Create dynamic role-playing adventures without preparation. For use as a stand-alone game or as a supplement for other systems.
Most Role-Playing Games operate under the principle that there are players and there is a Game Master. The GM prepares all the details of an adventure, and then "runs" the players through that adventure. This usually requires a great deal of preparation on the part of the GM.
Mythic is different in that it requires no preparation from the GM. Mythic adventures are meant to be played off the cuff, with perhaps a few minutes of brainstorming to come up with the initial setup. Mythic can also be played entirely without a GM. The same mechanics in Mythic that allow a GM to run an adventure without preparation also allows a group of players to do without the GM.
In a Mythic adventure, the GM (or players sans GM) can start an evening's entertainment with about five minutes of preparation. As the adventure unfolds, the GM is just as surprised by the twists and turns as the players are.
Notes on This Edition
Odds have been added to the Fate Chart. The chaos factor has been tweeked and expanded on the Fate Chart. Chapter 6 "Randomness" has been changed. There has been a slight change with the "Event Focus" and the "Event Meaning" which they have been broken up into two different sections called "Subject" and "Action."
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