fmitchell
Thursday 10-19-2006, 03:28 AM
As a concept, the Mythic Game Master Emulator intrigues me. In practice, I'm not so sure how it would work. I'd love to run it in three of its modes (solo, GM Assistant, and Full GM Emulator), but I'm pressed for time at the moment ... I doubt I could play through a solo game in one session. Plus, a solo game with Mythic is almost like just writing a short story with randomizers, so it's not a "real" test.
So, I'd like to try an experiment: I'll come up with a character and a starting concept. Other readers can make suggestions about what details could be in each scene or what happens to the character next -- preferably yes/no questions, but ideas in any form are welcome. I'll then play out scenes or parts of scenes, using the Mythic system and my own dice rolls, explaining mechanics as I go along. Then the cycle repeats ...
OK, here goes:
After skimming Promethean, I like the concept of playing a Frankenstein Monster but I don't like the details. So, I'll construct a creature using Truth & Justice:
Name: Raphael
Appearance: A hulking humanoid stitched together from disparate and alchemically enlarged parts.
Motivation: Learn more about his kind.
Strengths: Good Mellifluous Voice (+2), Expert Education (+4), Good Artist (+2)
Weakness: Grotesque (-2)
Powers: Expert Super Strength (+4), Average Invulnerability (0), Average Immortality (0)
Stunts: Average Superleap (Super Strength Signature, +0)
Hero Point Pool/MAX: 5/10
Backstory: Unlike Victor Frankenstein, Raphael's creator, Dr. Wolfgang Athanasius, stayed with his creation to teach Raphael the difference between good and evil, as well as history, philosophy, and a little medicine. (Raphael discovered his talent for sculpture by himself.) It was therefore a shock when the old man died quietly and unexpectedly one night. After mourning his "father" for some time, Raphael set out into the world to learn more of the alchemical arts: perhaps he could remake himself into a more human form, or at least build a companion.
When travelling, he usually wears a hood or scarf to hide his face, and occasionally a clay mask of the face he'd like to have ... not that any of that helps. His size and proportions he can't hide, however, so most people react to him with fear and apprehension. If he can, he'll use his voice to reassure listeners before stepping out of the shadows.
Apart from his trememdous physical strength, he's invulnerable to all but the most massive normal damage: he can shrug off a few gunshots but not a firing squad, and ignore a torch but not a building burning around him. He also cannot truly die as long as his body is mostly intact, although he's reluctant to test the limits of his immortality.
If not all of that made sense, bear with me; I'll explain T&J as I go along. (To start with, its basic mechanic is to roll 2D6 and add applicable bonuses and penalties, against a target number also rated from Poor [5] to Master [13]. It might help to read up on the base PDQ system: http://www.atomicsockmonkey.com/freebies.asp#pdq ...)
So, let's start with the following scenario: In his travels, Raphael wanders into a deserted village and meets a little girl.
Tell me what could happen next.
So, I'd like to try an experiment: I'll come up with a character and a starting concept. Other readers can make suggestions about what details could be in each scene or what happens to the character next -- preferably yes/no questions, but ideas in any form are welcome. I'll then play out scenes or parts of scenes, using the Mythic system and my own dice rolls, explaining mechanics as I go along. Then the cycle repeats ...
OK, here goes:
After skimming Promethean, I like the concept of playing a Frankenstein Monster but I don't like the details. So, I'll construct a creature using Truth & Justice:
Name: Raphael
Appearance: A hulking humanoid stitched together from disparate and alchemically enlarged parts.
Motivation: Learn more about his kind.
Strengths: Good Mellifluous Voice (+2), Expert Education (+4), Good Artist (+2)
Weakness: Grotesque (-2)
Powers: Expert Super Strength (+4), Average Invulnerability (0), Average Immortality (0)
Stunts: Average Superleap (Super Strength Signature, +0)
Hero Point Pool/MAX: 5/10
Backstory: Unlike Victor Frankenstein, Raphael's creator, Dr. Wolfgang Athanasius, stayed with his creation to teach Raphael the difference between good and evil, as well as history, philosophy, and a little medicine. (Raphael discovered his talent for sculpture by himself.) It was therefore a shock when the old man died quietly and unexpectedly one night. After mourning his "father" for some time, Raphael set out into the world to learn more of the alchemical arts: perhaps he could remake himself into a more human form, or at least build a companion.
When travelling, he usually wears a hood or scarf to hide his face, and occasionally a clay mask of the face he'd like to have ... not that any of that helps. His size and proportions he can't hide, however, so most people react to him with fear and apprehension. If he can, he'll use his voice to reassure listeners before stepping out of the shadows.
Apart from his trememdous physical strength, he's invulnerable to all but the most massive normal damage: he can shrug off a few gunshots but not a firing squad, and ignore a torch but not a building burning around him. He also cannot truly die as long as his body is mostly intact, although he's reluctant to test the limits of his immortality.
If not all of that made sense, bear with me; I'll explain T&J as I go along. (To start with, its basic mechanic is to roll 2D6 and add applicable bonuses and penalties, against a target number also rated from Poor [5] to Master [13]. It might help to read up on the base PDQ system: http://www.atomicsockmonkey.com/freebies.asp#pdq ...)
So, let's start with the following scenario: In his travels, Raphael wanders into a deserted village and meets a little girl.
Tell me what could happen next.