Showing posts with label desecration. Show all posts
Showing posts with label desecration. Show all posts

Monday, 28 May 2012

Lets Read Mythus pt15

Dangerous Journeys: Mythus + opinionated gabshite + alkyhol: mix and stand well back.
You know the drill by now.

A note to the confused: You will see references thought-out this stream-of-consciousness jabbering spree to something called That Damn Table. I include it here again for reference purposes:

To know it is to loathe its ubiquity.

Today we’re going to cover the last batch of Advanced Mythus K/S Areas, then have a brief rant on how I’d have done things differently (and arguably better), before finally talking about the incidental art of this section of the book. It’s gonna be a long one, so charge your glasses.

And we start this week’s final thicket-thrash with:

Mediumship
Described as the reverse of Exorcism, this is the art of inviting spirits to appear for the purpose of wasting everyone's time with table-rapping "Your grandfather sends platitudes but no useful directions to where he buried the gold/hid the title deeds" antics. No compelling of spirits is allowed, and failure/fumble "...could bring a hostile or malicious entity..."

Bored now.

We're offered two paragraphs of rules for séances. Said exercises allow the Partial or Full Physical Manifestation (given their own TLAs as P-/FPM *gluk*) of spirits through ectoplasm (or, as the Victorians knew it, oiled muslin) leeched from the Physique TRAITS of séances participants. The benefits of having a spirit Physically Manifest escape me. I've checked the index, and that either sends you into a "refer to" loop, or to an entirely unrelated appendix. F--ing amateurish. Rules for resisting potential unwelcome ectomonglers? Left in the lap of the GM, presumably as extra credit homework.

Bored and irritated by half-assery now.

Characters with the Mediumship K/S Area also gain access to Medium Castings in accordance with the inevitable reprinting of That Table. According to all the tables relevant to this section Mediumship does generate Heka, but there's no mention of this in the text.

Bored, irritated and wishing this skill description would die in a fire now.

Would I touch Mediumship for an Classic RPG? As written, no. In fact: Hell no! Advanced Mythus Mediumship reads like it belongs in an Arcana Victoriana game like Forgotten Futures 4 and 8 or For Faerie, Queen and Country: it’s gutless, deracinated spirit magic for the bored middle classes in a pre-TV age. I get that it’s also supposed to represent the character invoking ancestor spirits, genius loci, ideolectic gestalts, etc. but the flavour text and rules on offer are far too Derek Acora [no link, the man is vermin] for my tastes.

Metaphysics
We’re given the better part of a paragraph of definition of metaphysics before EGG cuts to the chase and explains it in game terms. It turns out that under all the philosophy syllabus waffle this is a non-evil equivalent of Demonology with the option to make "roll to detect celestial influences" checks. So, angelology for a world with stabbable spiritual entities. ("Jeez EGG, that’s all you had to say.")

As well as generating Heka, which is pretty standard issue for an Advanced Mythus Spirit skill, Metaphysics also has a half-baked ‘gain Spiritual strength’ rule. At 41 skill, and at every 10 points gained thereafter, a person may make a "Hard" (x1) difficulty Metaphysics roll to gain a point of SMCap. After gaining two points thus the difficulty of future rolls increases to "Difficult" (0.5). Hey, free stat points. Shame that none of the Physical or Mental skills enjoyed such an advantage.

Metaphysics skill as written is all over the place. It’s academic metaphysics, and stat-enhancing meditation/spiritual exercises, and an detect angelic meddling skill, AND a spotter’s guide to celestial beings too. I’d probably break this into a couple of skills if I were going to make use of it at all.

Multiversal Spheres & Planes
Knowledge of the position and makeup of the multiverse, divided up by plane.

Eleven sub-areas:
  1. Alternate Material Planes
  2. Elemental Planes
  3. Shadow Plane
  4. Negative and Positive Planes
  5. Aethereal Plane
  6. Nether and Pandemonic Planes
  7. Empyrean and Concordelysian Planes
  8. Entropic and Celestial Planes
  9. Temporal and Panprobable Planes
  10. Abyssal Plane
  11. Astral Plane
All that lot fits together in a manner which may look more than slightly familiar to AD&D veterans.

Yes, because the problem with AD&D’s Great Wheel cosmology was that it wasn’t complicated and prescriptive enough.

No useful information or stealable moving parts in this skill description. It just sits there without even a helpful reference to the Mythus Magick book where the cosmography of Advanced Mythus is actually explained. More and more I begin to fear that this game isn’t actually comprehensible without the Mythus Magick book in close attendance: not quite 400 pages of crippleware, but dangerously close.

Musical Composition
You can make up instrumental music, but not write lyrics (because that’s an entirely different discipline, roight?). The Musical Composition skill generates Heka if you have all three of Spellsongs, Music and Poetry/Lyrics. A character with this skill can also read music with a DR of "Easy". Even someone afflicted by the bane of music dyslexskia (like Skwizgaar Skwigelf "I do nots wish to talks about it") finds this last a bit eyebrowish. Is sight-reading so risibly easy?

Musical Composition has no skill cross-feeds (no, not even to the obvious ones) and no sub-areas. I find that last a bit peculiar, as what constitutes ‘good’ composition in, for example, the classical Chinese musical tradition != ‘good’ in the traditional West Asian or European modes.

Mysticism

Ooh, this sounds like it might be cool. So what kind of mysticism does Advanced Mythus deem worthy of coverage as an entire skill in its own right? Sufi? Buddhist? Taoist? Qabbalist esoterica? Blakean whackdoodlery? Nope, this is 70s Californian mysticism, so we get two pages of rules about crystals and crystal-derived woo-powers.

Ah yes. Those powers. A mystic knows eleven of them, listed A-K:

A. Self-Improvement: meditate 1 hour/day and make an Easy skill check to gain +1 per 4 bonus to AP/General awarded. That means "25% bonus to XP" in standard gamer.
B. Self-Healing, Heart & Mind: meditate 2 hour/day and make Hard skill check to heal 2d6 damage to both Mental and Spirit TRAITS. 1/day.
C. Mental/Spiritual Defence: presenting your crystal as a shield awards Armour vs. magic effects that harm mind or spirit according to the table below:


D. Mental/Spirit Offence: allows the crystal-waver to attack manifested spirits using 50% of their Mysticism or Dweomercraeft skill.
E. Mental Heka Force Amplification: meditate 1 hour + Hard skill check to boost one Heka-using skill by 50% for 5 minutes. 1/week only.
F. Heka Concentration: meditate for up to 2 hours + make Hard skill check to dump 1 Heka/minute in crystal.
G. Visions: using Mysticism to "clue me" is one DR easier than normal when using a crystal as a focus.
H. Self-Healing, Body: as power B, but a Difficult skill check. 1/day.
I. Heal Others, Mind & Heart: as power B, but base difficulty of Hard, +1 DR per additional person healed. 1/day.
J. Heal Others, Body: as power I, but for others. 1/day.
K. Scrying: "Easy" skill check to see invisible presences. Rules on types of crystals required to scry other planes.

Access to the above powers are governed both by state of mind and by the purity of the crystal the mystic has attuned (navel gaze for 7 hours, Easy skill check). The requirement that mystics "...must be sane, sober and not Dazed to use a crystal with any degree of success" which just goes right against the grain of verisimilitude for what we actually know about Californian mysticism.

As well as dictating your ability to use your skill crystal quality also gives modifiers to base DRs ~and~ determines the Heka storage potential of your pet rock. All these factors are determined by crystal price, which makes hearty mock of the outmoded concept of mystics as people who abjure earthly wealth.



A textual note says that high quality rocks can be X2-3 the listed price. I wouldn't have objected to this information as a second footnote to the table.

In addition to the powers above the Mystic gains Mystic Castings according to That Table, generates Heka, and has access to two additional perks:

Dreams & Visions: another "obtain clue" skill, with DR determined by how often in the past month the mystic has bothered the sublime crystalline entities (or whatever) that his little tchotchke(sp?) resonates with. The reading referee is cautioned in special invisible to players italicised text not to dish out too many clues in response to "clue me" skills. EGG sagely reminds us to "...always make the HPs work for most of their information. [...] Thinking is worth a score of successful die rolls."

Detect Spirits and/or Magick: a Mystic, or maybe his crystal, will *ping* in the presence of spirits (detection DR is dependent on magnitude of manifestation) or magic (Base DR "Extreme", one DR easier per 100 Heka expended), or if the Mystic or his friends become the subject of a magical Link. No idea about what this last entails, but I console myself with a delicious soothing beverage. (*gluk*)

The downside to using a pretty stone as a lever to move the world? Anyone else touching your crystal scrambles the attunement (hippies don’t share well); your crystal crumbles to dust if you ever fumble a Mysticism roll; and lastly, you are a pretentious crystal-gazing woo-monger.

As you may have surmised by now this skill contains the makings of a pretty comprehensive patchouli-scented Hippy Crystal Chick class, if that’s something that floats your boat.

Nature Attunement
This is Druidism as skill. Unfortunately it’s not the cool ‘20 years of training, then you get buried alive in a flooded coffin to compose your dissertation in verse’ druidism the Romans wiped out, but instead tediously worthy ‘listen to the land’ crying Indian/GROLIES one. I’m really not kidding:


purity, sense, feel: nice of Gary to highlight the hippy detection keywords for us

Doing any of the things listed above is DR "Hard". Users of this skill can also blend into natural surrounding at a base DR of Easy, modified by terrain and vegetation.

Finally Nature Attunement has five non-standard sub-areas:
  1. Growing Things
  2. Natural Cycles
  3. Personal Relationship
  4. Animal Husbandry
  5. Exotic Places
Instead of actually doing anything useful in their own right all these sub-areas do is provide cross-feed to other skills:

Growing Things gives 10% cross-feed to Agriculture and Herbalism,
Natural Cycles cross-feeds to Ecology and Geology.
Personal Relationship (grossly mis-named) actually benefits your Hunting/Tracking and Survival skills. Go figure.
Animal Relationship cross-feeds to Animal Husbandry, but not at all to Riding or Animal Handling.
Exotic Places cross-feeds to Phaeree Flora and Fauna and Subterranean Aerth knowledge.

The highly developed spiritual and metaphysical connection to the living world granted by Nature Attunement does not generate Heka in any way shape or form.

Necromancy
One of the bad-boy rock star magic skills. I’m sure you don’t even need this defined for you, right? Ha! This is Advanced Mythus, of course it gets defined! Cue one very skippable paragraph of thesaurus abuse (*gluk gluk*) telling you what necromancy is. Of course it generates Heka, and of course you gain access to Necromancer Castings according to That Table.

Most of the word count in this skill description is expended on 3 rather unimpressive abilities you gain by virtue of sending off for your mail order skull ring. I’m almost embarrassed to expose EGG’s nomenclatural shame here, but:
  1. Coldbody - lower body temperature by 1° F per skill point for up to 1 AT (5 minutes) per STEEP. One/day AFAICT.
  2. Darksee - infra- and ultravision by other names. You see in the dark as if it was twilight. Always on.
  3. Shadowskulk - hide in shadows. DR Easy (total darkness) or harder. Lasts 1 BT (30 seconds) per STEEP. One/day.
So sad. You’d expect a fan of Vance, KAS, et al to be better at evoking the terror and majesty of Death Magic (yes, it rates the caps) in his ability names, wouldn’tcha? I mean, I can throw "Chill of the Grave", "See in Darkness" and "Enrobed in Night" down as substitute names with precisely zero thought on the matter.

Anything worth stealing here? Naaaah. Advanced Mythus necromancers can’t even animate zombies from the look of it. You’ve probably written a better necromancer class yourself, or know a guy who has.


Occultism
Knowledge of the names and hierarchies of ghosts, elementals and similar entities: a handy skill for mediums, conjurers or anyone else determined to get bossy with those bodiless folk in the spirit world. By contrast with the needless wordiness of many Advanced Mythus skill descriptions this one actually feels rather like a précis of a (missing) longer section on spirit magic and Truenames.

Learning about spirits is easy; a simple d% roll determines whether or not you learn the name of a useful entity. On a success skill check the character learns a spirit’s name and then rolls two more d% to determine whether they know it’s supernatural rank and/or leverage-enabling Truename (see table below).


Spirit entities have a crazy number of names, anything from three for the lowliest up to eighteen names for the most powerful. I’ve no idea what use this information actually is; it’s just thrown out there with us left to infer it by reference to other Spirit skill descriptions (Conjuration, Sorcery, etc). Creatures of Major status or above have multi-part Truenames that can’t be wholly learned through Occultism. Don’t ask how you can learn their full Truename though; the text is stonily silent on the matter.

Occultism has no sub-areas or cross-feed to any other skills: an all-or-nowt skill. It does grant Heka = STEEP, but there appear to be no Occultism castings, so for once there’s no Special Guest Appearance from That Table.

Whether you’d ever make use of this skill in your non-Mythus game depends on whether you care for Truenames, or for creatures having a dozen or more situational epithets. Personally I’ve always found that "I am known by many names" mythology shtick a bit pretentious and vaguely absurd. Too many aliases = cheap and shifty in my book.

Painting (Artistic)
Distinct from Painting (House), which seems to be missing (*tsk*). Characters with this skill can make pretty pictures [link], assess the value of artwork (toe-trampling makes Appraisal skill saaaad), and also know art history. Painting as a Spirit skill though: is that right? Let’s just take the snide historian gibe about art history not being a proper intellectual discipline as read and move on, shall we?

Pantheology
Mythology knowledge. In a world with manifest divinities this is probably something more than just a gateway field of study for geeks; knowing which god to make propitiatory obeisance to may actually be useful. The skill grants broad general knowledge about all pantheons in the game world, but the further away a pantheon is from your home culture area, the harder are skill checks required to remember salient information. Proximate pantheons are "Hard", those more distant "Difficult" or "Very Difficult".

Sub-areas can be taken (to no apparent benefit), and there are nineteen of these listed, from Atlantean to Voudoun.

This skill is simultaneously vague and game world specific; a lot of work for the player and GM. Pass.

Phaeree Folk & Culture
Distinct from the Phaeree Flora and Fauna skill this is "...the study of the many intelligent races inhabiting the Aerth’s counter-world": poxy pixie politics.

There are six sub-areas to this skill: three Races of [faction] Nature and three Culture of [faction] Nature sub-areas. You can pick the Seelie, Borderer or Unseelie factions as fields of, for want of a better word, interest. No cross-feeds to other skills, and you’re limited to a ceiling of 35 in your skill until you spend time in fairyland.

This is a boring, unevocative take on faerie lore. All the legwork is left for the GM, or to a later (never published) Mythus Phaeree sourcebook.

(Oh, and that misspelling, like Magick and -craeft, just gets more annoying with time.)


Philosophy
Front and centre: "...philosophy adds 10% of its STEEP to the Influence K/S Area" (you remember that particular mess, right?), which is yoking the ‘philosophy and rhetoric = trufriends4eva’ connection a little too tightly for my tastes. What’s the skill good for in itself? Well, aside from being another "clue me" skill philosophy also makes you "...a sophisticated kind of person...", and one "...not easily misled by sophistries and falsely persuasive arguments."

Pwahahaha!!! Oh my sides! I can only wonder how many philosophers EGG ever met.


Poetry/Lyrics
Good for writing odes, sonnets, ballads, librettos which don’t grate on the ear (DR "Easy" or harder). The skill also covers critical analysis and history of poetry and music.

Poetry/Lyrics has no sub-areas, but does cross-feeds 10% to Etiquette/Social Graces, which bonus "...applies across all cultures and societies", as we are informed in italics most grave. Poetry/Lyrics also grants Heka to a character provided they have some ability in all three of the Spellsongs, Music and Musical Composition K/S Areas.


Priestcraeft (sic)
This chunky page-long description open with two paragraphs on determining Full or Partial Heka Ability, which is practically a reprint of the similar section in the Dweomercraeft skill description. I’ve said it before, and I’ll say it again: not the right place for this rule.

After this we’re introduced to the requirements to become a full-fledged priest. These are:
  • Full Heka Ability
  • STEEP of 31+ in Religion K/S Area (q.v.)
  • Exclusive devotion to one god of one pantheon
  • Vow of Faith/Pact with Evil (depending on whether your god is white or black hat) to chosen god

In return for all the above you gain both crazy Heka and access to a bunch of special Tutelary Castings specific to your ethos. In return you are at the beck and call of an inscrutable, omnipotent egomaniac (already a familiar experience to many players). Non-priests with the Priestcraeft skill gain somewhat less Heka and have access to non-Priest Castings in accordance with That Table.

We’re informed that, unlike many skills, Priestcraeft has ‘insular’ sub-area. Once the pomposity has been hacked away (I kid you not, the word ‘Ethoi’ is used no less than three times in one paragraph!) it turns out this means: "pick the sub-area of Priestcraeft that matches your god, abjure all others; that’s you now."

The five Ethoi of Priestcraeft are:

Balance - disinterested neutralism. Taoists, nature worshippers, etc. Has some overlap with the Elemental School of Magic. Basically this guy:



Gloomy Darkness - black hat maltheism. Combines chaos with tyranny for delicious full-fat double evilburgerness. Has so much in common with the Black School of magic it ain’t even funny.
Moonlight - ‘little from column A, little from column B’ omnivorous ethos. Moon and sea gods.
Shadowy Darkness - grey hat darker-and-edgier antihero ethos. Non-evil gods of death (Osiris, Hades, etc.) hang out here. Has a lot on common with the Grey School of Dweomercraeft.
Sunlight - white hat light and order. Sun gods, lawgivers, etc. Corresponds to White School of Dweomercraeft.

Not much of use here for Classic RPG gamers. Classics players generally already have god-bothering rules to their satisfaction.

Religion
Knowledge of the rites and rotes of any one religion and pantheon, which must be chosen when the skill is taken. A STEEP of 31+ in this skill is required to be an ordained Priest of a temple. The skill generates Heka, but appears to have few if any in-game uses.

Sculpture
The art of making sharp, vivid, three dimensional images from physical stuff. A necessary skill for anyone with a yen to shape golems. Sculpture offers no sub-areas, because the skills involved in casting bronze, carving stone or wood, shaping clay, or shaping jade are all same-same. The skill offers no skill cross-feeds, mainly because as written it's just too broad and vague to meaningfully apply to Masonry, Forging/Welding, Carpentry (another mentioned-but-MIA skill), Jewellery, etc. But hey, those are just lowly Physical skills; it’s not like they do actually matter in Mythus-world.

Sorcery
The other bad boy rock star magic skill. This is the one that lets you grow a goatee, dress in full Halfordian mode and generally act like the villain in the film adaptation of a Dennis Wheatley book. Provided you have even a smattering of skill in the Demonology K/S Area, and are prepared to make a Pact with Evil (Vow of Faith by another name) forfeiting your soul, this is the full-on demon magic.

Yeah, almost exactly like that, wicker man and all.

What do you get in return for selling 21 grams of spiritual self?
  • a non-trivial multiplier to the Heka generated by this skill. The text says anything from double to ten-times normal, but I think we all agree that x6.66 is the most thematically appropriate.
  • access to Sorcerer Castings per That Table.
  • the ability to call up infernal entities to do your bidding, Faust-style
Which segues us nicely into the half-page of demon invoking rules. These are largely a copypasta of the Conjuration rules with specific reference to evil-themed paraphernalia. The Heka cost and difficulty of upsetting the MADD element is given in a table coyly named "Called Beings":



But wait! There’s more. A sorcerer also gains five innate ‘in the inverted pentagram club’ minor powers. The names of these last aren’t as groan-inducingly bad as those listed under Necromancy, but they’re still not much to write home about.
  • Delusions - win a contested K/S roll to mentally troll ("Look again. You’re eating maggots.") a person within one chain (66ft), up to 3/day.
  • Flamesdance - control flames. Flames can be made to flicker, dim or expand in size by up to x6(.66) for damage + chance of setting things afire. Usable 1/day.
  • Impsummon - you get a squeaky little infernal minion to order/kick about. Usable 1/week.
  • Kiteseyes - you can see through the eyes of any carrion bird out to a maximum range of 6 leagues. 1/day.
  • Ratseyes - you can see through the eyes of rats. Mean-spirited mice and black squirrels are also "...good candidates for being pawns of this power!" 1/day.

There is a Carcosa-style suggestion that you can exploit the knowledge provided by this skill to fight evil, so long as you don’t summon demons, make pacts, or cast the naughty Sorcery spells. ("Goat Boy finds that disgusting. Where is the fun in that?")

Is there anything here usable for a Classic D&D game? Not really. AD&D already has a string of mid-to-high-level summoning and binding spells that form a perfectly adequate demon-bullying mini-game in their own right. It is refreshing to see EGG just plain not giving a phuq about possible ‘RPGs are satanic’ clucking though. The sorcery skill has a definite air of "This is the subject matter under discussion and honi soit qui mal y pense".

Streetwise
The ability to fit in and not embarrass yourself among sub-cultural groups within your own culture. Examples sub-cultures listed include urban proletariat, rural peasants, mercenaries, beggars, etc. You know one sub-area of non-standard etiquette per 10 skill points. The skill is also good for identifying those groups traditionally shy of local law enforcement.

Thespianism
"All that fuss. Why not just try acting dear boy?" - Laurence Olivier to Marlon Brando
Includes both ability to act and knowledge of stagecraft. No cross-feed to Disguise, Persuasion or to anything else you might think related. I’m still not sure if this skill doesn’t render the Impersonation superfluous.

Witchcraeft
Dunno why this is distinct from Sorcery, other than Gary had a Witch class bug up his butt right from the early days of D&D. IIRC it was an example class as far back as OD&D. Whatever the reason we are informed that "...any individual practising Witchcraeft is of vilest malevolence and dedicated to Evil."


Sooooo Evil! Burn immediately.

After a couple of paragraphs of introductory matter which might as well have just read "refer to Sorcery" (*gluk gluk*) we’re treated to a column or so on the all-important administrative requirements of being a witch. We’re told of the benefits of regular attendance at Sabbats and Esbats (basically bonus Heka: so much for turning up; more for being boss hag; even more "...if especially honoured for evil works." I can’t believe that known punster Gary missed the mentioned in Esbatches gag...), and of the swingeing punishments inflicted on witches who fail to keep their covens up to regulation strength: "If ever a coven should have exactly seven members for even as short a time as seven hours, the remaining members are lost, for their Pacts are foreclosed, and each and every one is doomed!"

In return for their dedication to the infernal bureaucracy witches gain their bonus Heka, access to Witch/Warlock Castings per That Tables, and two witchy-themed minor powers:
  • Eyebite - give someone the Evil Eye. This is basically a pre-incarnation of the SRD’s silent/still spell feats.
  • Beastform - the witch can adopt the form of a totemic carnivore (wolf, bear, or big cat) between midnight and dawn on nights when the moon is either full or dark.
Could you use this as the basis for a Classic RPG witch class? Not really. Half the skill is a recycling of the (already half-recycled) Sorcery skill, and the non-spell abilities of Witchcraeft are pretty duff. There’s nothing here to appeal to anyone who wasn’t aroused by the internal politics of the AD&D Druid class (one boss per area, fight to advance, etc.).

Writing, Creative
You can make stuff up and write it down, or polish non-fiction into an entertaining read. I’m surprised there’s no self-pitying authorial plaint on the difficulty of writing here; maybe EGG got that out of his system back in the Difficulty Ratings section of this chapter. Creative Writing cross-feeds 10% to the Influence K/S Area, which I suppose represents speechwriting and such.

Yoga
Don’t expect a thorough-going examination of the magic(k)al benefits of a 5,000 year old mystic tradition here, Mythus yoga is fakir tricks, pure and simple. The skill description covers the better part of a page, but the core of it is that the skill grants "...resistance to Mental and Spiritual attacks, immunity to normal fires, the ability to heal Mental, Spiritual and Physical wounds, and the ability to slow physical body functions." All these benefits, as well as innate resistance to Insanity-causing effects, are granted per the Yogi Abilities Table (reproduced below):


As well as making you an unkillable pucnic-basket- plundering hobo the Yoga K/S Area also generates Heka, and cross-feeds 10% to Hypnotism, Perception, Acrobatics/Gymnastics, Endurance, Mysticism and Nature Attunement. Yes, all of them.

You’ve seen this skill before in your Classic D&D game. Split the abilities up among a bunch of levels and you’ve pretty much got the Monk (aka Mystic if you speak BECMI). The body control thing? That was right there in OEPT all the way back in 1975.

And, having reached page 200 alive and (relatively) sane, I am glad to report that is the end of the Advanced Mythus K/S Area descriptions section. 64 seemingly endless pages of:

Mythus skills: my face when

Was it worth the swedge? Arguably not: an average of a couple of possibly interesting elements for your game per dozen pages really doesn’t justify the effort expended. I’m just glad I did it so that no one else has to.

How I’d Have Done It Differently

Before we call finis on this gibbering horror for all time I’m just going to indulge myself with a brief retrospective of the Advanced Mythus K/S Areas section, why it sucks, and how it could be made better. Trust me, this is a necessary exorcism for someone who’s just spent six weeks staring into the void.

The number one improvement would come from having a guy like this on the staff:

"Hello. I'm here to edit your text."

Everything else flows from there.

For starters, the universal skill lists on pp100-101 would have been moved to the K/S Area Descriptions section, with *copious* page numbers and textual references in the Vocations section.

Second, each and every skill would have to justify its existence in the book. If you’re going to have a comprehensive skill system, then it has to be comprehensive, not half-done and lopsided.

Duplicate another skill? We have that thanks. Off you trot.
Stupid number of sub-areas? They get purged and/or the skill gets split up into two or more separate skills, which then have to justify their own existences.
Vapid waffle text? Expand skill description to a meaningful degree, or cut: pick one.

Then, and only then, I’d have put the surviving Heka-active skills in a section of their own, maybe called something sensible and obvious like Heka-Active Skills to indicate that they are not quite like their mundane counterparts.

All the skills would be collected into one table with a fat wedge of relevant information all in one place. Thus:

NameTRAITHeka fromCasting Access?Sub-Areas?Other Abilities?
Arglbarglism M Skill+MMFoo Y (Arglbargl) Y (# of) Y/N (see pXXX)
Chodmancy M Skill+PNBar Y (Choddery) N N
Gonkology P Skill only N Y (# of)Y (see pXXX)
Murblnurfism S Skill+Ssblah Y (Murblnurf) N Y (see pXXX)
etc etc etc etc etc etc

There’d be one, and only one, instance of That Damn Table, renamed to something logical like Casting Access for Heka-Active Skills. The newly renamed table would have a header or footnote explaining that all Heka-active skills that gave casting access did so according to this one table; no exceptions.

After that, Heka-active skill descriptions, edited down to the needful information. Got a bunch of setting material and/or worked examples? That’s what the Mythus Magick book is for. The Rulebook is for the rules you need to play the game. The clue is in the name.

There’d also be one clearly marked and logically placed explanation of the process of checking for Full or Partial Heka Ability in characters. This also would be page referenced to within an inch of its life because we have respect for the time, effort and money the reader has expended upon our game.

Bosh! Greater clarity, ease of reference, ~and~ a bunch of pages saved for more actual substantive content. The whole section would actually read like a usable rulebook rather than as a bunch of half-thought-out fob-off skill descriptions interspersed with setting essays, authorial advice, worked examples and over-stuffed uber-skills.

Job done. I am rock!


Art of the Section
Before I finally collapse into a gibbering heap for the rest of the week I’d just like to mention the three b+w pictures which *ahem* grace the Spirit K/S Areas section of the Advanced Mythus rulebook. All three are b+w incidental art, rather than the full page colour spreads we’ve come to know and loathe.
  • p182 - Daniel Gelon pic of a Faerie Prince and his court, complete with robed eminence gris naturally. Odd bits of this picture include the weird black dot doll eyes of the prince and the Bowie homage(?) focus on his groin as the focal point of the entire composition. This piece is WTF Mythus? territory.
  • p195 - Not visibly credited (Mitchell?) pic of an Ogre standing before a Mycenaean-looking tomb. The ogre is characterfully drawn with a slightly pathetic air which gives the impression that beating on this guy would have a slight whiff of 'bullying the local weirdo' about it.
  • p198 - Ellisa Mitchell pic of a generic Conan-style fantasyburg. This architectural style in this picture will be more than slightly reminiscent to anyone who saw the opening reel of the execrable Solomon Kane film.

Next Time: K/S Areas Use for Economic Gain, in which Ernie Gygax and his old man expend seven pages laying down the law on earning your keep in /Advanced Mythus/.

Pic Source: Dangerous Journeys: Mythus rulebook, Mythus Magick, Action Philosophers, the intarwubz

Monday, 30 April 2012

Lets Read Mythus pt11

Are you ready for more drunken ranting by an English bogmonkey about the perceived deficiencies of Advanced Mythus? HPL is!



Today we continue our machete-swinging thrash through Chapter 10, K/S Area Descriptions: Mental Skills (letters A-F covered here). The writing is, as usual, dense, and the inevitable references to STEEP, K/S Area, and various Attribute acronyms (PNCap, SPPow, etc) scatter the text like dog turds and dirty needles in a poorly maintained park. Just take it as read that I've translated the Advanced Mythus moonspeak into plain gamer English.

So without further ado, we pick up at Azathoth's favourite letter: G.

Gambling
Oddsmaking and betting on things.

Six sub-areas:
  1. Cards
  2. Dice
  3. Table Games
  4. Sporting Events
  5. Dog/Horse Racing
  6. Animal Fighting
Gambling is a contested roll which uses an interesting little variation on the roll-vs.-roll contest mechanic. Each player wagers a DR ("Easy", "Average", "Hard"), and the one who can succeed in a roll against the most demanding DR wins. This would actually make a pretty good 'blind bid' mechanic for general gaming purposes.

Wait a second. Was that some interesting and potentially usefulness? What a way to start an episode (outbreak? infestation? fit? I'm not sure of the correct nomenclature...) of Let’s Read Mythus. I’m close to welling up here.

Games, Mental
Distinct from gambling in that this is the skill of playing games for the sake of play, not the manipulation of odds for profit. Uses the bid-and-roll mechanic introduced for Gambling above.

Six sub-areas:
  1. Strategic and Table Games (Chess, Backgammon, etc)
  2. War Games
  3. Darts (as in darts? Really?)
  4. Croquet/Yard Games (not 'croquette' Gary: that's a fried potato)
  5. Pool, Billiards, Snooker
  6. Parlour Games (Charades, etc)

Gemology
You know all about gemstones. The sheer breadth of your knowledge of pretty rocks makes the boys at De Beers feel a bit inadequate.


As well as all that mundane knowledge you also know what sort of gems can store or channel Heka. In a world where gems are batteries and magijck is the only science that's probably a non-trivial thing.


Geography/Foreign Lands
Knowledge of terrain and famous landmarks, cartography, and navigation by dead reckoning. This is the Advanced Mythus 'get from A to B without getting lost' skill, rather than scholarly knowledge. No sub-areas, and no cross-feed skills (not even the obvious one: Navigation), but we are advised that having surveyor's tools will improve Difficulty Ratings.

Geology/Minerology
You know all about where to find specific types of (non-precious) stone. Handy for prospecting or a career in the decorative stonework trade I suppose.

History
You can answer questions about Who? What? Where? When? Why? and How? with greater accuracy and rigor than the goldfish-brained common herd. The broad general knowledge and cynical contempt for human vanity which all historians acquire seem to offer no cross-feed at all to other skills. Similarly the study of all that has gone before isn’t broken down into sub-areas, although there is a vague caveat that "In a medieval-type setting such as that of Aerth, historical knowledge will be somewhat limited to regional areas, rather than the overall world."

Really Gary? Would it have killed you to replace that wasted word count on what history is with the names of half-a-dozen epoch/continent-spanning sub-areas?

(declaration of interest: the author studied Eng Lit and History at university and considers the latter to be the only Humanities subject worth a damn.)

Hypnotism
"Drugs are for losers. And hypnosis is for losers with big, weird eyebrows."
-- Philip J. Fry, time traveller

A page of mesmerism abilities. Depressingly quasi-realistic; there are no Chandu the Mystic ("Your gun is burning hot.") or Thulsa Doom ("Come here my child" *splat*) swirling-eyed kewl powers. That sort of magic hypnosis is apparently covered by the Magnetism skill, which is off in the Spirit section of the skill list.

Inducing a hypnotic state requires CT = MMCap (*gluk gluk*) for a willing subject, AT = MMCap for an unwilling one. Translated to English that’s an average of 30 seconds to put friend under, and roughly an hour to break down the will of someone who dislikes you and your Derren Brown act.

Once you have them under your power you can choose one or more of the following violations of volition:
  1. Memory regression - can be used to recall forgotten information. Can also be used to regress to previous lives, although this may cause Mental damage. 3d6 damage for being forced to relive a previous death; a figurative knife to the brain.
  2. Hypnotic persuasion - command the subject to perform short, simple actions to the best of their ability ("You are now a chicken"). Hilarious brainwashed kamikaze cultist action is specifically excluded. Which sucks.
  3. Post-hypnotic suggestion - you saw The Manchurian Candidate, right?
  4. Heal Mental damage - the talking cure as cure light wounds for the mind. Be warned that a poor roll will end up causing more damage.
Characters with Mental Trait totals <48 or >100 are outright immune to mundane pendulum-swinging hypnosis.

All very *meh* I'm afraid. Yes, its the stuff of good villain plots, but the talking cure doesn't make for  good 'slam, bang' heroism.

Influence
Make people do your bidding with words.

Seven sub-areas:
  1. Debate
  2. Persuasion
  3. Salesmanship
  4. Demagoguery
  5. Misinformation
  6. Oration
  7. Propaganda
Sub-areas 1-3 are used against individuals, 4-7 against groups.

I don't even know where to start with this mess. Debate is (supposedly) just rhetoric+logic. How is Salesmanship not an aspect of Persuasion? Oratory *is* persuasive public speaking, to whatever end (demagoguery, propaganda, etc.). And surely Misinformation is a function of the existing Deception or Espionage skills, depending on circumstance?

Journalism
Gathering information, conducting interviews, composing and publishing articles: the full panoply of scurrilous Grub Street Hackery. No sub-areas; you are all-round nosy vermin. I'm not sure whether the various aspects of this skill wouldn't be adequately covered by other skills. Was journalism a distinct discipline in pre-modern societies? I think not.

Law
You know the about the laws of a particular country, usually your nation of origin, and have a handle on what's illegal in foreign jurisdictions. With a skill of 41+ (and a non-plebian Social Class) you can ponce about in a gown and horsehair wig playing clever buggers with semantics and other people's lives.

Law has six sub-areas:
  1. Civil
  2. Criminal
  3. Government
  4. Matrimonial
  5. Tax
  6. Probate

Unlike most skills sub-areas in Law are only available to characters with a skill score of 31+. One sub-area /only/ at 31, and an extra one at 51, 71 and 91.

So, for the purposes of Advanced Mythus, EGG thinks it perfectly reasonable that Appraisal, Languages and Law are detailed, specialised and restrictive, but that the hard sciences (biology, engineering, geology, etc) are just an amorphous grab-bag mass of largely useless general knowledge. I'm not sure what that says about the man, or his game...

Linguistics
Oh, what a delight. Because we haven't heard enough about languages yet. Your study of the formal structure of language adds 10% of this skill to all your language skills, and knocks 10% off the time taken to learn a new language (and all of its cascading attendant gibberishes, you masochist).


Lip Reading & Sign Language
The Mythus language mess: even in deaf(ness) there is no escape. You can lip-read a spoken language you understand on a successful roll. Don't speak the lingo? Can't parse the meat-flapping face shapes I'm afraid.

There's also a suggested list of sign language sub-areas. These are divided up by profession and interest: alchemist, assassin, beggar, deaf/mute, dweomercraefter (by school), gypsy, hunter, pirate, priestcraeft (by ethos ~and~ by pantheon), secret society (specific named), soldier and thief all have their own unique forms of non-verbal communication, details of which are hand-waved. (Sorry!) You know one type of sign language per 10 skill points.

Aerth: a world with half-a-dozen varieties of German, and where pirates have a universal sign language. That could actually be fun if played for laughs. ("No, sorry. He speaks a different type of German to me. We do have alchemist sign language in common though, so anything you want to know about chemicals...")

Literature
You can appreciate literature and act as a critic. No, really. Doesn't cover making new literature, that's handled by the Poetry/Lyrics and Creative Writing K/S Areas, which are apparently Spiritual in nature (I'm sure there's some vague hippy-ish rationale about 'channeling the muses' behind this). This skill explores whole new levels of pointlessness, even by the standards of the Advanced Mythus skill system.

Logic
What's this doing here? Surely Logickqkc would be more suited to the science-is-bunk bizarro world of Mythus? Once you get past the pompous, nigh-Websterish definition of logic (*gluk*) it turns out that this is a 'clue me' skill, albeit one that rewards players who actually studied formal logic in school with easier Difficulty Rating modifiers.

Yeah. There’s rewarding player skill, and then there’s just rewarding paying attention in class. I think not.

Magick
The reason for the New Agey, patchouli-scented mis-spelling of the standard English word 'magic' entirely escapes me, but its probably worth a drink on the grounds of needless neologism. Matchjicqk is counterpart to Dweomercraeft both in drunk spelling, and in that the lower of the two skills determines how good you are at casting spells. Having the Myajik skill generates Heka, which is nice. Given that Magick is such a broad skill "...in a magic-active milieu like Aerth..." we're cheerily referred off to the Mythus Magick book for the full spiel. So, more incompleteness-by-design "buy our next book" bollocks.

Surprisingly, THAT table of spell effects by skill level doesn't make an appearance.


Mathematics
You can do sums good. Apparently the world of Aerth has such things as algebra and calculus, even though the fundamental laws of physics there are arbitrary and illogical (e.g. gunpowder just doesn't work, but candles burn and the sun continues to shine). Adds 10% to Cryptography skill.


Medicine, Veterinary
Another kick in the balls for science:


Yep, in the skill description for horse-doctoring we're directly informed that Earthly scientific (western) medicine does not work on Aerth. No antibiotics or vaccinations allowed, sorry. What do you know? It turns out the Evil Eye really does give your cows the murrain, and that disease is probably caused by demons. Oddly enough both Herbalism and Oriental Medicine *are* valid skill picks on Gareeze Wurld: wisdom is obviously wiser when it's fringy or exotique.


Military Science
Generalling, staff work and chinless Rupertry, not the actual hard work of marching, stabbing and bleeding. Allows you to identify weapons, units or formations, and grants you "...some idea how to plan a mission for maximum ease and efficiency." Yet another reason the superfluous Fortification and Siegecraft skill can go and die in a ditch. I’m actually quite surprised that EGG (a known tin soldiers nerd) didn’t slip a full military strategy mini-game in here.

Native Tongue
This is exactly what you think it is. It’s assumed that anyone with this skill at 10+ is literate. There's also an odd little rulelet that impersonating a person of another social class requires a skill of 41+.

Navigation
Grants both a vague internal compass (Where's north?) and the ability to use navigating tools like maps, sextants and compasses. Someone with this skill and the appropriate trappings is capable of being a ship's navigator.


Perception (Mental)
The first of Advanced Mythus two 'ping' skills. Why do you add Physical Neural Capacity to it? Because it involves using your physical senses. OK Gary, but I'm really looking forward your description of Perception (Physical)...

Four sub-areas:
  1. Anticipation
  2. Understanding
  3. Detecting
  4. Noticing
Half a column of dusty dry prose draws over-subtle distinctions between these sub-areas ("Detecting is the connection of previously but unconsciously recorded sensory and mental data, when triggered by current stimulation." blah, blah, blah...) and only confuses the issue. I was pretty sure I know what each sub-area did until I read the description. Now?


What a mess. I mean, how do you even manage to balls up a nice, simple 'notice stuff with your brain' skill description?

Phaeree Flora and Fauna
You know about the wild and woolly pixie-infested alternate world. Skill is maxed at 25 unless you spent time in Faerie. Even though Faerie is specifically divided into 3 discrete chunks (Seelie, Unseelie, Borderlands), and the skill description actually says that time spent in Faerie only increases maximum possible expertise in the area you visit, there are NO sub-areas. Consistency in writing rules is obviously the hobgoblin (or possibly spriggan, or maybe nixie, or...) of small minds.

Political Science
Your character did PPE at university. This skill "...can be used to analyse politicians, policies and political events for abnormalities and hidden agendas...", which may be handy when rooting out Deep One infestation on the district council. Political Science is really just another 'clue me' skill for something OSR types handle by player-GM interaction.

Public Administration
Hermes Conrad knowledge. Apparently this "...is a 'must' Area for a persona who is to hold any form of public office successfully for any extended period of time." It's hardly "By this axe, I rule!" is it?

Rarities
Knowledge of, and ability to identify, valuable items. General categories (but manifestly not sub-areas; I imagine we would have been told if they were) include "...antiques, art, coins, gold and silver work, museum pieces, pottery, porcelains, rugs, sculpture, Staffordshire [wtf?], and tapestries."

Two skill checks are made per examination: one to correctly identify, then a second to determine authenticity. Oh, the excitement! Indiana Jones only wishes his adventures were this gripping.

Depressingly this is yet another entirely needless skill, which in this case replicates existing uses of the Appraisal and/or Criminal Activities, Forgery skills. Another specimen quality example of Bad Design then. Does a rule being entirely superfluous count as a wasted paragraph for the purposes of the Mythus drinking game? I judge ‘yes’. (*gluk gluk*)

The idea that you can appraise chunks of one specific English Midlands county tickles me though. I picture some poor Aerth-ish scholar pining for the chance to show off his hard-earned and encyclopaedic knowledge of a place that doesn't even exist in his world: a screwy inversion of the nerd who wants to share his knowledge of the minutiae of Tolkien/Dr Who/80s cartoons. (Hey, I’m taking my laughs where I can get them.)

Sociology/Culture
Knowledge of the customs, mores, attitudes and taboos of foreign cultures. Succeed in a "Hard" (skill x1) Sociology roll to mitigate "You are a dirty foreigner and we despise you" SEC-loss by 1 level. No cross-feed from other skills, and no sub-areas, coz all beastly foreigners are the same.

Spellsongs
Warbling hippy magic that requires the Music (surprisingly not spelt ‘Musick’) K/S Area to use. THAT table of spell levels is back again, this time headed Spellsong Castings. Spellsongs take longer to cast than most spells, but cost less Heka and require you to make a noisy tit of yourself for the duration. Heka cost is doubled if you can’t also plonk away on a musical instrument while doing your poncy caterwauling magic. The Spellsong skill generates Heka as normal for a magic skill, also gaining additional Heka from Musical Composition and Poetry/Lyrics skills. Got all that? Good.

This skill description is rife with unexpected new jargon about how Spellsongs affects the TAD (Time, Area, Distance - Mythus-ese for Area of Effect) and Effect/Force/Material (not the foggiest, I think it translates as ‘spell effect’) of Castings. Huzzah! Let us celebrate the entry of these newest pet gobbledygooks into our lives in the customary manner. (*gluk gluk*)


Subterranean Aerth
Knowledge of the "...underground maze which honeycombs the whole of Aerth". In any game but Advanced Mythus this combination of Geography and Navigation for monster-infested magical cave networks would openly be called ‘dungeoneering’. Thanks to the law-trolling of TSR however the man who introduced the concept of dungeon-crawling to popular culture is unable to call an entrenching tool a spade.

Seven sub-areas
  1. Upper Levels (The Byways of Shallowshadow)
  2. Middle Levels (Midgloom Mazes)
  3. Lower Levels (The Deepdark Labyrinths)
  4. Flora and Fauna of the Upper Levels
  5. Flora and Fauna of the Middle Levels
  6. Flora and Fauna of the Lower Levels
  7. Sapient Dwellers in Subterranean Aerth

Areas 1-3 are knowledge of layout and notable features of the cheesily named underworld, including holes and shafts (*fnarr, fnarr*), lucid areas (glowing crystal caverns and fluorescent fungi groves AFAICT), oases, etc.
Areas 4-6 cover your understanding of those wacky underworld ecologies ("What the hell do they eat down here?").
Area 7 allows you to tell Morlocks from CHUDS from Mole People while you’re rampaging through their homes in search of loot.


Surveying/Topography
Urban settlement layout, landscape gardening and general "this landform would look better over there" skill. Also useful for making maps: Topography governs how accurate your map is; Cartography how legible it is. Doesn’t cross-feed to the Geography/Cartography skill though, so Surveying’s supposed usefulness is strictly colour.

Wait, wut? "Geography/Cartography"? Ain’t no such skill! Piss-poor editing rears its ugly head again.

Trade Language
A column and change on the distribution of the assumed koine of Aerth: Trade Phoenician. All the information we’re given on the distribution and frequency of Trade Phoenician speakers should arguably be somewhere (anywhere!) other than the skills section. That’s setting background; not the type of thing a player is going to need to know about using their skill in the game.

Included is a table that could - and arguably should - have been part of the general language rules:

See, this should have been the dialect rule

The above may actually be semi-useful rule for games that use a single Common language and/or generic racial languages (Elvish, Orc, Roper, etc). Travelling far from home? What are the odds that these exotic far-away types actually understand your peculiar idioms and grammar through that absurd yokel accent you have?

Toxicology
The fine art of poisoning, including some quick-and-dirty brew poison rules. Although we’re referred ahead to Chapter 12 for the full rules on poison and its use, these are adequate and yoink-able for a rules-light Classic game:


In what must be a first in the entire Lets Read Mythus experience I sincerely wish I’d read this before I’d started flailing away at the poisons rules for Small But Vicious Dog. (Wow, hold on a second... *gluk gluk gluk*) Add some pricing to the above table and you’ve pretty much got a complete Lucretia Borgia Memorial Poisoning Rules sub-system.

Weapons, Military, All Others
Why not just call it Weapons, Siege Engines? Most of the skill description is a glossary of the usual pre-modern siege weapons including "...gravity motivated cylindrical or spherical objects (logs or boulders)..." I elect to believe that last was an in-joke from EGG’s wargaming days, because to believe it was intended in seriousness would have me in the bell tower (and blood on the quad [link to song]) in short order.

Zoology
You know about non-domestic animals. No ruling on whether you know about mythic/fantastic creatures, which is a sore oversight in a world where the typical medieval bestiary is actually a factual textbook. More sloppy writing not picked up by playtesters or editors.

And, at page 161, we stagger - pie-eyed and bewildered, our brains full of things that cannot be unseen - to the end of the Mental skills of Advanced Mythus. A few stealables, a load of acronyms, some sloppy editing, and a whole heap of verbiage: pretty par for the course for this abominably over-written game. In an uncanny symmetry with meaning only to the fatally Mythus afflicted we’ve covered both two fifths of the book and two-fifths of the skills.

Oh god, no! The search for any sense or sanity in this vortex of madness has taken its toll. Send help! Or possibly more sweet, numbing booze...

Next time: we get physical [caution: link contains excessive amount of 80s-ness-nesses] as our ongoing review of "WTH was EGG even thinking?!" explores the many and varied Physical skills of Advanced Mythus. Offerings for our delectation include: Acupuncture, Combat skills, Clothwork, the fine art of Heka-Forging, and all eight (entirely essential) sub-areas of Cultured Palate.

-----

Art of the Section
The Mental skills section is broken up by quite a lot of art. No less than eight-and-a-bit pages out of twenty-six in this section are taken up by pictures:

1 x b+w 1/4-page picture
2 x full-page colour plates
3 x double-spread colour plates

Five out of the six are - and I’m doing to make no bones about it - pretty uninspiring. Their excision from the book would be no loss.

First off we have a full-page piece by Paul Daly that looks like something out of a Prince Valiant comic. ‘Baron All-the-Teeth plots his revenge’ or something. This would have been fine as a black-and-white incidental piece, but as full-page art it’s rather lacking.

"Isn’t it clever how the teeth follow you around the room."
-- The Blessed Pterry

Pages 148-149 offers us a two-page colour spread of feasting Egyptians. I have no idea what value this piece is supposed to add, and can only surmise that Midgette, Meyer and Bryant were shoring up their portfolios for a planned move into the historical illustration field.

Pages 151-152 is a piece by Midgette, Meyer, Kirk and LaMonte showing us a day in the working life of Crazy Ahmed the Roofer. What’s that? Of course he’s a roofer. Just look at his stern disapproval of the cheap, shoddy job of tile-laying done by his predecessor. I can’t imagine why else a swarthy turbaned man would be crawling around the roofs of a generic oriental cityscape, can you? An assassin you say? Rather unlikely...

Page 155 includes another black-and-white linework piece by G (Daniel Gelon, IIRC) of some burnoosed bumpkins bowing to a temple dog/beartoad statue(?) on a plinth. The figure has echoes of both South-East Asian and Meso-American sculptural forms, which is a nice contrast to the barren Araby-ish plain of its setting.


See what I mean about the b+w incidental art in Mythus being better than the colour work?

Page 156-157 ... I don’t even know where to begin here. Darrell Midgette offers us a view of a typical day in the wondrous realm of Phaeree. Centaurs, unicorns, fauns, toadstools, a dragon and suchlike Central Casting fantasy types frolic in a sylvan idyll under a sickly pink, purple and yellow sky. Although the composition, execution and colouring are passable the whole couldn’t be any more ‘generic fantasy’ if it tried. Imagine the coolest, most mind-blowing fantasy art you ever saw: this is the diametric opposite. Darrell Midgette and Zak S: aesthetic antimatter.

Page 160 is a full-page piece by Allen Nunis of a classical roundship/dhow sailing towards an island encrusted with vaguely classical Mediterranean architecture. It has the workmanlike quality of the art in a well-drawn historical comic from the 70s or 80s. The drafting is inoffensive, but the piece lacks any really zazz. There’s none of the ‘value added’ fantastic realism you might see in DAT’s Emrikol the Chaotic or in Dave Gallagher’s Blood on the Reik WFRP art book.

This art makes me sad. Let no more be said of it.

-----


Pic Sources: Dangerous Journeys Mythus rulebook, the electrowubz

Monday, 16 April 2012

Lets Read Mythus pt9

Rejoice! Rejoice! For our month-long grind through Advanced Mythus character generation in search of useful stealables is at an end. We have emerged blinking into the light which heralds a bright new dawn, and the vista which spreads before our bedazzled eyes is:

Chapter 10: Core Game Systems
123 pages into the Mythus book, and we finally get to some actual proper "roll to do stuff" game mechanics. Hopefully all those numbers, acronyms and such will begin to make some sort of sense.

The K/S Operational System
Opens with four paragraphs of blah-blah on abilities and skills in RPGS and the fact that there are mechanics to determine success or failure, with a couple of facile examples. Not worth remembering, take a drink and skip it.

Making Rolls Against STEEP
I can write the mechanic in the same number of words it takes EGG to write that section title: "d%, roll under TN". Snark aside, this is four more paragraphs of text that explain the core Advanced Mythus mechanic: your K/S Chance (ah, never miss an opportunity for some new jargon *gluk*) is your STEEP (*gluk*) multiplied by Difficulty Rating (*gluk*) of the endeavour.

Difficulty in Advanced Mythus is a multiplier to your base skill, rather than the linear +/- modifiers you may be more familiar with from certain other percentile-based RPG resolution systems.


Yeah, the baseline difficulty is to double your skill. Assumption of competence is a nice change of pace from the "you suck and fail, then you suck some more, and then you die" ethos of WFRP. However. Is it just me, or will multiplying/dividing skills scores lead to actual skill level actually not mattering all that much in difficult situations?
"This means that your level of expertise becomes less important, the more difficult a task gets, and a poorly trained character will have fairly meager chances of success even at an Easy task. Gygax is evidently of the opinion that you can tell a true master from a bumbling wannabe by how well they perform an idiotically simple task. At higher difficulties, the differences tend to even out..."
-- Marius Bredsdorff, RPG.net review of Mythus
So it's not just me who noticed that. Here's some back-of-a-napkin figuring:

        STEEP     x3    x2*    x1    x0.5    x0.25    x0.1
Low Starting    17    51    34    17    8    4    2
High -"-     33    99    66    33    16    8    3
Masterful     75    225    150    75    37    18    7

Looks like you'll be depending on dumb luck to save your ass in a crisis, coz that hard-earned skill won't.

So far, Chris no like.

Rolling Against HP Statistics

How fiddly do you want your "roll vs. stat" mechanic? You can roll:

vs. TRAIT (3 stat groups) = half it to find base chance
vs. Categories (6 stats) = use as base score
vs. Attributes (18 sub-stats) = multiply by x2-3

I have no idea when a roll against one's Spiritual Psychic Speed might be the correct one ("I can imaginatify quicksier then youz!"), but it’s nice to know it’s an option. Just... not one that I ever see the need to use.

Combined Efforts
Want to try something stoopid hard? Get half-a-dozen skilled friends in to help, and run that Oceans 11 caper as a semi-narrative montage resolved by a single die roll. The more people involved, the less help they are. No formal limit on how many people can be involved in a combined effort action though.


That’s the sort of rule I might actually use, if I was currently playing in a percentile game, or any game that used skill systems.

Combined Efforts of Diverse K/S Areas

Or, ‘pitching in without expert knowledge’. If you only have tangentially relevant skills you can add 10% of that skill to the skill of the person attempting a thing. It's suggested that only 3-6 different skills can be called on for help in this way. It’s suggested that no more than a dozen people can aid on a project in this manner.

Wow, who’da thunk it: Gary had D&D4-style Skill Challenges – situations where everyone pitches in to help – all worked out in 1992. And in less than a page, although you could still easily trim his wording down to a paragraph or two.

Rolling via Guesswork

This is Mythus-ese for 'untrained skill use'; cack-handed attempts to do stuff you saw a dude do once. Once you flay off all the extraneous verbiage, it’s pretty simple and elegant:

Skill you absolutely no have: skill = 01.
Skill you have, but lack the relevant sub-area: +2 DR.

Of course, this being Advanced Mythus, there are additional "elective complexities":

If you have a related skill, or some common knowledge about a thing, you get a skill level up to its corresponding Attribute (GM call). There's a list of 20 or so skills you can do this with, largely commonsense ones (Domestic Arts, Gambling, First Aid, Sports).

Special Successes and Failures

Crit chance is 1/10th your skill: a naked RuneQuest steal.
Auto-fail and Fumble vary by how skilled you are; more skilled characters bungle it less often.


1-in-600 chance of a fumble? Why even roll?

This is a nice change from some mathematically ass-backward (*cough* OWoD) or just plain hateful-to-player-agency (*cough* Fading Suns) systems I’ve seen, but is a little too granular for my tastes.

Determining the Difficulty Rating
A page and change defining the difficulty ratings and offering example tasks.

Oh Gary, you card! You do crack me up sometimes.

We are also offering an expended table of no less than ten degrees of difficulty ("Routine x2.5", "Very Hard 0.75", etc). Great if you want that much granularity, but IMO the extra modifiers in this table should have just been included in the core table as optional rules.

K/S vs. K/S Rolls

Or, as we say in my country (say it with me now): "contested roll". Degree of difference between the two skills involved modifies difficulty in the favour of one contestant and against the other. Both then roll: Special Success beats Success beats Fail beats Fumble. It both degrees of success are the same = tie.


If I read the table (and its page or so of accompanying explanation) correctly having ~20 skill points less than an opponent makes your roll Very Difficult (skill x0.25) and his roll Easy (skill x3). It is obviously REALLY advantageous to have the higher skill in Advanced Mythus.

Frequency of K/S Rolls
Tells you to use your discretion as GM. Subsumed in this non-useful advice are two additional rules which – in a book laid out by the sane - would probably have been entirely separate sections:

Try and Try Again, which defines situations you can and can't attempt a second bite of the cherry. It's column of blah-blah which boils down to

That's ALL you had to say. (*gluk gluk*)

The second needlessly subsumed section, Handling Long Projects, advises breaking large things down into smaller challenges with more rolls (and thus more potential points of failure). *sigh* And for a moment I thought Mythus had left 4E Skill Challenges eating their hearts out in shame. Oh well...

So that's basic core mechanics spread out over six densely packed pages. Although new jargon has been kept within sane levels there are whole chunk of rules would have benefited from an on-the-ball editor with a swift and merciless red pen. It would have been nice to have some better organisation and clearer marking out of what's an essential mechanic vs. what's commentary and advice.

Useful steals? A couple, if you’re a skill-inclined GM. But really, there’s nothing here that shakes the heavens with its innovation or mechanical subtlety.

The Many Uses of Joss
At long last, on page 129, we are given the full speil on Joss. Narrative control points for player use.


Your bucket of Joss points has 9 possible uses:
  1. Modify a DR - can improve your chances, those of an ally, or nobble an enemy by one DR per Joss spent.
  2. Ha ha! I/You hit/missed! - Can cause a single attack by or against you to succeed or fail automagically.
  3. A Mere Flesh wound - Can modify the severity of an inflicted hit; increase to Crit or reduce to normal.
  4. With One Bound... - Escape capture, stranding or imprisonment - 1-5 Joss depending on alertness of guards and degree of isolation.
  5. Clue me - 1-6 Joss depending on magnitude of your "sudden inspiration".
  6. Need a friend? - 1-6 Joss to gain a one-time Special Connection.
  7. Need cash? - 1-5 Joss to simply happen upon no-strings cash = Disposable Monthly Income.
  8. It's Not So Bad - Reduce severity of bad situation: can reduce poison or disease effect; stop your horse from fleeing/being stolen, etc. 1-6 Joss, more "...if it was due to your own carelessness." (A classic little bit of EGG tough love there)
  9. Oh No You Don't! - Negate Joss spent by others on a one-for-one basis.
Pretty standard Fate Point/Grace of God mechanic then. But it is nice to see the limits of what Joss can and can’t do set out so clearly.  Ah, numbered lists and indenting, where have you been all this time?

Movement and Time
Pages 131-132 are rules on movement speed by foot or mount. The hiking/jogging/running rules are pretty unsurprising for anyone who's ever played a classic FRPG, although the inclusion of crawling speed (1/10th normal) and stacking adverse terrain effects are nice. I’d have simplified the latter further and included bloody encumbrance effects, but that’s just silly old me.

The mounted movement rules have much more detail, including mount speed and endurance, and some over-complex rules for riding your horse (donkey, elephant, camel, w/e) to death if that’s what gets you off.

The game time rules are largely a rehash of the nested Action/Battle/Critical Turns introduced in Mythus Prime. Two columns of worked examples and hypothetical situations, but otherwise RPG standard. To my shame I only just noticed the A/B/C notation, which is intuitive, but obviously not /that/ intuitive.

The Game Time vs. Real Time section is nothing that the AD&D DMG didn't do first and with more character (and ex cathedra ALLCAPS). The suggestion that a week of real time between sessions = a month of Mythus game downtime is quite cool. That’s your monthly living costs, training time, recovery time, etc. all covered by one simple rule. Knocks the old '1 adventure per level = lord of all you survey in 10 weeks of game time' thing on the head slightly.

Accomplishment Points
Advanced Mythus has three types of not-at-all experience:
  • General, 
  • Specific K/S STEEP and 
  • Exceptional Performance APs. 
This is obviously both logical and necessary. I mean, how on earth did we manage for 20 years with only one type of XP? As you'll see below, they seem almost like two entirely separate advancement systems kludged together and/or thrown in for the sake of completeness.

General AP
Abbreviated AP/G. Awarded at the end of a scenario, 1-20, with around 10 being the average. Expended in a non-obvious manner to buy new character goodness. There are limits to how much AP you can spend on a skill per time period, but AP/G can be saved and expended weekly during downtime.

  1. Add skill points: costs 1-2 AP = +1% to a skill, up to +5% per adventure. Cost varies depending on what your character’s Prime TRAIT is, which is mildly reminiscent of 3E’s hateful concept of cross-class skills.

    Want a skill not related to your TRAIT? Go suck a fat one.

  2. Specialise in a skill sub-area: This self-gimping costs! 5-10 AP and two weeks of game time training.
  3. Buy new skills: costs 5 AP + 1-2 per 1% of skill. Takes one week of study per skill point gained. You don’t add your Attributes to newly-developed skills.
  4. Buy new Heka-Generating skill sub-area: these aren’t gained automatically as skill increases. You have to pay 10 AP, study for 10 weeks, and /then/ make a successful roll to learn a new sub-area. What this roll entails is not defined; we’re referred to a nebulous ‘as above’. You can also learn entirely new Heka K/S Areas. Those costs 20 AP (30 for skill outside one’s Vocation TRAIT) and 20 (or 30) weeks of study and a successful “Very Difficult” (skill x0.25) Occultism or Mysticism roll.
  5. Buy new Joss: costs 1 AP per point you’re buying up to. So buying up from Joss 5 to Joss 6 would cost 6 AP, 6 to 7 would cost 7 AP, etc.
  6. Buy Attribute Points: each +1 to an Attribute is costed per the table reproduced below:
  7. So buying an Attribute up from 8 to 12 will cost (6+6+6+8=) 24 AP. The worked example in the book is incorrect, which is just more editorial job-snoozing. Skill scores are not improved by Attribute additions, which is a small mercy.
  8. Buy Special Connection: 5 AP gets you a new imaginary friend.

Specific K/S STEEP APs
That section heading must be some kind of Mythus jargon yahtzee, and I hereby honour its full alphabetti spaghetti glory in the accustomed fashion. (*gluk gluk gluk*) K/S STEEP APs are awarded for "...making skillful and clever use of one's K/S Areas." They can also be dished out to the screeching gibbons you game with as a ‘reward for winning’ if one achieves a Special Success on a roll of “Extreme” (skill x0.1) difficulty. 1-5 points, added straight to the skill right there during play.

Exceptional Performance APs
Awarded only "...for very expert and clever play..." Expending one of these immediately adds +1 to an Attribute, grants a new Special Connection, or restores 1d6 Joss (to the maximum of 14). Super Magic Mythus Abbreviation is "AP/X", the resemblance of which to the word ‘apex’ can’t be coincidence...

Dammit! Why oh why did I forget to include a “Drink if you spot a sly Gygaxian pun” rule? Oh, that’s right: liver damage.

The Art of Studying & Training
Essentially training costs, but not in the 'pay to play' AD&D advancement sense. Advanced Mythus characters can expend money during downtime to gradually enhance their skills and Attributes.
  • Skill training is relatively cheap: 200 BUCS and three months of training, gain 1d6-1 skill points in a skill. You can train in up to four skills at once.
  • Attribute training starts out at 500 BUCS and three months of training, and rises in cost as one goes above 15 in a score. It gets progressively harder and more expensive to improve Attributes beyond this point, which I suppose is logical.
  • You also gain +1 Joss per game year spent not adventuring.
Don't agree with rewarding people who can't even be bothered to turn up myself, but some might like this.

So all told Advanced Mythus experience rules are the kind of mish-mash that makes the poor player cry out for the elegant intuitiveness of BRP’s tick-to-advance system, let alone the sheer simplicity of D&D’s *ding* level up. Nothing here worth looting I’m afraid.

This depressing barrenness beings us to the end of page 136, and I call halt. Ahead stretches the seemingly endless desolation of the K/S Area Descriptions section: sixty-four pages of detail on skills, skill sub-areas, and the use of skills in the Advanced Mythus game. Next week sees the start of a true Let's Read death march.

I'm now going to curl up under a duvet with a bottle of vodka and read RISUS until my urge to gnaw my own leg off fades to normal background levels.

Art of the Section

Chapter 10 offers only a single picture to relieve the endless swathes of text and tables: page 135 has an Elisa Mitchell pic of awesomeface demon leering around a rock outcrop framing a glowing treasure chest and skull. Well-executed, and nicely old school in the balance of profit and threat.


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Pic Source: Dangerous Journeys Mythus rulebook
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