Mythos Saga A TRPG

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Thriff:
Hey DHP,

 I found a .pdf of your Mythos Saga. I see that you've opened this thread for editing and general feedback.

I think you've done a great job developing an intricate and intensely detailed mechanics system, which is great. The quantity and quality of the work is impressive. However, I want to preface my comments by alerting you to my preferences--I tend towards accessible systems that are mechanically minimalistic. I strongly suspect that (as a consumer) I wouldn't be the target audience for your game, but I hope to provide some feedback that may help you attract individuals that prefer games as I do.

1.) A question: what is the purpose of having 10 races? Is it for narrative purposes, to help build and maintain the style of your world? Or is it for mechanical reasons, so as to provide players with choices? I prefer to have a game where my character's species will not adversely affect the mechanics of how I interact with the world. That's because I may find a stylistically perfect species that doesn't have the specific skill set or unique moves that I want to use. Or, conversely, I find a cool move but I have to choose a species that I am not enthralled with. Either way, bad news bears. I believe this is a danger that too many designers gloss over.

My advice: be aware of the effect choosing a species will have on your players-- are you willing to bind them narratively, mechanically, neither or both? This video helped me better understand the differences between Choice and Conflict in games. [http://www.escapistmagazine.com/videos/view/extra-credits/2590-Choice-and-Conflict][/http://www.escapistmagazine.com/videos/view/extra-credits/2590-Choice-and-Conflict]

2.) You need a character sheet. It's absurdly difficult to interpret what is really going on without a character sheet. The character sheet is the medium through which I, as a player, interact with your game. Without it I can't visualize S.T.A.T.s or 5 personal inventory slots. Even if its more than 1 side, a character sheet will make this game much more accessible.

Hope this helps,

 Thriff

DarkHawkPro:
Thanks thriff I appreciate the feedback. 

I agree that at first glance, and partially due to a lack of character sheet, the system seems to bombard you with a huge amount of data without any structure to help narrow it feels heavy.  I assure you, though, I've trimmed a lot out of the system to make it very minimalist.   I do think a character sheet helps a lot, as I'm also the type that will look over a sheet and it will determine how I react to the system.  I've had about five or six incarnations of the character sheet and just haven't found the one that gives me and playtest the "this is what the system is" feel. 

As it goes for the ten races, its actually mostly a "launch point" for newer players.  The advantages and disadvantages are really only any good at the beginning as the power scale starts to even everyone out in time.   The distinct differences in each races "fluff" and statistics gives any type of player build options that fit, while more experienced players can do as they please. 
In example I could say that if a power game wanted a character that just slashes everything then they could play a gargoyle.   
If a player wants to play the scholar persona they can play an elf. 
While those examples are within fluff and mechanics any style is possible.
Hell, one of my players in test played a pixie whose aspirations was to be a lich and was building an army of undead as followers.  I had a gargoyle that reissued to fight physically and chose magic because he viewed physical violence as "barbaric".  Along with an Anterior that wanted to be a vassel to the Bursham that wanted to subjugate his village. 

All those are contradiction in some fashion or another to the race builds but when played out felt natural and unhindered. 

The races aren't written to be a restriction to the players but to give them a "world" feel through different perspectives and backgrounds.


I will get on an incarnation of a character sheet, at the very least to get something to work with.

Thank you again.

DarkHawkPro:
Alright, well here

http://fbosley.webs.com/MythosSheet.pdf

is an incarnation of a character sheet.   It contains only the basics you need for the hero.  But enough to see how things break down in the character and such.   Most of the things on the sheet itself is designed for "every" kind of hero so it seems like a lot, but most of it won't be used by a starting character, but may be used as the character gets stronger. 

it's not pretty
it's got not style/flare.   
But it would work for getting a good idea. 


I"ll work on putty together a sample adventure.  just a one shot, one fight type of situation for people that want to see it in action.  I'm working on putting together a local playtest as well so i can put an "actual" play example up here too; but like i said my locals aren't very open most of the time.
again, any questions or comments, I'm here.

DarkHawkPro:
i put together a small test adventure.  Just one battle and purpose. 
http://fbosley.webs.com/FateofAbon.pdf
bare with me though, i'm not much of a creative writer so it's not that good.

Ckelm:
DarkHawk,

While reading the PDF a few things sprang to mind.

1.) The writing and effort placed into this game: Excellent.
2.) Reminds me of a video game.
3.) Reminds me of an alternate universe where the later editions of D&D kept the table-top wargaming in the forefront rather than the narrative aspects of D&D.

I will admit that I do not have much experience with heavily tactical games but will forward this to a friend who does have experience. I will add that I find the magic system awesome and I cannot wait to see the end result.

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