart to answer questions all the time. Also it allows (in a very loose way) to design a solo adventure for yourself and still be surprised. I would love feedback or ideas so please do leave comments.
ReplyDeleteHere it is:
http://solodungeoneer.blogspot.com/2012/01/random-thoughts-about-gm-less-play.html#comment-form
Hi lj,
DeleteI stopped by your blog and read the article. Very interesting approach using adventure cards. I found myself immediately thinking about how they can be implemented. Since I am also always looking for ways and ideas to improve my solo gaming I will give it a try. I do have a lot of notecards lying around...
Oh, I was having trouble using the comment form, so I just reply here.
Yeah, I also had trouble commenting on your site.
DeleteIt's an interesting idea, and I found it inspiring. While the method you outlined wouldn't work in all circumstances, I can see several in which it would do fantastic. I especially envision it being used for a "solo module" type of play. Hmmm...
Hey thanks for your replies and sorry about not being able to respond on my blog. It's been unattended to for awhile so that may be the reason. I'll try to sort that out soon. Next week I plan on doing another update and give a further example of play. I've been using my method with Old School Hack and I think I'm finding small mechanics that can help tighten the game and make it more solo friendly. Please check my blog in a week or two and let me know what you think(I'll try to get the comment section worked out)
DeleteWow! Thanks to Carsten and JF for posting this. I haven't really played enough mythic to have a firm opinion, but I can see what you mean. I did start my Warrior Heroes campaign using Mythic, but I haven't actually gamed the encounter. Maybe I'll just use mythic to do it. Any way thanks for the insightful posts.
ReplyDeleteHi Carsten - I too found the Mythic Fate chart far too onerous when I tried it. I reverted back to the system I had been using for years which is near identical to yours using two d6 except for the event die side of things - a 6 giving a positive spin to the answer and 1 giving a negative spin. So a Yes and a 1 would be "Yes but ..", a Yes and a 6 would be "Yes and ..." and vice versa. I also add "Impossible" and Certain" at each end of the spectrum so even answers that are definite could have a twist. My own solo system covers random events separate to the question mechanism. Anyway thanks for a great account and to JF for publishing it.
ReplyDeleteHi William,
DeleteI like your approach giving answers a positive and negative spin. I think I try that in the future as well and see how it goes. But now you got me interested in your own solo system. Can you point me to were I can find it?
It's an honor and pleasure to share Carsten's work on my site!
ReplyDeleteHi JF,
Deletethanks for the kind words :-). I want to tell you that your blog is great. When I started thinking about solo rpg and solo miniature gaming I first thought of it as pretty strange. While I was searching the net I found your blog which has really encouraged my to just go ahead and do it. First it started out of a necessity since my long-time gaming group disbanded because of people getting jobs in different cities and moving there. Now I really enjoy solo sessions and I found it to be a very satisfying and creative experience. So thanks for running this place and giving us "geeks" a place to share our thoughts :-)
Hi all, on the FU RPG Yahoo Group we have had a discussion about using FU as the sole basis for solo RPing.
ReplyDeleteFor information the dice mechanic spits out Yes and, Yes, and Yes but, results, plus No variations. It is a great and super light system, and works extremely well for solo play. It is also FREE so well worth checking out. The only downside was lack of random events, but this could solve that, hmmm.
I am currently using it for a musketeer horror game also using Mythic, report posts somewhat imminent.
Links: http://games.groups.yahoo.com/group/fanmadefurpg/
and http://thatswhatyougetforlivinginaculdesac.blogspot.com/
Thanks! I was just about to post the PDF for the 9Qs when you posted this, and I really like what you've got!
DeleteIf it's cool with you, I'll give your blog a shout-out post in the next day or so.
I guess I should get back to you and say fine! In fact I'd be delighted!
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