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Mythic Magazine #015

Mythic Magazine #015

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100% found this document useful (3 votes)
2K views34 pages

Mythic Magazine #015

Mythic Magazine #015

Uploaded by

Manashwi Kishore
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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A MONTHLY EZINE WITH TIPS, RULES, AND MORE GOODIES FOR

THE MYTHIC ROLE-PLAYING SYSTEM, MYTHIC GAME MASTER EMULATOR, AND CRAFTER SERIES

Virtual
Tabletops
In Solo
Role-Play

Randomized
Worlds
Generation

VOLUME 15
EACH MONTH MYTHIC MAGAZINE PRESENTS NEW RULES AND COMMENTARY ON SOLO ROLE-PLAYING
AND GETTING MORE OUT OF YOUR MYTHIC AND CRAFTER ADVENTURES.
MYTHIC MAGAZINE IS PRODUCED MONTHLY AND DISTRIBUTED THROUGH PATREON.COM AND DRIVETHRURPG.COM.

WWW.PATREON.COM/WORDMILLGAMES WWW.DRIVETHRURPG.COM/BROWSE/PUB/480/WORD-MILL

Writing & Design Cover Artwork Interior Artwork


Tana Pigeon Jorge Muñoz Tithi Luadthong via 123RF.com
& Jorge Muñoz

5055 Canyon Crest Dr. • Riverside, CA 92507


www.wordmillgames.com

Mythic Magazine © Copyright 2022 by Tana Pigeon and Word Mill. Mythic Magazine is published by Word Mill. All rights reserved. Reproduction of this work by any
means without written permission from the publisher, except short excerpts for the purpose of reviews or pages clearly marked for personal use, is expressly prohibited.
The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned.

MYTHIC MAGAZINE VOLUME 15 • 1


VOLUME 15 FEBRUARY 2022 A Whole
New World
Happy February everyone! Welcome to Mythic
Magazine #15, the issue that is about worlds ... real
and virtual.
The first article is a return to randomized Location
Crafter Regions. The mechanics for fully randomizing
the Location Crafter were published in issue #2,
and issue #3 introduced the first specialized random
Region with Dungeon Crawls. That was followed by
Dark Woods and Wild Places (issue #6) and Starships
VARIATIONS (issue #7). That means an entire 8 months have gone
by without a new Region. Until now.
Randomized Worlds Generation Considering how long it’s been it feels appropriate
to go big. Really big! This new specialized Region is
nothing less than entire worlds, covering alternate
dimensions, alien planets, and eras for time-traveling.
The second article is about using virtual tabletops
with solo role-play. While VTTs may be intended
for traditional group play, they are loaded with tools
that can make a solo player’s life easier. There are lots
of virtual tabletop options out there. I try to break it
down with suggestions on how to incorporate a VTT
into your solo play method.
Happy adventuring!

WHAT IF
Virtual Tabletops In Solo Role-Play

MYTHIC MAGAZINE VOLUME 15 • 2


VARIATIONS
New rules and twists on current rules

Randomized Worlds
Generation
It’s been eight months since we did the last Randomized
Location Crafter Region, with starships back in issue #7. RANDOMIZED LOCATIONS
It’s time to return to a new random Region, Worlds.
This Randomized Location Crafter Region is taking The rules presented in this article
a grand scale view to help you create strange new worlds utilize The Location Crafter and
that your character may find themselves in. The Region the Randomized Region generation
covers planets, dimensions, and eras. This kind of big rules from Mythic Magazine #2. In
scale Region generation works differently than the other case you don’t have either of those
resources, the relevant rules are
Regions since the first Area of the Region is itself an
recapped at the end of this article
entire world. Generating that Area tells you something so you have a complete system to
about the dimension, planet, or time era you find yourself use right now.
in. From there, you can continue exploration using the
randomized Location Crafter’s usual rules.
we find ourselves in a place that is very different. Maybe
an unstable magic orb flung you into a parallel dimension,
WORLDS AND HOW or a weird mirror was a portal to an alien planet full of
horrors, or whipping your starship past a black hole also
TO USE THEM threw you back in time three hundred years. It happens.
It can happen to any of us. We’re going about our daily The rules in this article are about how to determine the
business, slaying dragons, researching the occult, mapping characteristics of where you end up when you set foot on
the cosmos, when BAM! Something strange happens and a random universe, planet, or time period.

MYTHIC MAGAZINE VOLUME 15 • 3


VARIATIONS

This Region is different from the other Regions we’ve are no Connectors beyond that because the first Area is
covered in past issues because we are operating on such a the entire universe, planet, or era itself. That makes this
grand scale. You don’t need to know every detail about a Region a single Area Region.
new world to start exploring it, but you do need to know Generating the Region Story Descriptors will tell you
some primary, defining aspects of it. If a magic spell sends something about what is happening there. The Region
you to an alternate dimension knowing how the natural Descriptors will then tell you something about what
laws there differ from your home plane may be enough to the place looks like. Finally, generating the Location,
get you started in visualizing the place. The same is true Encounter, and Object in that Area will help you
for a planet, you won’t have to map out every continent determine what you find in your immediate vicinity when
but you will need to know some essentials, like what the you set foot there.
dominant life form is and if you can breathe the air. Once That should give you everything you need to know
you know a few important facts about the place, normal about the place to get started. Any further exploration
Mythic interpretation and exploratory game play will take can be done using the Randomized Location Crafter and
it from there. creating a new Region within the larger Worlds Region.
To use this system to determine where your character For instance, let’s say your scientist character has
ends up you only have to generate the first Area. There stumbled upon an ancient alien ruin on Earth. He finds

MYTHIC MAGAZINE VOLUME 15 • 4


VARIATIONS

Dimensions
ONE AND DONE?
It doesn’t get much bigger than this, an entirely new
Considering the scope that the Worlds Region universe. This is a full dimension beyond our own plane
covers, you don’t need more than the first Area of existence. Generating a new dimension is mostly about
developed. You generate the Story Descriptors, determining how different, or how much alike, to our
the Region Descriptors, and the Elements of the
home universe the place is. This can likely be determined
first Area, and you have your world. At least, you
have a place to start exploring that world.
quickly when you arrive in that initial Area. Is the place
fundamentally different, such that it doesn’t have physical
If you’re going to explore using The Location
Crafter system you don’t have to start from a
matter or gravity, or does it seem very much like our own
completely blank slate again. You can take what universe with the same basic laws of science?
you already made for the Worlds Region and use
the Randomized Location Crafting rules from
Mythic Magazine #2 (and included at the end of
Planets
this article) to continue exploring. You’ll start this This is a staple of exploratory science fiction, new
Region with a general idea of what this world is planets to discover. This Randomized World will give you
like, the contents of the first Area, and a Progress
some basics about the overall planet itself, such as if it’s a
Point in each of the List Categories.
watery or a rocky world, and the first Area will be about
You can think of it as the Worlds Region being
wherever it is you have set foot.
the starting point, then you shift to a general
Randomized Region to continue.
Eras
This is time travel, staying in the same general place
a portal there that sends him to the alien’s home world. but moving to a different era. The rules in this article will
Treating this as a World Region: Planet, you generate the give you a starting Area you find yourself in, including
first Area. You discover that it has breathable air, that you telling you roughly where in time you are and what is
are in an alien city, that it seems to be uninhabited, and going on when you get there.
the sky is a strange red color.
That may be enough information for you to give you
a sense of what this planet is about. From there, you can
use the Randomized Location Crafting rules from Mythic WORLDS STORY DESCRIPTORS
Magazine #2 and treat the area as a Large City Location, As with the previous Randomized Regions, Story
creating a new Region to explore. Descriptors are optional. They tell you about what is
The Worlds Randomized Region is broken down into happening in the Region, giving it some initial meaning.
three categories: Dimensions, Planets, and Eras. While You may not need this if you already know something
all three are very different in nature, they share the same about the World you are traveling to. However, for
characteristic of being a new world of some kind. a completely random World rolling on the Story

MYTHIC MAGAZINE VOLUME 15 • 5


VARIATIONS

Descriptors table can tell you what is going on there.


Roll twice on the Worlds Story Descriptors Table, WE NEED TO TALK ABOUT TIME TRAVEL
looking at the appropriate column for your World type
(Dimension, Planet, or Era) for a pair of descriptor phrases Time travel can get messy. It can also get messy
to combine and interpret into something meaningful. If generating random time travel destinations. All of
the Story and Region Descriptors results for each
you get the same result twice then consider that result to
of the Worlds are meant to be interpreted, but Era
be “doubled down,” a more intense version of what you results may need the most interpretation to make
would have gone with a single roll of that result. them work in your adventure.
For instance, if your character’s starship takes up orbit Era Story Descriptors will give you some idea of
around a newly discovered planet and scans it, rolling on what this trip through time will entail for you. For
the Story Descriptors Table for Planet you get: “There is instance, maybe you rolled “war” and “a time of
a dominant, intelligent species ruling” and “The place is personal significance to the character.” You might
artificial, it was constructed”. You might interpret those interpret this to mean that you traveled back in
results like this: Scans show that the planet is entirely time to a conflict your ancestor was involved in,
setting up a “I need to keep my ancestor alive so I
artificial. It is actually a moon-sized space station. Scans
don’t cease to exist” type of scenario.
also show that the place is fully inhabited and in operation.
The time frames given in Era Region Descriptors
The Story information might come to your character
should only be taken as broad categories and not
before traveling to the World or it might be what you adhered to exactly. For instance, in the example
discover when you get there. For instance, if your above, let’s say you roll on the Region Descriptors
character is about to walk through an alien portal to a Table and get “the past” and “500 years”. For
new World but discovers a computer log talking about your idea of your ancestor at war, you’re thinking
the place, you could use the Worlds Story Descriptors arriving during the American civil war makes
Table as inspiration for what the log says about the the most sense. However, that event happens
well sooner than 500 years ago. Still, that’s
World before you go. Or, you could step through the
close enough and should be considered a viable
portal and enter the new World and use the results of the interpretation. If the time frame had been 1,000
Story Descriptors to help explain what activity you first years maybe your ancestor is involved in some
encounter there. medieval conflict. If 100,000 years, you may be
The Story Descriptors Table is meant to help give the saving an ancestor from an incursion from the Bear
place meaning. It’s also a starting point for context and Clan cave men.
interpretation. You can build on this information with It’s very possible to get conflicting or confusing
Mythic Fate Questions or rolls on the Meaning Tables results with eras. If you determine you went back
for more inspiration. For example, with our discovery of in time 100 years, but it’s post-apocalyptic, what
do you do with that? You might interpret it to
the giant, planet-like space station, you might ask Fate
mean you’ve entered an alternate timeline where
Questions like, “Does the place seem peaceful?”, “Does nuclear weapons were developed and used in
it seem like they’ve detected our presence?”, or “Do our World War One, leading to global catastrophe.
scans show that the place is very old?”
CONTINUES ON THE NEXT PAGE

MYTHIC MAGAZINE VOLUME 15 • 6


VARIATIONS

WORLDS REGION DESCRIPTORS


WE NEED TO TALK ABOUT TIME TRAVEL
The Story Descriptors help give meaning to your World,
the Region Descriptors help give it description. Roll on the CONTINUED
Worlds Region Descriptors when your character first sees
the Region to give you inspiration for what it looks like.
Which direction you travel in time is also up
Roll twice on the Worlds Region Descriptors Table for interpretation. The Eras Region Descriptors
for a pair of Descriptor phrases to work with. If you get Table gives various ranges of years, but it won’t
the same result twice then consider that result to be a always tell you if you went backward or forward
“doubled down,” more intense version of the Descriptor. in time. You can make that determination based
For Era Worlds, most of the Region Descriptors are on the context of the adventure or from your
interpretation of the Worlds Descriptors Tables
units of time. This tells you roughly how far in time your
results. For instance, with the results above about
character traveled from when they started. If you roll two
shifting 100 years and finding a post-apocalypse
spans of years, add them together. For instance, if your setting, maybe that makes more sense if your
time traveling mage wants to see when he appears and rolls character moved forward in time.
10 years and 100 years, it means he traveled about 110 Whether going backward or forward may also be
years in time. a function of the adventure you’re playing. You may
already know which way you’re going, you just
don’t know how far or what the particulars are.

MYTHIC MAGAZINE VOLUME 15 • 7


VARIATIONS

Worlds Story Descriptors Table


1D100 DIMENSION PLANET ERA

Known for drawing in Protected: inhabitants detect


1-5 War.
elements of other dimensions. you and react immediately.
The place is primarily a Relics and ruins of a
6-10 Post-apocalyptic.
prison of some kind. past civilization.
An “evil” version of The entire place itself
11-15 A time of prosperity.
our own universe. is alive in some way.
Linked to something we
A pleasure world, where An alternate time-line to your
16-20 know, such as dreams
others come to have fun. own, similar but with changes.
or a specific myth.
The entire dimension The entire place has You encounter
21-25
has a single ruler. a single ruler. immediate difficulty.
Home to something Home to a technologically Contains a resource
26-30
unspeakable. advanced culture. you need.
31-35 Created artificially. Home to a primitive culture. Perfect and idyllic.
Being there changes There is a dominant, Historical event, such
36-40
you in some way. intelligent species ruling. as the Titanic sinking.

41-45 Rich in a resource you need. Rich in a resource you need. Not as it should be.
Experiencing a crisis or Experiencing a crisis or Experiencing a crisis or
46-50
catastrophe at the moment. catastrophe at the moment. catastrophe at the moment.
The health of this dimension The dominant species already A time of personal
51-55
affects other dimensions. has opinions about you. significance to the character.
56-60 No additional story descriptor. No additional story descriptor. No additional story descriptor.
Used as a resource Something that shouldn’t
61-65 Roll on the Planet column.
by another culture. be here is in this era.
Something very strange Encounter a famous
66-70 Difficult to return from.
is happening here. historical figure.
A bridge between The place is artificial, Time travelling triggers
71-80
other dimensions. it was constructed. another event happening.
Like our universe, but some Your kind has been You arrive in a center
81-90
concepts are reversed. here before. of activity.
91-95 Exotic
96-100 Roll on Actions Meaning Tables

MYTHIC MAGAZINE VOLUME 15 • 8


VARIATIONS

Worlds Region Descriptors Table


1D100 DIMENSION PLANET ERA

Like our dimension in terms of


1-5 Colorful. 1 hour or less.
science and laws of physics.
A small, pocket dimension
6-10 Small, more of a moon. 1 week.
of very limited scope.
Alternate, nearly identical,
11-15 Dry, barren, and sandy. 1 month.
version of our dimension.
Science and physics works
16-20 Icy and cold. 6 month.
very differently here.
Composed of energy or spirit, It is livable, you don’t need an
21-25 1 year.
there is nothing physical here. environment suit to survive.
A single element is very
26-30 It is an unusual shape. 10 years.
central, such as fire or water.
Magic, or very weird science,
31-35 Warm. 50 years.
is very prevalent here.
This is a dying dimension
36-40 Gaseous. 100 years.
near the verge of collapse.
A turbulent, chaotic Volatile and dangerous,
41-45 150 years.
dimension. very hostile environment.
A single enclosed space, Earth-like with breathable air,
46-50 500 years.
such as a labyrinth. flourishing plants and animals.
Based on a single idea,
Shattered, it is broken
51-55 such as a forest or a 1,000 years.
up into many pieces.
meadow full of ponds.
Familiar to our own
Full of “monsters”, hostile
56-60 dimension, but also 1,500 years.
and terrifying alien life.
very different.
61-65 Fantastical. Watery. 10,000 years.
66-70 Nightmarish. Rocky. 100,000 years or more.
71-80 A paradise. A paradise. The past.
81-90 Roll on the Planet column. Thick with lush plant life. The future.
91-95 Exotic

96-100 Roll on Descriptions Meaning Tables

MYTHIC MAGAZINE VOLUME 15 • 9


VARIATIONS

THE BIG EXAMPLE:


MAKING IT MEANINGFUL
CAPTAIN NEW, EXPLORER
OF TIME AND SPACE Generating new worlds and eras is a big
undertaking, and while the results of the Story and
For this example meet Captain Peter New, a test
Region Descriptors Tables will give you a start,
pilot in the United States Air Force. This character is you may need more. The Player in this example,
accustomed to intense, dangerous situations, so when he with Capt. New, went to the Meaning Tables for
was tapped to pilot a prototype teleportation machine he inspiration to help him figure out what the Worlds
jumped at the chance. This was historic! Descriptors meant.
The machine is about the size of a city bus, with living While you may get an immediate idea when you see
quarters and resources making it habitable for months. the Descriptors, if you’re left wondering a trip to the
The idea was that it should be able to teleport anywhere, Meaning Tables, or asking a Fate Question or two,
including to hostile environments. can hone you in on a meaningful interpretation.
Unfortunately for Capt. New, the machine failed to
do what it was supposed to. Instead of traveling through
space, it sent him spinning through time. New’s Player Meaning Tables and gets “develop” and “danger”.
has no idea where in time his character will go, which is The Player decides this means the time machine has
exactly how he wants it. overheated from the journey. Capt. New can use it again,
The machine’s engine’s thrum, the miniature but he risks damaging or destroying the ship if he does.
nuclear fusion engine whining loudly, the entire vehicle From what he can tell, the fusion reactor will need a month
shakes violently, and then Capt. New finds himself ... to cool down before he can safely make another jump.
somewhere else. The Player also rolls on the Meaning Tables for
inspiration of what “Experiencing a crisis or catastrophe at
the moment” means and gets “ambush” and “innocent”.
Another Time Capt. New doesn’t have long to ponder the predicament
Using the random Worlds Region rules in this article, of his time vehicle as he hears screams outside. He grabs
the Player rolls on the Worlds Story Descriptors Table, his gun and pops the hatch. He sees the time machine
Eras, twice with a 1d100 and gets: “Time travelling came to rest nestled among boulders in a canyon. He runs
triggers another event happening” and “Experiencing a out toward the sound of shouting to find a village being
crisis or catastrophe at the moment.” attacked. These are 7th century people living along the
The Player considers these elements for a moment and Eastern United States, where Capt. New originated his
decides to generate the Region Descriptors before making an jump. In this time, there’s a community living along a
interpretation. Rolling 1d100 twice on the Worlds Region river, and they’re being attacked by another tribe.
Descriptors Table, he gets “The past” and “1,500 years.” The village he landed near seems mostly composed
It looks like he jumped back to around the 7th century. of farmers and fishers. The invaders are rampaging with
To get inspiration for what “Time traveling triggers clubs and bows, overwhelming the few fighters capable
another event happening” means the Player rolls on the of defending. Capt. New decides he has to do something

MYTHIC MAGAZINE VOLUME 15 • 10


VARIATIONS

and he rushes into the melee. He gets into a scuffle with a flood. By offering extra help in the form of weather
one of the marauders, then fires his gun into the air. The predictions produced by the computer on his ship, New is
sound gets everyone’s attention. He shoots a clay pot and able to convince his new ally to protect the peaceful tribe,
it explodes dramatically, making the attackers think twice ending their conflict.
and they flee. With the engine in his ship having cooled after a
The Player in this example decided to take what the month, Capt. New is ready to make another jump and
Worlds Region gave him and stop at that. He didn’t make hopefully return to his own time period. He doesn’t fully
an Area or continue with making a random Location understand how the time machine works, since it’s not
Crafter Region to explore. This was enough to kick start a functioning as intended. He adjusts some of the dials and
Mythic adventure using the standard tools. hopes for the best ...
Capt. New continues his adventure among these
people over the next month. He learns that they have Another Planet
been at war with the other tribe for some time, and it’s
taken a heavy toll. He eventually comes into contact ... and this time the machine malfunctions and flings
with another tribe, one that has chosen to stay out of the him to an entirely different planet deep in space.
conflict. New and the village leader strike up a friendship, The Player goes to the Worlds Story Descriptors Table
one that is cemented when they save each other during and gets “The place is artificial, it was constructed” and

MYTHIC MAGAZINE VOLUME 15 • 11


VARIATIONS

“There is a dominant, intelligent species ruling.”


For Region Descriptors, we get “Full of ‘monsters’, USING WHAT YOU KNOW
hostile and terrifying alien life” and “Exotic”.
This doesn’t sound like a nice place at all. Giving meaning to a new World through the Story
The Player decides that some of this information he will Descriptors helps you find a way to plug it into
your adventure. However, you may get more
hold in reserve and figure out as he goes. For inspiration
information than you need at the start.
of what the place looks like, he rolls on the Description
For instance, in our example with Capt. New,
Meaning Tables and gets “Combatively” and “Remarkable”.
when he arrived on the alien planet the Descriptor
Putting this all together, the Player makes this stated that the place was artificially constructed and
interpretation: It’s dark outside the bulkhead window, but had an intelligent species ruling it. The character
New can hear what sounds like animal cries and screeches. didn’t know these things, but you the Player did.
Something is thrashing around out there. Opening the Don’t feel obligated to force Story Descriptors into
hatch, he sees a pair of large and nightmarish looking an interpretation right away. While you the Player
creatures fighting each other in the gloom. He shines a may have knowledge that your character does not,
light on them and they shriek, fleeing. Casting his light you also don’t know exactly what that information
around, only then does the captain realize that he is in means. By letting the adventure play out a little,
you can find the right context in a Scene to use
an enormous metal cavern that is full of such creatures,
what you know.
crawling along the walls and ceiling, fighting and clawing
This is a way that you can use the Descriptor’s
at each other.
organically as you play, including them as part of
Thankfully, the monsters flee at his light. Their lives the context of the adventure even if you don’t fully
in the dark haven’t left them with much tolerance for flesh out the ideas right away.
brightness.
The Player decides to treat this Region like a Location
Crafter randomized Region and generates the first Area a labyrinth-like maze of tunnels and hallways, and it’s full
details. On the Area Elements Table, he gets a Location of of creatures like the one he first encountered. There is a
Expected, Encounter of Expected, and Object of None. civilization here too, made up of versions of the creatures
The Player decides the Expected Location is the giant that are intelligent.
cavern itself, and the Encounter are the creatures Capt. Over the course of a month, Capt. New fights and
New has already scared off. evades the wild creatures, while making an unsteady
The Player continues to explore this place using the alliance with one of the intelligent individuals. This one
randomized Location Crafter rules. Knowing a few details knows of a legend about a secret place in the planet, the
about the Region ahead of time (the planet is artificially world they call Beastheart. Through exploration of the
constructed and it has a dominant species ruling it) the strange planet, Capt. New eventually finds this secret
Player is able to use this information later, plugging it into location, alive with ancient and alien technology. There he
the context of the adventure as it goes. discovers that Beastheart is actually part of a larger system
Capt. New discovers that he has landed himself in an of multiple artificial planets, a series of mechanical worlds
enormous, artificial planet somewhere deep in space. It is that broke apart a million years ago. Together, New and

MYTHIC MAGAZINE VOLUME 15 • 12


VARIATIONS

his alien companion are able to repair what broke down


with this planet, and the entire world comes alive with WHAT TO DO WITH “EXOTIC”
light, energy, and activity.
With new hope for their world and the possibility of In both the Story and Region Descriptor Tables
reuniting it with the other lost planets of their system, the is an entry for “Exotic”. This is a catchall category
meant for you to let your imagination run wild.
aliens try to assist New with his ship. They make some
An exotic Story or Region element should be
modifications to the engine which they think will get him something very unusual or intense. You can use
home, back to his own time and place. the other result rolled as a starting point and think
Capt. New gets back in the command chair, hoping of the strangest thing to associate with that.
whatever the Beastheartians did works. He throws the For instance, if a planet has Region Descriptors of
switch, and ... “Dry, barren, and sandy” and “Exotic”, you might
decide the Exotic element is the presence of truly
massive sand worms that live beneath the deserts.
Another Universe
If you want extra inspiration for what Exotic means,
... finds he has jumped to an entirely alternate universe. roll on the Action or Description Meaning Tables.
Going to the Story Descriptors Table for Dimensions,
we get “Like our universe, but some concepts are
reversed” and “An ‘evil’ version of our own universe”. New even encounters himself, an evil version of Capt.
Poor Capt. New keeps finding himself jumping from Peter New that tries to sabotage the ship in order to
one frying pan and into another fire. strand Capt. New in this shadow world forever.
For Region Descriptors to see what the immediate Capt. New is able to escape, but he has to activate the
area looks like, we get “Roll on Planet column” and time/space ship before it’s fully ready at great risk. Where
“Composed of energy or spirit, there is nothing physical will New end up next ...
here.” Going to the Planet column, we get “It is an
unusual shape”.
The Player makes this interpretation: The ship rattles
again, and suddenly everything changes. New realizes he
can see through the ship’s walls. Everything around him
looks ghostly and misshapen. In some ways he seems to
be back on Earth, he can even recognize the lab he came
from, but everything is ghostly and insubstantial. He
realizes he is in some kind of shadow, alternate version of
his home universe and time.
Capt. New sets out on a truly strange adventure where
he encounters ghostly versions of his colleagues. They are
all vindictive, small minded, and cruel, as if this world
was composed of the worst elements in a person’s heart.

MYTHIC MAGAZINE VOLUME 15 • 13


VARIATIONS

RANDOMIZED LOCATION Encounters


CRAFTING SUMMARY The Encounters Category usually means people or
This section summarizes content from Mythic Magazine creatures that the Characters can interact with. This can
#2 and The Location Crafter necessary for using the system also include non-living things such as traps or devices.
detailed in this chapter.
Objects
This system relies on Players using interpretation
to take the information generated and turn it into Objects are Category Elements that Characters can
something meaningful. If you need more detail or run across that might be of interest to them. These are
clarification about an Area, you can help shape it with mundane and important items in an Area.
Mythic Fate Questions or by using the Description and
Action Meaning Tables (found at the back of this book). Elements
A few terms to know:
Each Category in an Area of a Region will give you
a specific Element to place in that Area. You combine
Region the Elements from the three Categories (Locations,
Regions are the total area that is being explored. Encounters, Objects) to give each Area of a Region its
This is the dungeon, the island, the villain’s lair, the own flavor.
haunted mansion ... wherever it is that the Characters Elements are the specifics of each Area, such as
have found themselves. furniture, monsters that may be lurking, treasure, etc.

Area
STORY DESCRIPTORS
Each discrete location where exploration takes
When encountering a new specialty Region with the
place within a Region is generated separately, and each
randomized Location Crafter rules, you have the option
occurrence is called an Area.
to generate Story Descriptors to give the place a backstory.
Roll 1d100 twice on the Story Descriptors table.
Categories Story Descriptors give you a pair of words or phrases
Each Area is described based on three Categories: that you then interpret into something meaningful. You’re
Locations, Encounters, and Objects. creating a simple story for the Region to help place it in
your Adventure.

Locations
This Category describes the physical locale of the REGION DESCRIPTORS
Area. For instance, the chambers and halls of a dungeon,
Before Characters can explore a Region they need
or the rooms and breezeways of an apartment building.
to have their very first encounter with it: with the

MYTHIC MAGAZINE VOLUME 15 • 14


VARIATIONS

Region itself. The first step in preparing a Region for Table. Each time a Character enters a new Area, roll on
exploration is to establish its Descriptors. the Area Elements Table one time for each Category of
To get the description of the Region you’re about to Locations, Encounters, and Objects.
explore, roll 1d100 twice on the Region Descriptors The system presented here uses the same Elements
Table. You’ll get a pair of generic details that you can from The Location Crafter, except Custom and
combine and interpret to get an idea of what this Region Unique Elements are removed and there is the new
is all about. The Descriptors are very general, made to be Element of Known.
applicable to a wide range of possible Regions. Let’s go over each Element and how they work.
Most of the Descriptors are self-explanatory, but a
few may need some clarification: Expected
Not every Location, Encounter, and Object is
Exotic a surprise. This Category Element represents your
Exotic means there is something highly unusual expectations of what a Region has to offer. If you
about the Region. If no ideas spring to mind, or aren’t sure what to expect, then roll on the Description
you want to be surprised, then make a roll on the Meaning Tables for inspiration.
Description Meaning Tables for inspiration.
None
Roll On Description Tables A Category Element of None means there is no
This result means go to the Description Meaning Element for that Category in the Area.
Tables (found at the back of this book) and roll for a word
pairing to get inspiration. Random
When a roll on the Area Elements Table generates a
Rolling A Descriptor Twice Random Element for a Category, roll on the Random
If you happen to roll the same Descriptor twice Element Descriptors Table twice for inspiration to figure
consider the table to be doubling down on that out what it is. This table is a specialized version of the
Descriptor and make that element stronger. Meaning Tables. Like the Meaning Tables, put together
the word pair you rolled to use for interpretation. If
you need more inspiration, then roll on the Description
AREAS AND ELEMENTS Meaning Tables for descriptive inspiration or the Action
Meaning Tables for activity inspiration.
A Region is generated Area by Area. This process
works in the same way as it does in Location Crafter,
with a few modifications. The most obvious change Known
is that you are not making Category Lists. Category This version of The Location Crafter doesn’t use
Elements are generated by rolling on the Area Elements pre-made Custom or Unique Elements, but it does use

MYTHIC MAGAZINE VOLUME 15 • 15


VARIATIONS

Known Elements if you are aware of them. Complete


When first generating a Region, if you know anything
particular about it, record it on the Known Elements When the Complete Element is generated this
Region Sheet found at the back of this book. indicates that the Region has been fully explored;
Known Elements are just that, Locations, there is no place else to go, at least that the Characters
Encounters, and Objects that are known to this are aware of. If this is rolled, treat it as an Expected
Region. Before your Character enters the Region, fill Element for this Area, but there are no further Areas
out Known Elements for each of the three Categories. of interest to explore beyond this one; the Region is
You should only list Elements that you actually know done. If you know there is more to the Region that
are present somewhere in the Region. Also, you should hasn’t been explored yet, consider all of those areas as
only list Known Elements that are important. Expected for all Categories.
You can add to the list of Known Elements as you
progress in the Adventure if you learn of a new Element Expected, PP-6
that hasn’t been discovered in the Region yet or you
discover an Element that can be encountered again. This is a special Element result that will eventually
After a Known Encounter happens, you can choose happen when your Progress Points grow and your roll
to remove it from the list if that makes sense. overflows the Table. This functions as a typical Expected
When a Known Element is rolled, and you have Element, except don’t record a new Progress Point for
entries listed on the Category List, roll 1d10 to see what this Category and reduce the total Progress Points for
Known Element you generate. If the roll indicates a this Category by 6 points.
listed Known Element, then that is the Element active
in this Area. If you roll a blank line or a line where a
Known Element has been crossed off, then choose the HOW IT ALL WORKS
most logical Known Element in the List. Exploring a Region is a process of generating one
If you roll Known Element and you don’t have any Area and its contents at a time. Characters enter an
Known Elements for that Category, then ignore the Area, you use the Area Elements Table to randomly
Known Elements result and use the alternate result determine the Elements of the Area, play out the Area
indicated on the Area Elements Table (it’ll either be as you see fit for your Adventure, then the Characters
Random, Expected, or Special). move on to the next Area.
To generate a new Area in the Region to explore
Special (including the first one), roll 1d10 for each Category
(Locations, Encounters, Objects) on the Area Elements
The Special Element requires a roll on the Special
Table and add the Progress Points for that Category
Element Table which will provide instructions on what
to the roll (more on this later). This will give you one
to do.
Element for each of the three Categories to construct
your Area with. Combine these Elements together using
logic and interpretation to determine what this Area is

MYTHIC MAGAZINE VOLUME 15 • 16


VARIATIONS

and what’s happening in it. amount of Progress Points (which begin at zero) for that
The Locations columns on the Area Elements Table Category. Each time a Category is rolled to determine
gives you two options: Large and Small. This is for the Elements of an Area, roll 1d10 plus the Progress
you to decide if you think the Region counts as a large Points for that Category to get the Element.
Region or a small one. Only make this determination Continue to generate Areas one at a time like
once, from there on all rolls on the Area Elements Table this until the Complete Element is rolled, until
for this Region will use that Locations column. the Gamemaster decides the Region has been fully
explored, or until the Characters decide they are done
The First Area and leave.

The first Area Characters enter for a Region should


be considered its start point and contains an exit to
TYING IT ALL TOGETHER
the outside world. Use what makes the most sense to
determine what the entrance to this Area is (a door at This randomized system for generating a place to
the front of a house, a shaft down into a cave, the main explore as you go is all about a stew of elements. What
street into a town). Until further exploration reveals you do with that stew, what it turns into, is up to you.
additional exits from a Region, it is assumed that the As with the original Location Crafter, the rules are
starting Area is the only known entrance/exit. meant to serve as a framework to offer up something
for your imagination to interpret. Try to go with your
first impressions when you can, and if you need more
Delving Deeper information make Mythic Fate Checks or roll for
Exploring deeper into a Region will have an impact inspiration on the Meaning Tables.
on your rolls on the Area Elements Table, getting results If you’re unsure of any results on the Area Elements
further on the table and eventually bringing you closer Table you can always invoke the I Dunno rule and
to completing the exploration. Every time you roll change the result to Expected. You should never let
on the Area Elements Table write down a hash mark the pace of an Adventure get hung up on a difficult to
on a piece of paper for that Category to indicate the resolve interpretation.

PLEASE FIND THE KNOWN ELEMENTS REGION SHEET,


THE AREA ELEMENTS TABLE, THE SPECIAL ELEMENTS TABLE,
THE RANDOM ELEMENTS DESCRIPTOR TABLE, AND
THE MEANING TABLES AT THE BACK OF THIS BOOK.

MYTHIC MAGAZINE VOLUME 15 • 17


WHAT IF
Discussion of some aspect of solo, Mythic, or Crafter play for you to chew on.

Virtual Tabletops In
Solo Role-Play
Digital, virtual environments have been a boon to tabletop
role-players, especially over the last few years with COVID
wreaking havoc on people’s abilities to get together. Tools like
Foundry Virtual Tabletop, Roll20, and Fantasy Grounds have
gotten more and more sophisticated, placing an ever-expanding
array of features at players’ fingertips for making their games
run smoother and to connect better with others.
While it may not seem to be the case at first glance, these
tools are also very useful for solo role-players. You don’t need to
be part of a group to reap the benefits of a virtual environment.

WHY USE A VIRTUAL


TABLETOP FOR SOLO PLAY?
The intent of virtual tabletops isn’t just to connect players
across distances, but also to make the role-player’s life easier
and more immersive. Virtual tabletops have features like dice
rolling, rules management, information storage, map-making,
visualization, journaling, and more. These are all features that a
solo player could get a lot of use from.

MYTHIC MAGAZINE VOLUME 15 • 18


WHAT IF

Virtual tabletops also help address some problems that


are particular to solo players. For instance, as a solo player A SEAT AT THE TABLE
you are in charge of everything, including keeping track
of your character and NPCs, rolling dice, managing game There’s a wide variety of virtual tabletops for role-
books, and more. Although VTT features vary from app playing, each with their own strengths. Below is a
to app, they all include tools for making a role-player’s list of some of the more popular options:
life easier. The more work you can take off of your plate FANTASY GROUNDS
and give to software to handle, the more you can focus on fantasygrounds.com
your narrative. A stand-alone application that’s been around since
Visualization is also sometimes a problem for solo 2004, Fantasy Grounds offers a unique experience
players. Many of us are content to play in the theaters of for the games they’ve partnered with.
our minds, others want their solo adventures to exist in FOUNDRY VIRTUAL TABLETOP
the real world in some form or fashion. Virtual tabletops foundryvtt.com
contain tools to help you see what is happening in your A stand-alone application rich with features, including
adventure. This is also helpful when it comes to playing the ability for third-parties to make custom modules
out combats, using tokens, virtual minis, and maps for to add more features specific to certain games.
the placement of characters. MAPTOOL
Another advantage of virtual environments for solo rptools.net/toolbox/maptool/
players is helping you play solo on the go. Maybe your life A free and flexible virtual tabletop with more than
is busy and you’d like to use that bus ride to work or plane just map-making features.
trip for some time to play. Virtual tabletops give you a OWLBEAR RODEO
convenient single, digital location to store everything you owlbear.rodeo
need to play. All you have to do is fire up your laptop or A free and easy to use online tool for visualizing
open your phone. tactical situations. It also offers dice rolling.

ROLL20
roll20.net
MAKING VTT’S WORK FOR YOU A web-based tool that’s been around since
2012 with lots of useful features and plenty of
If you’re curious about adding a virtual tabletop to your
developer support.
solo gaming arsenal, or perhaps you are already a VTT
user and are looking for ideas, this article is meant to serve TABLETOP SIMULATOR
tabletopsimulator.com
as an overview of what virtual tabletops have to offer. I’ve
A physics based virtual tabletop.
tried to cover the most popular virtual tabletops currently
available, and I am focusing on the features that I think
are most relevant to a solo role-player. All of these tools
are different, however, and some are quite complicated, so another. Hopefully this article will give you a start point in
what may be perfect for one player might be a burden for your search for a virtual tabletop that works for you.

MYTHIC MAGAZINE VOLUME 15 • 19


WHAT IF

DOING THE HEAVY LIFTING


NEWBIES & VETERANS & APPS, OH MY!
Maybe one of the best benefits of virtual tabletops
for the solo role-player is taking some of the burden of
game management off your shoulders. In a single app, In researching this article I chatted with solo role-
players online about virtual tabletops and their
you can have your character sheets stored, PDFs of
experiences ran a wide gamut. Some players love
your gamebooks contained, dice rollers, custom tables, VTTs and use them extensively, while some found
journaling and note-keeping, visuals, maps, even sounds them to be too much trouble for solo role-playing
and music. Everything that you might normally have or only used a small subset of their features.
splayed across a desk or table can be held within a single I find this encouraging because it says to me that
program without the need for you having to set up and virtual tabletops offer something to those who use
break down your game each time you play. them casually and those who are power users.
That help with the heavy lifting can extend to Whether you utilize every feature in Foundry VTT,
adjudicating rules as well, such as giving you the results or you just like the character generation found
in Fantasy Grounds, virtual tabletops are easy to
of dice rolls or keeping track of combat initiatives. With
adapt for your needs.
Roll20, for instance, you can import entire game modules
Since we are specifically talking about solo role-
into the app.
playing, you have no other players to please other
While many VTTs come with features built in, or you than yourself so if you find a VTT that has a single
can acquire more features to suit your game, it’s likely feature that you would find useful then it may be
you may have to get into the guts of the app if you really worth a look. You may find yourself falling in love
want to customize it. This is where virtual tabletops can with its virtual environment and using more and
get complicated and start looking more like coding than more features. Or, you may not. Either way VTTs
role-playing. How much trouble this causes for you will can become another valuable tool in your solo
role-playing toolbox.
depend a lot on your comfort level when dealing with
technical fiddly bits, but you can also investigate the
various virtual tabletops to evaluate them based on how VTT also give you the ability to customize your dice.
much work they will require of you. If you’re playing a popular RPG you may not have to
make a custom macro for dice, the VTT may already have
Dice Rolls, Macros, And More support for that system either built in or available as an
add-on. Roll20, for instance, supports many of the most
One of the most basic functions of most VTTs is popular RPGs as well as having an open-source repository
rolling dice. While a virtual tabletop may have a range of where the community can contribute character sheets.
dice rolling combinations available to it, some also offer
you the ability to create your own through macros.
For instance, Fantasy Grounds gives you the feature of
Custom Tables
creating custom dice to fit your RPG, even if the die faces Many virtual tabletops have extensibility built into
use symbols or images. Tabletop Simulator and Foundry them, allowing you to customize your experience to suit

MYTHIC MAGAZINE VOLUME 15 • 20


WHAT IF

Bring game tables into Foundry VTT by building them


yourself. This feature is also great for customizing
existing tables, such as making Custom Themes from
Mythic Variations (Image courtesy of JeansenVaars).

your particular game. This is important for role-playing Journaling Features


given the vast amount of data and options available to us
through our favorite games. While many VTTs offer built Rolling dice and checking tables is one thing, but solo
in support for popular RPGs, sometimes you may have to players also need to keep track of their adventure. This is
craft something yourself. an area where the needs of a solo player may be different
One of the easier approaches to this comes from from those of a social player. For instance, with traditional
Foundry Virtual Tabletop through their Rollable Tables social role-play the group is experiencing the adventure so
feature. This tool allows you to build a custom, rollable there is rarely any need felt to record the events. However,
table that is easily accessible while you play. You can unless the solo player is experiencing their adventure
include a table in your game that you don’t already have in the theater of the mind they may want some way to
support for, or you can create your own custom tables. record the narrative. Having those tools present in a VTT
Making custom tables is useful for Mythic players who makes narrative book-keeping easier.
want to create their own Custom Theme Focus Tables Foundry VTT has a robust Journal Entries system that
from Mythic Variations. You can also make your Threads allows you to create notes and keep track of information
and Characters Lists into tables for easy rolling. Porting including the Scene by Scene narrative of your adventure.
Adventure Crafter Lists into the app would also be simple. Roll20 also includes a Journal function.
While these features are meant to help Gamemasters
store character sheets and make handouts for Players they
can also be used by solo role-players for keeping track of
adventure events in whatever level of detail you choose.

MYTHIC MAGAZINE VOLUME 15 • 21


WHAT IF

MODULES AND PLUG-INS


Most of the virtual tabletops discussed in this article
have plug-ins and modules available to enhance their
functionality. Some of these are professionally made
and some are created by third-parties as members of the
community. If customizing is your thing then a VTT
with a wide catalog of useful modules may be what you’re
looking for.
Plug-ins can give you the dice roll options you need
for the RPG you’re going solo with, rulesets and tables,
character sheets, maps and visuals, and a lot more.
For instance, JeansenVaars made a Mythic GME Tools
module for Foundry VTT that includes macros and tables
found in the Mythic Game Master Emulator book. You
can find the module here: foundryvtt.com/packages/
mythic-gme-tools
Fantasy Grounds has extensions that you can plug in
to add additional functions in addition to content such as
game modules and rulesets.
Most VTTs have methods to extend their capabilities,
with some requiring more technical know-how than
others. Google is your friend here to search out the kinds
of tools you may want with a particular VTT. When
it comes to plug-ins for solo role-playing you can also
find a lot of good advice on the mythic_gme and Solo-
Roleplaying subreddits as well as the Mythic Gamemaster
Emulator Discord channel.

VISUALIZING
Virtual tabletops can be useful to help get your solo
adventure out of your head and into something that will
help you visualize it more. Simple online tools like Owlbear
Rodeo are easy to use, and provide the dice rolling and
features to make a tactical map to help you with placement
of characters during an encounter. You’ll find mapmaking

MYTHIC MAGAZINE VOLUME 15 • 22


WHAT IF

tools in many VTTs, and 3D environments that essentially


act as virtual minis and battlemats. NON-VIRTUAL TABLETOPS
Customizing a virtual tabletop to give you the visual
feel that you want can also help with the immersion factor This article is about using the capabilities of virtual
when playing solo. The more your gaming environment tabletops in your solo role-playing. After reading this,
exudes the tone you want to achieve, the more you will however, you may decide that VTTs aren’t for you.
feel engaged as a solo player. Fortunately, virtual tabletops Maybe it’s more than you need for your games.
are all about the experience of gaming so every one of There are other digital tools out there that may
them has their own options for creating the look and feel fit your solo play style better. For instance, the
you want. note-taking app Obsidian is good for keeping
track of your ongoing adventure. The app is
designed to structure thoughts and ideas, perfect
for organizing and maintaining the narrative of a
solo role-playing game. Obsidian also is capable
of adding plug-ins to expand its functions. Josh
Plunkett has a guide to plug-ins specifically for
TTRPG campaign management (you can watch
him explain it on Youtube here www.youtube.com/
watch?v=wCuoaRWUqlQ, or search for Obsidian
TTRPG Campaign Management - An Introduction.)
Apps that help with writing organization in general
are useful for solo role-playing. I’ve been using the
novel writing app Scrivener for years to keep track
of my adventures. The same tools that are meant
for organizing chapters and notes work great for
organizing Scenes and characters.

A virtual tabletop can help you visualize your


solo role-playing experience using maps,
models, images, sounds, and atmosphere.

MYTHIC MAGAZINE VOLUME 15 • 23


Worlds Story Descriptors Table
1D100 DIMENSION PLANET ERA

Known for drawing in Protected: inhabitants detect


1-5 War.
elements of other dimensions. you and react immediately.
The place is primarily a Relics and ruins of a
6-10 Post-apocalyptic.
prison of some kind. past civilization.
An “evil” version of The entire place itself
11-15 A time of prosperity.
our own universe. is alive in some way.
Linked to something we
A pleasure world, where An alternate time-line to your
16-20 know, such as dreams
others come to have fun. own, similar but with changes.
or a specific myth.
The entire dimension The entire place has You encounter
21-25
has a single ruler. a single ruler. immediate difficulty.
Home to something Home to a technologically Contains a resource
26-30
unspeakable. advanced culture. you need.
31-35 Created artificially. Home to a primitive culture. Perfect and idyllic.
Being there changes There is a dominant, Historical event, such
36-40
you in some way. intelligent species ruling. as the Titanic sinking.

41-45 Rich in a resource you need. Rich in a resource you need. Not as it should be.
Experiencing a crisis or Experiencing a crisis or Experiencing a crisis or
46-50
catastrophe at the moment. catastrophe at the moment. catastrophe at the moment.
The health of this dimension The dominant species already A time of personal
51-55
affects other dimensions. has opinions about you. significance to the character.
56-60 No additional story descriptor. No additional story descriptor. No additional story descriptor.
Used as a resource Something that shouldn’t
61-65 Roll on the Planet column.
by another culture. be here is in this era.
Something very strange Encounter a famous
66-70 Difficult to return from.
is happening here. historical figure.
A bridge between The place is artificial, Time travelling triggers
71-80
other dimensions. it was constructed. another event happening.
Like our universe, but some Your kind has been You arrive in a center
81-90
concepts are reversed. here before. of activity.
91-95 Exotic
96-100 Roll on Actions Meaning Tables
Worlds Region Descriptors Table
1D100 DIMENSION PLANET ERA

Like our dimension in terms of


1-5 Colorful. 1 hour or less.
science and laws of physics.
A small, pocket dimension
6-10 Small, more of a moon. 1 week.
of very limited scope.
Alternate, nearly identical,
11-15 Dry, barren, and sandy. 1 month.
version of our dimension.
Science and physics works
16-20 Icy and cold. 6 month.
very differently here.
Composed of energy or spirit, It is livable, you don’t need an
21-25 1 year.
there is nothing physical here. environment suit to survive.
A single element is very
26-30 It is an unusual shape. 10 years.
central, such as fire or water.
Magic, or very weird science,
31-35 Warm. 50 years.
is very prevalent here.
This is a dying dimension
36-40 Gaseous. 100 years.
near the verge of collapse.
A turbulent, chaotic Volatile and dangerous,
41-45 150 years.
dimension. very hostile environment.
A single enclosed space, Earth-like with breathable air,
46-50 500 years.
such as a labyrinth. flourishing plants and animals.
Based on a single idea,
Shattered, it is broken
51-55 such as a forest or a 1,000 years.
up into many pieces.
meadow full of ponds.
Familiar to our own
Full of “monsters”, hostile
56-60 dimension, but also 1,500 years.
and terrifying alien life.
very different.
61-65 Fantastical. Watery. 10,000 years.
66-70 Nightmarish. Rocky. 100,000 years or more.
71-80 A paradise. A paradise. The past.
81-90 Roll on the Planet column. Thick with lush plant life. The future.
91-95 Exotic

96-100 Roll on Descriptions Meaning Tables


Known Elements Region Sheet

REGION:

1D10 LOCATIONS ENCOUNTERS OBJECTS

Choose The Most Logical Element Choose The Most Logical Element Choose The Most Logical Element
2

Choose The Most Logical Element Choose The Most Logical Element Choose The Most Logical Element
3

Choose The Most Logical Element Choose The Most Logical Element Choose The Most Logical Element
4

Choose The Most Logical Element Choose The Most Logical Element Choose The Most Logical Element
5

Choose The Most Logical Element Choose The Most Logical Element Choose The Most Logical Element
6

Choose The Most Logical Element Choose The Most Logical Element Choose The Most Logical Element
7

Choose The Most Logical Element Choose The Most Logical Element Choose The Most Logical Element
8

Choose The Most Logical Element Choose The Most Logical Element Choose The Most Logical Element
9

Choose The Most Logical Element Choose The Most Logical Element Choose The Most Logical Element
10

PROGRESS POINTS
Area Elements Table
1D10+PP LOCATIONS, LARGE LOCATIONS, SMALL ENCOUNTERS & OBJECTS

1-5 Expected Expected None

6-8 Expected Expected Expected

9-10 Random Random Random

11 Known, or Random Known, or Random Known, or Random

12 Known, or Expected Complete None

13 Special Known, or Special Known, or Special

14 Complete Complete Expected

15 Complete Complete Expected

16 or
Expected, PP-6 Expected, PP-6 Expected, PP-6
more
Special Elements Table
When a Special Element is generated in a Category, roll 1d100 on the table below and apply it to that Category
as the Element for the current Area. If the table requires you to make additional rolls on the Area Elements Table
do not count those toward the Progress Points for that Category: only one mark, the original, is registered.

1-10 SUPERSIZE: Roll on the Area Elements Table again (if you get Special again, treat it as Expected).
Whatever Element is generated, enhance it as much as possible. Make it more intense in some way.
11-20 BARELY THERE: Roll on the Area Elements Table again (if you get Special again, treat it as
Expected). Whatever Element is generated, minimize it as much as possible, making it less intense.
21-30 THIS IS BAD: Roll on the Area Elements Table again (if you get Special again, treat it as Expected).
Whatever you get, it is bad for the Player Characters and interpret it that way. This may be a
dangerous encounter, a trap, or something that is simply broken and unusable. Whatever detail you
generate give it a negative interpretation.
31-40 THIS IS GOOD: Roll on the Area Elements Table again (if you get Special again, treat it as
Expected). Whatever you get, it is good for the Player Characters and interpret it that way. This
may be a helpful encounter, a way out, or useful object. Whatever detail you generate give it a
positive interpretation.
41-50 MULTI-ELEMENT: Roll twice on the Area Elements Table (if you get Special again, treat it as
Expected), and combine both Elements into the Area together.
51-65 EXIT HERE: This Area, in addition to whatever else it contains, also holds an exit from the Region,
if this is possible. Maybe it’s a back door out of the mansion, or another exit from a cave. If this result
makes no sense, ignore it and treat this as an Expected Element.
66-80 RETURN: Whatever else this Area contains, it also has access to another, previously encountered
Area in this Region. This is only possible if that other Area had a way to reach this one such as doors
or access that the Characters had not yet explored. Choose the connected Area that’s most logical.
If this result makes no sense then ignore it and treat this as an Expected Element.
81-90 GOING DEEPER: Treat this as an Expected Element. Instead of adding one Progress Point for this
Category add three instead.
91-100 COMMON GROUND: Treat this as an Expected Element. Eliminate three Progress Points for this
Category (don’t record the Progress Point for this Element and eliminate two more).
Random Element Descriptors Table
1D100 LOCATIONS ENCOUNTERS OBJECTS 1D100 LOCATIONS ENCOUNTERS OBJECTS

1 Abandoned Abnormal Amusing 51 Odd Odd Odd


2 Amusing Aggressive Ancient 52 Official Official Official
3 Ancient Angry Aromatic 53 Peaceful Peaceful Small
4 Aromatic Anxious Average 54 Small Playful Smelly
5 Beautiful Beautiful Beautiful 55 Positive Positive Positive
6 Bleak Average Bizarre 56 Reassuring Powerful Powerful
7 Average Bold Classy 57 Quaint Exotic Smooth
8 Bizarre Busy Colorful 58 Quiet Familiar Valuable
9 Calm Calm Creepy 59 Ruined Slow Warm
10 Classy Careless Cute 60 Rustic Horrible Soft
11 Clean Cautious Damaged 61 Simple Swift Watery
12 Colorful Cheerful Delicate 62 Threatening Threatening Threatening
13 Creepy Combative Disgusting 63 Smelly Violent Weapon
14 Cold Bizarre Cold 64 Tranquil Wild Useful
15 Cute Crazy Empty 65 Warm Important Clothing
16 Damaged Curious Enormous 66 Watery Lonely Travel
17 Dangerous Dangerous Dangerous 67 Negative Mighty Tool
18 Dark Defiant Exotic 68 Enclosed Military Negative
19 Dirty Classy Deliberate 69 Domestic Mundane Communication
20 Delightful Delightful Delightful 70 New Powerful Food
21 Drab Creepy Faded 71 Open Reassuring Domestic
22 Disgusting Energetic Familiar 72 Safe Small Artistic
23 Enormous Enormous Enormous 73 Expected Smelly Expected
24 Dry Excited Fancy 74 Unexpected Strong Unexpected
25 Empty Fearful Hard 75 Strange Watery Strange
26 Enormous Ferocious Heavy 76 Active Weak Resource
27 Exotic Foolish Horrible 77 Inactive Ambush Fuel
28 Fortunate Fortunate Fortunate 78 Harmful Harmful Harmful
29 Familiar Frantic Important 79 Primitive Trap Energy
30 Frightening Frightening Frightening 80 Protection Friend Multiple
31 Full Cute Large 81 Unusual Foe Single
32 Fancy Generous Lethal 82 Bright Negative Unusual
33 Festive Gentle Magnificent 83 Ornate Evil Bright
34 Harsh Glad Military 84 Atmosphere Animal Ornate
35 Horrible Graceful Modern 85 Sounds Expected Broken
36 Important Happy Extravagant 86 Resourceful Unexpected Liquid
37 Helpful Helpful Helpful 87 Purposeful Strange Personal
38 Lavish Helpless Mundane 88 Personal Armed Intriguing
39 Magnificent Innocent Natural 89 Exclusive Active Active
40 Intense Intense Powerful 90 Intriguing Inactive Inactive
41 Messy Lazy Rare 91 Echo Multiple Garbage
42 Military Defeated Light 92 Unsteady Single Useless
43 Loud Loud Loud 93 Moving Primitive Primitive
44 Modern Loyal Reassuring 94 Cluttered Unusual Desired
45 Majestic Majestic Majestic 95 Storage Fast Healing
46 Meaningful Disgusting Meaningful 96 Confusing Hidden Hidden
47 Extravagant Enormous Mechanical 97 Lonely Natural Prized
48 Mundane Miserable Ruined 98 Long Quiet Flora
49 Mysterious Mysterious Mysterious 99 Tall Unnatural Moving
50 Natural Feeble New 100 Artistic Resourceful Confusing
MEANING TABLES: ACTIONS
ACTION 1
1: Abandon 21: Carry 41: Failure 61: Neglect 81: Release
2: Abuse 22: Celebrate 42: Fight 62: Negligence 82: Return
3: Activity 23: Change 43: Gratify 63: Open 83: Ruin
4: Adjourn 24: Communicate 44: Guide 64: Oppose 84: Separate
5: Adversity 25: Control 45: Haggle 65: Oppress 85: Spy
6: Agree 26: Create 46: Harm 66: Oppress 86: Starting
7: Ambush 27: Cruelty 47: Heal 67: Overindulge 87: Stop
8: Antagonize 28: Debase 48: Imitate 68: Overthrow 88: Struggle
9: Arrive 29: Deceive 49: Imprison 69: Passion 89: Take
10: Assist 30: Decrease 50: Increase 70: Persecute 90: Transform
11: Attach 31: Delay 51: Inform 71: Postpone 91: Travel
12: Attainment 32: Desert 52: Inquire 72: Praise 92: Trick
13: Attract 33: Develop 53: Inspect 73: Proceedings 93: Triumph
14: Befriend 34: Dispute 54: Intolerance 74: Procrastinate 94: Truce
15: Bestow 35: Disrupt 55: Judge 75: Propose 95: Trust
16: Betray 36: Divide 56: Kill 76: Punish 96: Usurp
17: Block 37: Dominate 57: Lie 77: Pursue 97: Vengeance
18: Break 38: Excitement 58: Malice 78: Recruit 98: Violate
19: Care 39: Expose 59: Mistrust 79: Refuse 99: Waste
20: Carelessness 40: Extravagance 60: Move 80: Release 100: Work

ACTION 2
1: Adversities 21: Elements 41: Illusions 61: Mundane 81: Reality
2: Advice 22: Emotions 42: Information 62: Nature 82: Representative
3: Allies 23: Enemies 43: Innocent 63: News 83: Riches
4: Ambush 24: Energy 44: Inside 64: Normal 84: Rumor
5: Anger 25: Environment 45: Intellect 65: Opposition 85: Spirit
6: Animals 26: Evil 46: Intrigues 66: Opulence 86: Stalemate
7: Art 27: Expectations 47: Investment 67: Outside 87: Success
8: Attention 28: Exterior 48: Jealousy 68: Pain 88: Suffering
9: Balance 29: Extravagance 49: Joy 69: Path 89: Tactics
10: Benefits 30: Failure 50: Leadership 70: Peace 90: Technology
11: Burden 31: Fame 51: Legal 71: Physical 91: Tension
12: Bureaucracy 32: Fears 52: Liberty 72: Plans 92: Travel
13: Business 33: Food 53: Lies 73: Pleasures 93: Trials
14: Competition 34: Friendship 54: Love 74: Plot 94: Vehicle
15: Danger 35: Goals 55: Magic 75: Portals 95: Victory
16: Death 36: Good 56: Masses 76: Possessions 96: War
17: Dispute 37: Home 57: Masses 77: Power 97: Weapons
18: Dispute 38: Hope 58: Messages 78: Prison 98: Weather
19: Disruption 39: Ideas 59: Military 79: Project 99: Wishes
20: Dreams 40: Illness 60: Misfortune 80: Randomness 100: Wounds
MEANING TABLES: DESCRIPTIONS
DESCRIPTOR 1
1: Abnormally 21: Curiously 41: Fully 61: Kookily 81: Peacefully
2: Adventurously 22: Daintily 42: Generously 62: Lazily 82: Perfectly
3: Aggressively 23: Dangerously 43: Gently 63: Lightly 83: Playfully
4: Angrily 24: Defiantly 44: Gladly 64: Loosely 84: Politely
5: Anxiously 25: Deliberately 45: Gracefully 65: Loudly 85: Positively
6: Awkwardly 26: Delightfully 46: Gratefully 66: Lovingly 86: Powerfully
7: Beautifully 27: Dimly 47: Happily 67: Loyally 87: Quaintly
8: Bleakly 28: Efficiently 48: Hastily 68: Majestically 88: Quarrelsomely
9: Boldly 29: Energetically 49: Healthily 69: Meaningfully 89: Quietly
10: Bravely 30: Enormously 50: Helpfully 70: Mechanically 90: Roughly
11: Busily 31: Enthusiastically 51: Helplessly 71: Miserably 91: Rudely
12: Calmly 32: Excitedly 52: Hopelessly 72: Mockingly 92: Ruthlessly
13: Carefully 33: Fearfully 53: Innocently 73: Mysteriously 93: Slowly
14: Carelessly 34: Ferociously 54: Intensely 74: Naturally 94: Softly
15: Cautiously 35: Fiercely 55: Interestingly 75: Neatly 95: Swiftly
16: Ceaselessly 36: Foolishly 56: Irritatingly 76: Nicely 96: Threateningly
17: Cheerfully 37: Fortunately 57: Jovially 77: Oddly 97: Very
18: Combatively 38: Frantically 58: Joyfully 78: Offensively 98: Violently
19: Coolly 39: Freely 59: Judgementally 79: Officially 99: Wildly
20: Crazily 40: Frighteningly 60: Kindly 80: Partially 100: Yieldingly

DESCRIPTOR 2
1: Abandoned 21: Disagreeable 41: Good 61: Macabre 81: Remarkable
2: Abnormal 22: Disgusting 42: Graceful 62: Magnificent 82: Rotten
3: Amusing 23: Drab 43: Hard 63: Masculine 83: Rough
4: Ancient 24: Dry 44: Harsh 64: Mature 84: Ruined
5: Aromatic 25: Dull 45: Healthy 65: Messy 85: Rustic
6: Average 26: Empty 46: Heavy 66: Mighty 86: Scary
7: Beautiful 27: Enormous 47: Historical 67: Military 87: Simple
8: Bizarre 28: Exotic 48: Horrible 68: Modern 88: Small
9: Classy 29: Extravagant 49: Important 69: Mundane 89: Smelly
10: Clean 30: Faded 50: Interesting 70: Mysterious 90: Smooth
11: Cold 31: Familiar 51: Juvenile 71: Natural 91: Soft
12: Colorful 32: Fancy 52: Lacking 72: Nondescript 92: Strong
13: Creepy 33: Fat 53: Lame 73: Odd 93: Tranquil
14: Cute 34: Feeble 54: Large 74: Pale 94: Ugly
15: Damaged 35: Feminine 55: Lavish 75: Petite 95: Valuable
16: Dark 36: Festive 56: Lean 76: Poor 96: Warlike
17: Defeated 37: Flawless 57: Less 77: Powerful 97: Warm
18: Delicate 38: Fresh 58: Lethal 78: Quaint 98: Watery
19: Delightful 39: Full 59: Lonely 79: Rare 99: Weak
20: Dirty 40: Glorious 60: Lovely 80: Reassuring 100: Young
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