Guest Post: How to be a great player in the Mythras roleplaying game

My friend Antalon from the Mythras forums wrote an essay on how to be a great player in the Mythras roleplaying game. Here goes:

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I Game Master nearly exclusively. I am, however, a bad player. By this I mean that when I am let loose as a player, I just act an arse! Almost instinctively I look for ways to disrupt, betray and connive against my fellow players and the Game Master’s world, plot or adventure. (What inner trauma this reflects is for a different occasion!) As I consider my own behaviour, it got me thinking about how the players I have now, and over the years, have played at my table, especially with Mythras

Some of my sessions in recent years have been nothing short of a triumph… so I’m a great Game Master then? No. There is a lot of discussion and advice ‘out there’ about what it takes to be a good – or great – Game Master. I’m firmly coming to the view that a Great Game is absolutely a collective effort: Great Players maketh the Game Master! Players have as much or maybe more responsibility for the success of the game as the Game Master – this is, if you look for it, well established advice. There is also a plethora of good player advice generally, essentially boiling down to respecting each other: don’t be an arse like me when playing!

So, how do we help players be great at Mythras specifically? Here, I set out my observations and preferences for player behaviour that mark the difference between a successful – that is, engaging, satisfying, surprising, dramatic, and funny – and unsuccessful game. My views also reflect recent experience with players that are new to Mythras, and fairly new to roleplaying in general. My hope is that I can improve my own behaviour as a player, whilst also easing the introduction to Mythras for others, and help players make their Game Master great!

In brief, players should:

  • Be driven, be passionate!
  • Play with the other players.
  • Focus on the described scene and their character motivations.
  • Enable other players to voice their action without undue debate or barracking!

Be driven, be passionate! The Passion mechanics are, technically, an optional rule. But just use them! Getting players to express what make’s their character tick, and what drives them to ‘adventure’, is the first ‘way in’ for a player and Game Master to know what the character and the game world is about. Playing to their passions makes the players invested in the game and makes decision-making much easier: passions ‘tell’ the player what actions or reactions ‘fit’ a situation.

Finding the right way to express the passion can be difficult. There are two ways around this. First, be flexible, and allow passions to be ‘re-expressed’ as the character’s personality solidifies in the player’s and gaming group’s mind. Second, set some thematic guidelines for choosing passions. Discuss what your table wants from the game and what is suitable to reflect the themes of the adventure or campaign setting. For example, for a Monster Island game I asked players to propose three passions based on an ambition or personal goal, a vice or dependency and fear or superstition. From this, across the players, I got “love to create mayhem”, to “total faith in Sarnai” (one of the other player characters), to “loyalty to companions” amongst others. This was not necessarily quite what I anticipated, but it got the players invested, started a discussion and, somehow, this eclectic mix of passions worked!

However, this experience of such varied passions made me conscious that care is needed to ensure passions are not too contradictory, either with each other or between different player characters. Passions could risk outright intra-party conflict. None of us want to condone the “that’s what my character would do” argument! Share choices of passions with the other players, and if they are not working, discuss it and fine-tune. However, there is a balance. Passions should – perhaps ‘must’ – aim for ‘dramatic tension’ between player characters: think about the best weekly TV drama, it is the tensions between the recurring characters that make it worth watching! 

Play with the players. A feature of play nowadays is often reliance on video-calls or virtual tabletops. This has exacerbated the practical and real-world social difficulty many players face if – in character – they challenge or engage with each other’s characters. How many times have your players watched passively whilst another player declares – unilaterally – they are “stabbing the prisoner in the face”? This is not a Mythras-specific issue. But, the singular thing that moved my games from okay or good to Great was how, by mutual consent, players focused their attention on each other. In this way, they gave ‘permission’ for each other to respond to or interrupt one another’s actions. Sometimes the interruptions could not prevent an action occurring, but this fuelled the in-game drama. In this player-to-player focused game I found that I too, as Game Master, had ‘permission’ to invite interaction between players, to open opportunities for intra-party drama. It also shifted the focal point of attention from me as Game Master to a shared, inclusive, and animated dialogue. If players act true to their character’s passion where everyone feels welcome to respond to character action, then drama follows, and the game group reinforces positive engagement.

Focus on the described scene and your character motivations. The core mechanic of Mythras is a very simple ‘roll equal to or under’ on percentile dice. But system challenges do exist. Two examples are Mythras-centric: the expenditure and accounting of Action Points (especially combing with movement); analysis-paralysis of combat special effects. With modest effort a reasonable level of system-mastery can be achieved. But players do not need to master Mythras to be an excellent player! What players need to do is listen to the Game Master’s description of event, listen to other player’s choices and their descriptions, then describe what they – the player character – want to achieve and how this could happen. What the player wants to achieve is often informed by their passions. The Games Master’s job is then to translate, or suggest, how to reflect this action with game-mechanics. Focus on the drama and visceral responses, do not allow outcomes to be framed as an optimisation choice. New players in particular find it much easier to simply be narrative: “I leap forward and try to drive the bandit back with the savagery of my attack, I want to stop them threatening Sarnai who is trying to cast healing magic!”, which could be handled as a Press Advantage or Bash special effect. Surely all I’ve done is just describe roleplaying? Yes. But the art of listening and description is an art to be nurtured!

Enable other players to voice their action without undue debate or barracking! This is advice to me as a player and a Game Master. Having established ‘permission’ for player-characters to interrupt, this does not mean that you – as a player – should interrupt. When it is another player’s go, it is for them to state their action. Do not comment, criticise, suggest, scrutinise, analyse or otherwise pass judgement on another player’s choices. I realised what a difference this made when I noticed one of my groups patiently allowing each player to voice their actions on their turn without commentary. The outburst of the player that interrupts saying “No! You should do …”  We did not debate this concord. It just happened. And I found that this simple act of respect for each other hugely strengthened trust between players, and the success of my game. It also facilitated in-character interruptions. To be clear, I do not intend that your character passively accepts the actions or consequences of another player-character, remember play with the players and be passionate. The desperate cry of “No!” invites a response between players: “I stab the bandit in the face anyway, and then grin savagely at Sarnai!”. Or, a player shouts-out to the Games Master “Wait, Layla needs to stop this!”, leading to an adjudication of the drama between characters (“Okay, make an Opposed Combat Style roll, if you beat Muammar, then you managed to parry his stab to the bandit’s face!”). But, what if a player asks for advice? In this case, wherever possible, describe your own character’s perspective and their motivations: “what special effect is best?”… “Well, Layla wants to get out of the fight quickly, so she would want you to help us escape… what could you do to help?”. Questions on the rules should be answered by the Game Master.

So, in the end, I’m not sure if this is really very Mythras specific? But, it does not matter. I think these are the things that I should do when playing. I want my players to do this, as it will make my games successful. Our shared responsibility, as players and Game Master, is to make the game a success. Whenever I play, this is how I think I can contribute to that goal.

New Mystic Order for Mythras – Order of the Claws of the Dragon

Here is a Mystic order I did for my character in my friend Antalon’s campaign – Ormsfell Range.

Order of the Claws of the Dragon

Martial school of mysticism – Dragons in human form

Mythos and History

The Order of the Dragon’s Claw has an ancient and revered history steeped in the pursuit of Draconic Knowledge. Founded as a martial school of mysticism, this organization embarked on a quest to harness the hidden wisdom of dragons. Their journey began with the discovery of a cryptic Draconic script, a language believed to contain the very essence of dragons.

There are areas in the document that current wisdom in the cult cannot decipher or might have gotten wrong due to misinterpretations thruout past 1000 years or that are deeper mysteries known at higher levels in order or a bad combination of above

The order’s founders unearthed a profound method that involved the emulation of dragons in human form through the acquisition of Draconic Knowledge in the script, strict physical regimen and mystic enlightenment. They recognized the importance of Dragon’s Claws, the embodiment of the dragon’s strength, and a strict physical regimen to unlock their true potential. This revelation became the cornerstone of their mission: to become as dragons in human guise and safeguard the ancient secrets of Draconic Knowledge.

Nature

The Order of the Dragon’s Claw is deeply woven into the fabric of society, playing a colorful and meaningful role that extends beyond their mystical pursuits. They are renowned for their commitment to the protection of knowledge and their unwavering loyalty to those they serve. 

In addition to their scholarly and martial pursuits, the order has become known for training trustworthy bodyguards, offering their services to protect scholars, nobles, and leaders who seek their assistance. This unique connection to society allows them to make a significant impact despite their relatively small numbers. They are sought after for their integrity, discipline, and their unwavering dedication to safeguarding their charges. 

Who Can Join

Membership in the Order of the Dragon’s Claw is not open to all. Potential initiates must meet specific and demanding criteria to be considered:

– A deep-seated commitment to the preservation of knowledge and the pursuit of Draconic Wisdom.

– A willingness to undergo extreme physical and mental testing, demonstrating their resilience and ability to survive the path to emulate dragons in human form.

– Proficiency in martial and mystical disciplines, showcasing their dedication to the order’s ideals.

– A proven ability to keep the order’s secrets and uphold its values.

Joining the cult

For those who are deemed worthy and successfully initiate into the Order of the Dragon’s Claw, their journey is marked by several significant milestones:

1. Initiation: Initiates undergo a solemn initiation ceremony, where they take the Oath of the Claw, pledging their dedication to the order’s mission and values.

2. Extreme Training Regimen: Joining the cult means embarking on an arduous and relentless training regime that encompasses physical, mental, and mystical aspects. This includes mastering the Path of the Dragon combat style, deciphering the Draconic script, and honing their connection to Draconic Knowledge through extreme physical and mental tests.

3. Progression: Members advance through the ranks from Aspirant to Sage, with each level unlocking new insights, abilities, and responsibilities. Each step of the journey is marked by even more demanding tests of endurance and dedication.

4. Ongoing Service: Joining the cult means a lifelong commitment to the order’s cause, which includes the protection of knowledge, the acquisition of Draconic Knowledge, and the offering of their skills as bodyguards when called upon.

5. Access to Mysteries: As members progress, they gain access to the inner mysteries of the order, including unique gifts and abilities associated with Draconic Knowledge.

Consequences of leaving or betraying the organization

Leaving the Order of the Dragon’s Claw is a choice that comes with consequences, as the knowledge they possess is both a gift and a responsibility. Apostates are encouraged to tread cautiously, for the path they leave behind may lead to unforeseen challenges. The organization, however, does not view them as adversaries, understanding the complexity of their decisions.

Organization

– The Awakening of Scales: An annual event celebrating the order’s founding, marked by rituals that pay homage to dragons.

– The Claw’s Ascension: A ceremony where members reflect on their progress toward emulating dragons.

A drawing of a monster's claw

Description automatically generated

– The Dragon’s Breath: A meditation retreat where members seek to connect with the essence of dragons.

Ceremonies of the organization

– Dragonfire Offering: Members make symbolic offerings to honor dragons and seek their blessings.

– Rune of the Wyrm: Inscriptions of Draconic runes on weapons and armor, a protective and empowering ritual.

– Oath of the Claw: A solemn pledge, taken by new members, to uphold the values and goals of the order.

Organisation Home Base

– The Wyrm’s Sanctum: A hidden monastery nestled in the heart of remote mountains, where the deepest teachings are imparted.

– The Scales’ Repository: A treasury of ancient scrolls and tomes containing knowledge about Draconic script and lore.

– The Dragon’s Roost: A temple in a bustling city, serving as the public face of the organization.

Areas associated with organisation

– The Ormsfell Mountains: A range known for its dragon legends, where the order hopes to conduct new research and seeks mystical sites.

– The Library of Wyrm’s Wisdom: A repository of ancient scrolls and texts, carefully guarded by the order.

– The Temple of the All-Knowing: A place of worship and reflection, maintained and protected by the order.

Known members of the cult

Vestio – Follower of the Dragon. Exceptionally fit member of the order unwaveringly dedicated to the order and its mission with a fear of illness getting in the way of progression in the order. 

Ignacio Kharma – Claw of the Dragon at Dragon’s Roost, Vestio’s rival within the order with uncanny ability to manipulate people. 

Master of the Stick – Highest ranking member of the order at the Dragon’s Roost temple. 

Membership

Standard

Ranks

  • Aspirant
  • Follower of the Dragon
  • Claw of the Dragon
  • Master
  • Living Dragon

Members often adopt names inspired by dragons or their attributes, a testament to their commitment to Draconic Knowledge.

Restrictions

Members are encouraged to collaborate and share their findings within the cult, avoiding any restrictions on revealing their knowledge.

Tradition: uses only weapons and armor made of wood, leather or dragon bone (it is just ordinary bone armor)

Skills

Meditation

Mysticism

Cultural Combat style (Quarterstaff, Cestus, unarmed, Bone Dagger)

Endurance

Lore(How to be a Dragon)

Willpower

Insight

Benefits

The organization may offer some or none of the below benefits for its members according to theirrank.

Members receive training in the Path of the Dragon combat style and cult skills. 

Path of the Dragon (Quarterstaff, Cestus, Unarmed, Bone Dagger) with the below traits. 

AspirantDragon Slamallows use of bash special effect with all weapons in combat style 
Follower of the DragonDragon Tailopponent’s resistance to Trip special effect is one difficulty grade harder.Cost: 3 experience rolls plus one for every already known trait in the style 
Claw of the DragonDragon SenseSame as blind fightingCost: 3 experience rolls plus one for every already known trait in the style 

Protection

The order offers protection to its members, promoting a sense of security

Material Aid

Access to resources and equipment made from materials associated with dragons

Social Status

Members enjoy a respected and esteemed status in society for their role. 

Magic

Cult members may learn folk magic but can use no other disciplines other than mysticism. 

AspirantProud to be part of the cult. Folk Magic: Heal, Vigour, Calm, Protection ,Magnify,   
Follower of the DragonInvoke Formidable Natural WeaponsThe hands and feet of the mystic are treated as size Large for the purposes of attacking and parrying in combat 
Follower of the DragonEnhance Initiative 
Follower of the DragonAugment Endurance 
Claw of the DragonEnhance Damage Modifier 
Claw of the DragonAura (Intimidate)Can be used to present a particular aspect to those who behold him. Overcoming the mystic’s aura requires an opposed roll of Willpower versus the mystic’s Mysticism roll for invoking the trait. The aura affects all things within a radius of the mystic’s POW in metres.  
MasterInvoke Pain ControlThe mystic is inured to pain and able to work through its effects. Endurance rolls when experiencing any kind of injury are considered to be automatic successes.Has to accept a geas
MasterSpecial Effect Dragon’s ClawDragon’s Claw – May learn (5 XP) a new Special Effect called Dragon’s Claw that allows them to penetrate a number of points of worn or natural armor equal to 1/20th their Mysticism skill with their unarmed attacks using their cult combat style. They need to possess in their person a piece of a Dragon’s Claw to use this.  
MasterAugment InsightNeeds to have Lore(How to be a Dragon) at 70. Needs to have a dragon scale to use the gift. 
Living DragonMay have a gift maybe Alacrity. The Gift requires a roll, and an expenditure of Magic Points. Needs to have a dragon scale to use the gift.   

Return of the Magic

Consumption:

Breathing the smoke from a fire with the Drake Flower (have to find it first) 1MP per shot. Meditation roll required to succeed. 

Each shot adds one difficulty grade. If fail then delirious for an 1d3 hours

1MP per hour if one has supply of Dragon Claws (at least x ENC present)

Gifts

Alacrity for Sage. Gifts associated with Draconic abilities and knowledge, granted as members progress in their pursuit of emulating dragons. First gift received as a respected master or sage

Return of the Magic

Consumption:

Breathing the smoke from a fire with the Drake Flower (have to find it first) 1MP per shot. Meditation roll required to succeed. 

Each shot adds one difficulty grade. If fail then delirious for an 1d3 hours

1MP per hour if one has supply of Dragon Claws (at least x ENC present)

Gifts

Alacrity for Sage. Gifts associated with Draconic abilities and knowledge, granted as members progress in their pursuit of emulating dragons. First gift received as a respected master or sage

Divine Intervention

None

Allies and enemies

Friendly with the God of Knowledge, who appreciates their dedication to preserving wisdom.

Engaged in alliances and collaborations with various powers, depending on their goals and interests in acquiring Draconic Knowledge.

Source

Created for Antalon’s Ormsfell campaign by Hannu

Here is the link to the pdf

Here is a link to the Mystic Calculator for Order of the Claws of the Dragon talents

Guest Post: Movement and Action Points

My friend Antalon from the Mythras forums wrote an essay on how the Game Master could handle movement rules with action points in different situations. These are rulings not rules. These have been in use for a long time in his campaign and work well.

3 March 2024

Mythras uses both very specific movement rates, in metres, but also leans heavily into abstract combat, ‘Theatre of the Mind’, and Game Master judgement for determining outcomes of movement in combat. It also applies a per Round (5 second) measurement to allowable movement distance, whereas combat Turns focus the action on a more intense, moment by moment, timescale, measured by expenditure of Action Points. Judging movement between per Round distance covered and the appropriate expenditure of Action Points has provoked confusion, discussion (lots of it), and a breadth of solutions, from grid-based phased movement to reading ‘around’ the rules. At its core, the challenge is how Action Points should be expended on a Character’s Turn when they wish to move, and how to prevent the Delay/ Interrupt action giving an unfair Action Point advantage – a concern explicitly addressed in the core Mythras rules. This is a topic at risk of overthinking! Nonetheless, I am offering an interpretation, my own ruling to this perennial problem. Dead horse, prepare to be flogged! (If you use a grid-based solution, the following may be of limited relevance.)

First, the core principle is the Game Master should judge if the distance, terrain and movement rate of opponents that intend to engage in melee should require dedicated movement, or not? If dedicated movement is required, then the Game Master should judge how much time is expended in Combat Rounds. Any movement across a distance that could be covered in less than a Combat Round (5 seconds) should be subsumed within – treated as part of – any other action. Otherwise, one or more Combat Rounds are expended in (that is, dedicated to) movement: do not bother with Action Points in this case. Some simple actions could accompany this round-based movement: drawing a sword, shouting a challenge or warning etc.

Second, we need to clarify what the Move proactive action does. As noted in the Mythras core rules, “the Move […] action is not required for every instance of movement during combat”. Instead, for Unengaged characters, I tend to consider the Move proactive action as a ‘movement & manoeuvre’ activity where an Action Point cost is suitable and justified. Examples are climbing a wall, clambering across a wagon, leaping onto the sails of a windmill, or other focused ‘manoeuvring’ actions. This will usually require a skill test. The Game Master could allow this action to occur on the character’s usual initiative count in the round’s Turn cycle, but circumstances may arise that require a different ruling. For example, an opponent could intend, in the same round, to close and Engage a moving & manoeuvring character. (Maybe the character is attempting to climb a wall to escape melee?) The Game Master may allow the character a Move action, costing an Action Point, to be attempted before Engagement occurs. However, if the manoeuvre fails, this places the character, in effect, at an Action Point ‘disadvantage’ once engaged. In this case, too bad! If your character is close to an opponent, be sure to manoeuvre out of reach or prepare to defend yourself!

If already Engaged, similar manoeuvres should be a proactive action, resolved perhaps as an Opposed Roll similar to Change Range, or Outmanoeuvre, or simply resolved as an Attack proactive action capped by a relevant skill, typically Athletics or Acrobatics if especially gymnastic. The intended manoeuvre may produce an advantage, such as leaping atop a table to gain high ground, striking the upper hit locations and making an opponent’s rolls to defend Hard difficulty. An attack roll above a capped skill fails but could also impose a further penalty such as dropping to one knee or off-balance, leading to a situational modifier. The Game Master may also rule that an intended manoeuvre is not possible at all whilst Engaged. The key principle here is that a character manoeuvring in combat will get an advantage that an opponent may wish to counter, at the cost of their own Action Point: hence modelled on Change Range, Outmanoeuvre, or a capped attack roll that is defended against as a reaction.

So, how does this play at the table? I find taking a moment to clarify movement intentions helps to make fair and transparent judgements, with which players agree. To do this, at the beginning of each combat round, I ask players to declare a brief ‘statement of intent’ for their character. The main purpose is to help the Game Master understand and anticipate movement between characters and opponents. It also allows a judgement of what actions can be combined with the intended distance to be covered, for example moving whilst loading a bow. The Game Master can then make a Ruling of the permissible movement in the Round, and whether it is just: i) subsumed into an action; ii) imposes a skill cap to an action; iii) triggers an opposed roll if Engaged; iv) is best handled in Combat Rounds, without recourse to the Action Point economy; or v) needs some specific treatment due to very unusual circumstances. Some specific issues follow.

So, how far can you go in 5 seconds and what can you do, how is this judgement reached? The specific Mythras character movement rates, along with considering the natural terrain, inform this judgement. A rule of thumb for me is that in fairly open terrain, with good visibility, the running speed of a character can be covered as part of other actions over the Round, so around 18 – 20 metres distance total in the Combat Round whilst taking proactive actions. More difficult terrain or choice of action should significantly limit these relative distances. For example, running whilst loading a bow (Ready Weapon pro-active action) is not possible, unless you have the skirmishing trait or perhaps succeed with a roll against combat style, but advancing at base walking speed and loading is usually fine. Similarly for Cast Magic. Attempting these same actions in a forest, at night, may be very different, or not permitted: an Attack action or loading a bow may perhaps allow only 2 -3 metres movement. Very poor terrain may require a dedicated Move action. This movement should usually not disadvantage a character by drawing them into melee and suffering the core delay/ interrupt problem. But, this is hugely dependent on circumstances: characters facing arboreal predators with night sight in the tops of mighty trees on Monster Island may be placed exactly at an Action Point disadvantage if trying to move! However, we are talking about only 5 seconds remember!

What if characters or opponents have significantly different movement rates? The statement of intent can help: perhaps a giant can cross the distance and attack in the same round; but the human character needs a combat round of dedicated movement. This may best be resolved by considering the following cases.

What do characters (or opponents) do during combat rounds whilst an opponent closes on them? Whatever is reasonable. The Brace and Ready Weapon actions allow spears to be set, shields may be positioned as a Free Action to ward location. Archers should be able to make an attack, consider an attack every other Round reasonable, as would a javelin wielder amongst others. If the missile user wants to Delay for the optimum range, then the Action Point cost for this arises in the same Round that the moving character engages in melee, this ‘prepared shot’ occurs before the normal initiative cycle begins, thus avoiding the delay/ interrupt ‘problem’. (Note, I would not allow any defence except for ward location from a shield, and the benefit that running targets are Hard difficulty, and Sprinting targets Formidable difficulty, to hit.) Spell casters can expend their full Action Points on casting, perhaps sufficient to cast the spell at the closing opponent, or have it ready once engagement starts, treated as a ‘prepared shot’ if suitable. An opponent could also want to move…

What if an opponent also intends to move, to close or charge, a moving character? In this case, both sides may expend one or more Rounds in movement; or just allow Engagement to occur automatically at some intervening distance. The choice may depend on whether allies or others wish to make ranged attacks or prepare spells in the intervening moments. Where movement rates are significantly different, this may determine both how quickly close combat may begin and the relative position on the battlefield. The giant that also wishes to close with the puny humans could cover the distance easily enough to allow close combat to begin immediately and positioned close to where the human opponents started. Unengaged opponents may also wish to flee, which could be resolved as an opposed Athletics test, and different movement rates may make it more difficult or impossible to flee (or catch-up, as appropriate).

I still don’t get it? Consider this. Establish distances as four range bands: close; near; bow-range; long-range. At close, movement has no separate Action Point cost; at near, it takes a combat round to close, so that next round everyone begins ‘close’. Bow-range requires two combat rounds for a typical human to close to near, likely allowing at least one ranged attack (for which the defence is only a shield’s passive warding as noted above). Long-range is at least three, maybe more, Combat Rounds, and far enough that range penalties may affect any missile fire, whilst Fatigue may also be a factor to the closing character.

Mystic Calculator 1.0 for Mythras

Sorcery in Mythras has for a long time enjoyed tooling support in the form of Sorcery Calculator.

It has come to my attention (after starting my first Mystic character) that Mystic may need tool support as well for for both slightly mathematically challenged and for those mastering the game for others – therefore often busy.

Here is a first version of the Mystic Calculator. It knows all the calculations involved in creating a Mystic Path for a character and it may also help GMs to design their Mystics properly or even run them properly.

The calculus takes into account all rules in RAW involving Mystic Talents and has a list of all the talents to pick from. 

There have been many who have exceled with ease using this secret calculus – it is of course desired by the crowds and despised by the masters of mystic mathematics.

Any feedback is welcome – as gremlins might have installed bugs in the system. 

Here are some mystics made with this either from RAW or from a campaign I play in.

Order of the Dragon’s Claw

Dervishes of the Open Sands
School of the Leaping Tiger

You can find the Mystic Calculator here Other useful charts for Mythras can be found here

Mythras Imperative SRD Updates for MeG

Mythras Imperative has been released under ORC rules.

The indomitable Raleel has created SRD version of the newly released Mythras Imperative. Raleel’s version of the SRD has links to MeG and Raleel asked me to create or update few entries in MeG to match the creatures mentioned there.

Here are the updated or new ones:

You will find more about Mythras Encounter Generator here

Seasons of the Dead Arrive to MeG

Seasons of the Dead – that Apocalypse supplement for Mythras has a load of exciting encounters to meet sure to wreak havoc with your exploring party. All of them can be used readily also in fantasy roleplaying game context.

Here are a few:

You better think about the consequences before you unleash the virus ridden or wrath inflicted encounters at the explorers.

Wrath inflicted can easily destroy a party or even an island….

These aliens can make life very difficult if you let them spread.

Where is Ripley when you need her.

You will find more info about MeG – Mythras Encounter Generator here and Charts and Tables for Mythras here

Visual Offensive and Defensive Special Effects 2.0 – Hyperlinked to Special Effects Explanations

Here is a hyper linked version of Visual Offensive and Defensive Special Effects. Click on the special effect name and you get to a page where you will see a single page explains the special effect. Examples below. Both the defensive and offensive special effects are now on the same file. This file is meant for online use.

There exists separately Combat Offensive and Defensive Special effects in condensed form to print out. See Mythras Charts and Tables page. One handy way of using is to print out the mind map forms on paper and then separately the condensed format and keep it near.

Other way is to use this file here for pure online use – they contain the same information.

The main topic for this is here and you will find other useful Mythras Charts here

Special Effects And Tactics for Fighting With Stronger or Weaker Opponents

Sometimes the opponent is significantly weaker or stronger than you. Then the raw strength and size starts to matter in some of the special effects where brawn is involved as this could be considered contest of strength.

Here are the updated visual tactics

Defensive

Offensive

Fighting against a gorilla or the strongest and biggest man of the town with this ruling could now become a quite iffy position but also a new lever in tactics. The big one might rely on his strength and start to use predictable special effects that rely on their superior strength and size – the weaker and smaller one can then start using Prepare Counter in devastating ways.

Prepare Counter has these rulings from Pete and Loz:

Prepare Counter allows the user to choose ANY special effect they want. The roll doesn’t matter, but the context does. Thus it doesn’t make sense to choose Maximise Damage if you were parrying at the time. The intent behind the rule was to make the payoff for investing a SE worthwhile and potentially decisive.’

By Pete https://www.tapatalk.com/groups/designmechanism/viewtopic.php?p=21714#p21714

‘You can actually choose attacker AND defender effects. The rule specifically allows for Offensive and Defensive effects to be chosen. So yes, you could use it with Bash, but it would need the right conditions for it to be truly effective.’

Loz at Design Mechanism forums

Found several interesting articles that one can reflect for special effects

New Version of Visual Tactics of Choosing Special Effects available

Image created with Midjourney

Tactics of choosing visual effects is a one pager helping to choose the effects originally published here

Choosing offensive special effects is here and defensive special effects here.

The new version is updated with the feedback of users. There is now a blue asterisk on all the special effects that will be opposed immediately by the opponent

Offensive Special Effects
Defensive special effects

Wild Hunt, Spriggan and other Faerie Creatures Crash into Mythras Encounter Generator

Picture made with Midjourney

Last set of faerie creatures from the Bestiaire Faerique. It is a fantastic tome of monsters and encounters in the lands of Faerie made by folks at http://d100.fr/jeux/mythras/ 

Here are the missing ones:

You will find all the Faerie creatures from the Bestiare Faerique with tag: Faerie The creatures in original bestiaire have fixed character stats, I have modified them here to be more varied, so you will get a bit different creature at each generation

You will find more about Mythras Encounter Generator here