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Post by shaungamer on Aug 29, 2006 1:46:49 GMT -5
I don't know about you guys but I find it difficult to get any gamers together long enough to try something new. Getting roleplayers together is even worse.
Anyhow I heard about this set of solo roleplaying rules, that had a really funky way of resolving what happens next! So I purchased Mythic and I was able to convert them enough to play some solo wargames, and found them reasonably good in that regard. However I eventually talked myself into trying what it was designed for . . . roleplaying!
Well I was very surprised with how well the session turned out. I had a cool little adventure with an unexpected side quest. There were two main issues I did find.- There is a bit of preparation. I know that there is a fair amount of prep when you are the GM for an adventure, but Mythic tends to suggest there is none. However this is only the case once you have started. You will need copies of some of the charts, and there are some task cards that will need to be filled out as the game progresses. Once I was setup though, the game was fast and furious.
- The second issue was the actual roleplaying rules. Although simple, and following the same method as the rest of Mythic, I found them a bit convoluted. Luckily Mythic is versatile enough to use with any existing roleplaying game
This brings me to where I have decided to give Dice Chucker a go. As I need time to proceed with an adventure, it may not happen for a while. So I thought I would post this topic, so that anyone with a mind to, could give it a go themselves!
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Post by oversoul on Aug 29, 2006 3:40:54 GMT -5
I am not sure I follow you (it is VERY early here and I could haveused mroe sleep..) give Dice Chucker ago with Mythic or just give Dice Chucker a go?
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Post by shaungamer on Aug 29, 2006 5:32:23 GMT -5
I am not sure I follow you (it is VERY early here and I could haveused mroe sleep..) give Dice Chucker ago with Mythic or just give Dice Chucker a go? Give Dice chucker a go with Mythic . . . .Sorry!
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Post by shaungamer on Aug 30, 2006 0:42:49 GMT -5
Well here is a small sample of my Dicechucker adventure using Mythic. Character Name: Carlin Gender: Male Age: 20 Height: 6' Weight: 8
Attributes Mech Piloting (3) MG Shooting (3) Hunting (2) Mech Repair (2)
Perk & Quirks Vulnerable to women +2 Observant -2
Posessions Fully equipped Sentry Walker DP: 12, AL: 5, Move: 30yds Weapons: 2X Big Machine guns w/ 20 Cartridges (1000 rounds) DL: 3, Range 100/200/300 1X Missile Launcher (6 pack) No Missiles DL: 9, Range 100/200/300
BackGround From an agricultural world, Carlin enjoyed farming and hunting before he was recruited by the Earth Alliance On the way to a battle at Earth Prime, Carlin’s Transport was ambushed and destroyed by an enemy Cruiser. Although the battle-pods all ejected safely, Carlin seems to be the only survivor to make planet fall.
Description Carlin is young and reckless however he knows how to survive in hostile environments. Coming from a world where women are few, he doesn't know how to relate to members of the opposite sex, and had troubles with female recruits and officers on the transport.
Mythic uses scenes to control how the campaign progresses. The campaign setup should influence how the first scene starts.
Campaign Setup Carlin seems to be the only survivor of his unit that was ambushed while being transported to the front lines. He successfully made planet fall in his Sentry class mecha. But does not know anything about where he is - except it seems to be fairly wild. He needs to find some civilisation, where he can look at getting back to the Military. After travelling for 6 days he has come within range of a town where he encounters a hunting mech, the last thing he expected to see. He tries to open communications.
At this point I create some stats for the Hunting Mech. I don’t know anything about the NPC but I assume they will have some skills to operate the Mech.
NPC: Piloting (2) Shooting (2) Pool (4)
Hunting Mecha: DP: 6, AL: 3, Move: 20 yds Weapon: 1X Semi Auto B9 rifle DL: 2, Range: 75/150/225 Fist DL: 3
You must think of what the scene will be, before actually playing. Mythic then determines whether the scene goes as planned, has a small change or is interrupted. This is determined by a chaos factor. I started with a CF of 5 seeing Carlin didn’t know where he was. My initial scene was that I would open communications and find out some information. Unfortunately I rolled an interrupt - “NPC Negative” & “Wasteful dispersal of energie”s. I logically assumed this meant the NPC would attack, even though he was in a greatly inferior mech.
Scene 1 The Hunting mech fires at Carlin who wasn’t expecting it. (TN of 3) Although he took some damage from the first shot, he easily prevails in the fight that follows. (I took into account progressive damage.) The Hunting mech is reduced to a crippled mess (2DP left) at which Carlin stops and tries to open communications again
This completes the interrupt scene. I go back to the original scene. Scene 2 Carlin tries to communicate and comes across his second stumbling block. The pilot is a woman! (Because of Carlin’s quirk I used mythic to determine the gender of the NPC. Although I thought it incredibly unlikely, Mythic managed to throw a spanner in the works. The ensuing drama almost caused another fight!!) After much fuddling, (and almost another fight) you find out her name is Darla. She was just travelling to the town to meet her father who is a Gore Hunter. When she encountered you in a military mech, she naturally assumed you were hostile. Now she looks to see if she can get her Mech in any sort of order.
Because this character is intriguing, I can fill in more detail for the NPC. I know she is a bit hot headed, so I add the impetuous quirk. I know she is a mechanic so I add the Mech repair attribute. I will leave the rest until I find out more (if I find out more!) Darla Piloting (2) Shooting (2) Mech repair (4) Impetuous -2 Pool (4)
Using the previous scene I set up the next scene to try and repair the Hunting mech. This time I roll an altered scene which results in a NPC positive & Character actions, I decided that the TN for repairing the Mech would be 4 instead of 8.
Scene 3 Between the two of them, they manage to get the hunting mech operational, although Carlin had to use some of his own spare parts. Darla is a mechanic for her father and had just sent supplies and parts from the other town. (A random event occurred while repairing the Mech. “Neutral event” & “Amassed wealth”). Carlin will receive recompense for his parts because Darla is reasonably wealthy. The two Mechs now head to town to meet with Darla’s father.
The next scene also gets altered, with the Guards not allowing them into the Town. Once again I set up the NPCs with basic stats
Guard Piloting (2) Shooting (3) Pool (5)
Guard Mecha: DP: 10, AL: 3, Move: 25 yds Weapon: 1X Big Machine Gun DL: 3, Range: 100/200/300 Fist DL: 3
Scene 4 The two of you appear at the entrance to the town, but the guards refuse to let you in. They want to know the story behind the damaged mechs. Eventually the authorities are called and Darla’s father comes to collect her. Carlin is to be taken to the local police for more questioning. One piece of luck is that the world is Earth Alliance and has good ties with the System government.
I needed to find out some basics now that Carlin had reached civilisation. I was hoping for an enemy world so that I could explore it better but Mythic once again went against the odds.
I am leaving the Adventure to be continued later. Dicechucker has worked really well with Mythic, the only adaption I had to add was random events. If you roll the same on all of the dice in a draft, a random event occurs. (Combat and opposed actions are exceptions). So if you try to use your piloting (3) and roll three fives as your draft, a random event occurs.
So far I am happy with how the two systems work together. The story definitely turned out different to what I expected, and may even be completed fairly soon. (I was so hoping for an enemy world!)
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Post by oversoul on Aug 30, 2006 3:50:17 GMT -5
Wow it sounds like the meshed very well! I like your scenario and what I gather from Mythic I think I might have to look into getting a copy myself. I hope you are intending to do another installment I am highly interested now.
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Post by shaungamer on Aug 30, 2006 23:02:34 GMT -5
Well due to demand, I have continued with another installment. Scene 5 was going to be an interrogation but once again was altered by the Chaos facter to a "character positive". I made a generic politician NPC for the Commissioner and his aids.
Politician Persuasion (4) Pool (5)
Scene 5 Carlin expected to be thrown into a cell until the next day but found he was being taken directly to the commissioner’s office. There he was given refreshments and was able to tell his story. The commissioner and his aids listened intently, taking everything in, with very serious looks on their faces.
Finally Carlin started asking his own questions which they answered freely. The planet he is on is called “Sheen’s Eden”, one of the few 100% earth-like planets. Wilderness reserves have been created on the tropical continents to house some of earth’s more endangered species. Hunters are used to keep the indigenous wildlife from the reserves, and mining at the poles boosts the economy.
The next bit started with a simple question; can I be taken to a military base? Mythic can handle this quite well, but sometimes it can be like twenty questions!! The answer to my question was no. From there I had to use other questions to determine why and also explored other avenues that resulted in the following.
The local Earth Alliance garrison is to the north, but they lost contact with it 3 days ago. More importantly, they have lost contact with Earth Prime and all the systems in that area. No ships are allowed off-world. A few that tried to leave were destroyed before they exited the atmosphere, obviously the enemy cruiser is still in the system.
The Commissioner wants Carlin to attend a Council meeting the next day, to discuss the way forward.
Scene six went as planned although a random event generated a most unwelcome outcome “Player Character Negative” &” Haggling”
Scene 6 At the meeting, Carlin found out why he was invited. The discussion was how to best defend the town or even if they should put up resistance if invaded. As well as himself, Darla’s father Geoff and some of the local business men were asked to provide input.
Eventually they decide to set up defences if they are attacked by ground forces, but surrender if threatened by orbital bombardment.
The Council wants Carlin’s Sentry Mech for the defences. Although he is a trained soldier, they believe more experienced pilots could utilise the Mech better.
They also want to send a small force to the Garrison, to try and retrieve weapons and ammunition.
Carlin concedes to their wishes provided they will give him a replacement Mech and let him be part of the small force. His experience could be invaluable when they reach the Garrison.
The Council agrees to his terms and give him a Guard Mech.
This last scene also added another story thread: - Retrieve supplies and Ammo from the Garrison. Scene seven also went as planned and really only served to give me an idea of what I had available for future scenes.
Scene 7
The Force leaves the following day and consists of the following:
Constable Reeves in a Guard Mech Geoff Grism in a Cougar Hunting Mech Darla Grism in a Hunting Mech Carlin in a Guard Mech Tim, Ron and Jarred driving Freighter ATVs Extra ammo, supplies and service bays are distributed between the ATVs.
Constable Mark Reeves Piloting (2) Shooting (3) Criminology (3) Area Knowledge (2) Pool (5)
Guard Mecha: DP: 10, AL: 3, Move: 25 yds Weapon: 1X Big Machine Gun DL: 3, Range: 100/200/300 Fist DL: 3
Geoff Grism (Hunter) Piloting (3) Shooting (5) Area Knowledge (2) Pool (6)
Cougar Hunting Mecha: DP: 12, AL: 3, Move: 25 yds Weapon: 2X Semi Auto B9 rifle with Scopes DL: 3, Range: 150/300/450 Fist DL: 3
Freighter drivers (Tim, Ron & Jarred) Driving (2) Area Knowledge (2) Repair (3) Pool (4)
Freighter ATV DP:8, AL 4, Move:40 yds Weapon: 1X Big Machine Gun DL: 3, Range: 100/200/300
Scene 8 could have been the party arriving at the Garrison, but I decided I would use Mythic to see if anything happened between that time. I then proceeded to have an encounter with the following Mech.
Loco Piloting (3) Shooting (4)
Orion Tactical Mech DP: 15 (3), AL: 6, Move: 20 yds Weapon: 1X B15 Auto-cannon DL: 6, Range: 120/240/360 1X Missile Launcher (6 pack) DL: 9, Range: 100/200/300 Fist DL: 3
Scene 8 They travel for the next 2 days without incident when suddenly the second ATV, driven by Ron gets hit by an almighty explosion, doing 2 points of damage and sending it out of control.
While the party dives for cover and searches for the origin of the blast, Carlin is the only one who observed the flash and returns fire. A puff of smoke comes from the area but then a missile homes in on him doing two points of damage. Carlin manages to keep his Mech on it feet, despite the concussive blast.
As Geoff fires on the target he reveals that it is a Military Mech lying on its side behind a small wall. His scope showing the enemy in detail. Geoff’s shot does another point of Damage.
Darla and Constable Reeves both shoot but fail to damage the Mecha.
As Carlin was about to fire again, Geoff calls a halt and reports that the enemy Mech is heavily damaged . . . and is one of ours!
While Jarred, Tim and Darla look after Ron, the others head towards the downed mech. Using Geoff’s guidence to keep out of the downed Mech’s fire arc.
I am really pleased. Mythic was really good at generating the last totally unexpected encounter. I asked if we were attacked (average) - Yes. Was it the enemy (highly likely) - No. Was it a local (hugely likely) - No. Was it a friend (almost impossible) - definite yes! So even though the odds were against it, you can get a surprising result. (Definite yes’ means in this case means not only friendly but possibly a friend!)
Once again the Chaos factor interrupted the next scene with some unusual results. “Lies made Public” & “Close or open a thread”. I used a dice to decide who was lying and decided that it would be "open a thread" as it was too soon to close one of the two we already had.
Scene 9 As they approach the Mech, Constable Reeves comes over the radio with the following question. You’re not really Geoff Grism, are you? The party stops, and Geoff finally says that he is not, and wants to know how he knew. Reeves replied that Geoff was a lot better hunter and should have been able to handle himself better in a fire fight. Darla breaks in at this point to say they don’t know where her father is! He was supposed to be in town but no one had seen him. Gavin, Geoff’s brother had taken his place at the Council and things just progressed from there. Once they have returned, they want to back track and see if they can find Geoff or what happened to him. They then decide to resolve this later and continue on, to the downed Mech.
I added the new thread: Find Darla’s Father and then continued with the original scene. Once again I checked for the gender of the pilot, and received a male, this time!!
Scene 10 As they approach it, Carlin recognises his unit markings. They also realise that the Mech had obviously landed hard from its battle pod. The Orion tactical Mech was lying on its side, with the auto-cannon trapped under it at an awkward angle. Both legs were snapped and the armour was crumpled or missing in most locations.
Carlin dismounted and ran to the cabin. Inside was one of his fellow soldiers nicknamed “Loco”. He was unconscious and looked almost as bad as his Mech with bandages and med kits strapped to him, obviously self applied.
They managed to get Loco out and put into a med service bay on one of the ATVs. Unfortunately the Mech was damaged beyond repair but they scavenged the Missile pack with four missiles, the engine, some actuaters and the B15 auto-cannon. They now set up camp to discuss what to do next.
I determined how damage the Mech was using mythic, before attempting to repair it using our attributes.
Scene 11 was going to be a simple “get things back on track” and catch up with Loco. The first setback was that Loco remained unconscious. The next was the B15 not being able to be mounted on any of the Mechs. I also came across an issue with the Missile pack. No one had a skill to use it, including Carlin who had one on his starting Mech. I decided to change his Hunting skill to Missile Launcher skill (considering I hadn’t used his hunting skill in the game yet!) I also decided his MG shooting would enable him to use the B9 semi automatics on the Cougar.
Scene 11 At this stage the party decide some changes would need to be made. Although Gavin could shoot, he was not really suited to pilot the most destructive Mech in the party. Constable Reeves also wanted to mount the six pack onto the Cougar, and Gavin had no experience with firing Missiles.
So Carlin was given the upgraded Cougar and Gavin the Guard Mech. They would head out the next morning after the repairs and upgrades were completed. Hopefully Loco would be in a position to be questioned as well! The B15 auto-cannon could not be mounted on any of the Mechs but would be suitable for the Sentry Class, when they get back to town.
Well I am going to leave the adventure at this point, for today. The sessions take a lot longer when I am writing notes. One last thing: I gave Carlin 3 XP last session because although he did some good fighting and kept things flowing, he didn’t really have a great effect on the game. I didn’t feel I had enough XP to make a roll, so I left it to accumulate. This session I gave Carlin 6 XP. He gave up his superior mech. He played the storyline well and He did the most damage in combat. I decided to use 8 of my 9 XP for advancement and rolled a 27 total. I increased my dice pool by 1 as I haven’t been using Power dice (and I don’t know if they are appropriate in this campaign, anyway?) I am really starting to enjoy both rule sets immensely. Dice Chucker’s simple combat and actions make things flow smoothly. There is not a great deal of maths or paperwork. The advancement rules are also fun and easy to understand. The results are easy to interpret as well. Mythic has been throwing some real humdingers my way, but boy, has it made a totally unexpected and entertaining story-line. This adventure is sure to last quite a while. Although I don’t need to complete all threads, I really want to know what happened to Darla’s father. (I am almost tempted to start a side scene that resolves that issue before continuing with this adventure!!) By the way, the net nanny on this forum changed my "other name for a cabin" into a cockpit!! Which kind of sounds worse!!
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Post by oversoul on Aug 31, 2006 13:29:45 GMT -5
WOW I have to say I am impressed with the flow of your game. I must admit I did not think a random solo system could be so consecutive! It sounds like something of a mix between 20 questions with a difficulty like a magic 8 ball and a roll to determine yes or no. I am definately going to haveto get a copy! I am curious how well it would wor with Quique? SOmething to try out once I get it.
Remember no thingypits allowed!!
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Post by shaungamer on Aug 31, 2006 15:54:57 GMT -5
I was looking at quique myself, and it should work!
Mythic has three charts it uses for determining things. The most used is the fate chart, which determines how likely an event is going to happen. You then roll a D100 and check the results, sometimes you don't get what you expect. The second chart is the focus chart which can determine what is affected. Character, NPC, thread etc. The final chart is the event chart, which has 200 entries. Sometimes it is a bit of a stretch to make things fit, but usually this is where your most surprising story twists originate.
I would definately recommend Mythic!
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Post by shaungamer on Sept 1, 2006 2:07:56 GMT -5
Just a quick note to let you know I completed another three scenes in my adventure, but didn't get the time to write it up.
I will post it as soon as I can!
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Post by shaungamer on Sept 4, 2006 17:35:14 GMT -5
Sorry with the delays but I have had so many better things to do than roleplay! I was also thinking I might post the rest of my sessions in the Home Worlds section seeing that is where it is supposed to go . . .
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