How to use the Mythic GM

A place for keeping track of information regarding whatever people are playing in the Room That Wasn't, for posting logs or whatever else folks would like to hold onto.

How to use the Mythic GM

Postby admin » Sun Jan 18, 2015 2:27 pm

Just like everything else, this isn't required of anyone unless the group of players in question wants it to be.

The Mythic GM Emulator is a way of creating a story as you explore it. You don't need to know why anything is happening, it can be explained later. The Emulator will throw plot-twists, introduce NPC's/obstacles, etc. All with your guidance. The Players interpret the feedback they get from the GM as makes the most sense for their scene/story. In a way, the GM Emulator is nothing more than inspiration material. Ask questions and get answers. If the feedback doesn't make any sense, feel free to toss it and go about your business as if it never happened. There are three main things that are used to help create this procedural, sponaneous story:

  1. The GM Emulator answers "Yes or no" questions the players have about their scene. 'Are there monsters in the dungeon room?' or 'Does the CIA have eyes on this safehouse yet?' Some questions are more likely to be yes than no, the Emulator handles this. In addition, there are four answers you might get: Very No, No, Yes, or Very Yes.
  2. The GM has lists of Plot Threads and NPC's that are relevant to the story, as well as a Chaos Factor that helps the Emulator (and players) make use of a Rising Action throughout the story with little to no effort. Whenever an NPC or Plot Thread is needed during the generation of a random event (see below), use these lists to find out which ones.
  3. Random Events are the heart and soul of the Mythic GM's inspirational material: They can be used to start stories, to answer questions that aren't "Yes/No" questions or generate hooks for new scenes. There are 1000 possible combinations of random events to roll up, and that's not even taking into account the infinite potential of your story's contexts.

So, without further adue, here's the very basics on how to use the Mythic GM Emulator.

Chaos Factor
Spoiler: show
Chaos Factor is a number ranging from 1 to 9. The default Chaos Factor is 5. Chaos Factor changes the way the Mythic GM Emulator will generate scenes -- a high Chaos Factor means you're more likely to get a "yes" or "very yes" answer, it means you're more likely to have the GM tamper with your scenes, and makes it more likely that the GM is going to introduce a random event to a scene. (Don't worry, these events are less random than they sound because you need to decide what happens.)

At the end of each scene, decide if the scene felt calm and collected, as if things weren't out of the PC's control. If the PC's seemed to be on top of things and getting shit done, then lower the Chaos Rating by one for the next scene. If things felt a little crazy and out of hand, or things happened to the PC's more than the PC's happened to things, raise the Chaos Rank by one for the next scene. The Chaos Rank must never "stay the same" from scene to scene. It always changes by one, up or down.

This creates a fluctuating sense of action in the story as it progresses. The story will "Swing" harder as it goes on, eventually hurtling toward a climax.


Fate Chart: Yes or No
Spoiler: show
This is the Fate Chart. It looks complicated. Don't be afraid of it! It's actually really simple once you get what you're looking at.

Whenever you do not know the answer to a simple yes/no question, whenever you need information that only the storyteller would know, you don't have to make the decision yourself. Keep it a surprise and ask the Fate Chart, instead.

Phrase your question as a "Yes/No" question, and determine how likely a Yes result should be. Yes might be Impossible, "no way", Very Unlikely, Unlikely, 50/50, Somewhat Likely, Likely, Very Likely, A Near Sure Thing, A Sure Thing, or Has to Be. (Why roll if the answer is Has to Be or Impossible? Because you might recieve a Very Yes or Very No result, as well as having the potential for a random event, which we'll explain soon.)

Find the cell in the table where your Chaos Rank intersects with your Probability. See the three numbers? Roll 1d100. If you roll that first little number or lower, you get a "Very Yes" answer. If you roll the middle number or lower, you get a "Yes" range. Any roll higher than the middle number is a "No" and any roll equal to or higher than the third number listed there is a "Very No."

So, at a Chaos Rating of 5 with a 50/50 question, rolls of 1-10 are "Very Yes", rolls of 11-50 are "Yes", rolls of 51-90 are "No" and 91+ are "Very No."

If you roll doubles (11, 22, 33, 44, 55, 66, 77, 88, or 99) and the number you rolled doubles of is equal to or lower than the Chaos Rating, you get a random event. For example, with a roll of 55 in our above example, the GM answers "No, but..." and then you roll a random event to find out what's happening.


Random Events
Spoiler: show
The two charts to the right are the Event Focus and Event Meaning charts. Whenever you need a random event, either to start a story, run an 'interrupt scene' (see below) or because you rolled doubles on a Fate Chart question, roll 3d100. The first of your three rolls is the Event Focus -- this is the kind of event that happens. Each of these results will be explained below. The 2nd and 3rd rolls are the Action and Subject of the event, respectively. Compare these two rolls to the Event Meaning charts, and interperate what happens. This should result in something along the lines of "NPC Negative, Acquire Vehicle" which could mean that an NPC's car has been stolen or the care they steal is somehow cursed.

PC, NPC and Plot Thread Lists: As your story moves forward, you will have plot threads that arise (Rescue the Princess, Discover Where I Came From, and what have you.) Keep a list of Plot Threads that are relevant to your current story. In addition, each time an NPC becomes relevant to your story somehow, add them to a list of relevant NPC's, as well. Maintaining these two lists is useful because whenever the Mythic GM Emulator generates a random event that includes a Plot Thread or NPC, you can roll randomly to find out which Plot Thread or NPC the GM is talking about! The same goes for PC's that are in the story.

Character Conflicts & Important NPC's: What if you roll an NPC Action or Plot Thread Closing at the start of a story where no NPC's or plot threads have been introduced? No problem! Every PC in the story should have a small list of NPC's that are important to them, and personal conflicts derived from their own personality and backstory. Whenever this happens, pick a PC at random and use their personal conflict/NPC lists instead. This way, the GM can incorperate character concepts and stories into the stories the whole group is playing through.

Remote Event: This is something that happens outside the scene, at another place or time. Remote Events occur in a scene when the PC's learn about them. They hear a rumor, or find a news clipping, or stumble across a story on the news on TV, that indicates some event which impacts the story has taken place somewhere else.

NPC Action: This is pretty self explanatory. An NPC does something!

Introduce a new NPC: This could be introducing a recurring NPC that isn't yet relevant to this particular story, or the introduction of a new NPC. This NPC might be a mook, it might be a villain or ally. NPC's can consist of organizations as well as people, too... the bottom line is that there's a new player on the field that wasn't there before. Whether it's an ogre, the Men in Black, a wounded prisoner of the goblins the party has been fighting that will help them, or divine intervention from an unexpected god is up to the Action, Subject, and interpretation.

Move Toward, or Away from a Thread: This indicates that whatever happens should bring the PC's closer to resolving a plot thread, or introduce another obstacle to resolving the plot thread. They might find a clue that the Princess is in fact in this castle, and learn of her whereabouts in it (moving closer) or they might find out that she's guarded by a horrible beast or that she's not in this tower at all (moving away.)

Close a Thread: This resolves a plot thread outright. They find the princess unexpectedly!

PC/NPC Negative or Positive: These events are straight up "Good for" or "Bad for" the PC or NPC in question. They could be seemingly unconnected to the story so far or blatantly caused by them. Maybe the PC's car is stolen or the NPC wins the lottery -- or the PC or NPC is found guilty of a crime they did or didn't commit by the powers that be.

Ambiguous Event: This event is one that the PC's don't know what to do with. Strange visions that are too cryptic to understand, or magical mishaps where none should be, etc -- paradoxes, weirdness and surrealism abound with an Ambiguous Event. This is a thing that should probably be explained later (maybe a villain drugged their water earlier or the PC is awakening into some new kind of power) but for now nothing needs to make sense.


Scene Setup
Spoiler: show
When you start a new scene, you can let the Mythic GM help steer the story for you. Every scene has a 'purpose': "Eve and Ryan are going to the Freehold to collect Hellen and find out if she has answers about where Nichole is." or maybe "Jim and Eric are going to buy coffee from the local coffeeshop, and they don't know that the coffee is poisoned yet."

Before the scene starts, roll 1d10. If the roll is equal to or lower than the current Chaos Factor, your scene is Altered (odds) or Interrupted (evens.)

An Altered Scene means 'something goes wrong and an obstacle is introduced that hinders or prevents the characters from achieving their goals this scene'. For instance, Eve and Ryan might find out that Hellen has wandered into the cursed Wizard's Tower, or Jim and Eric might find out that the coffee shop was just robbed and the police aren't letting anyone in yet.

An Interrupted Scene means that the PC's don't even reach their intended destination. On their way to the freehold, something attacks Eve and Ryan, or they get into a car accident. On their way to the coffee shop, Eric and Jim notice something on the News that demands their immediate attention. This needs to be handled right away!

If you don't have any ideas for how to interrupt or alter a scene, try using the Fate Chart or Random Event systems to tell you what happens next. That's what this system of rules is for: to emulate having a storyteller right there to answer all those questions for you!


As always, feel free to ignore any die roll result, reroll it, or don't even roll in the first place if you don't feel it's appropriate to your story. No matter what happens, you are the final arbiter of what should or should not happen in your own story. You ask the questions, You interperate the events, and you get to decide if you even want to use the Mythic GM in the first place.
admin
Site Admin
 
Posts: 41
Joined: Fri Feb 14, 2014 1:13 pm

Return to The Room That Wasn't

Who is online

Users browsing this forum: No registered users and 1 guest

cron