Post by Bluddworth on Mar 3, 2018 2:22:39 GMT
Greetings all,
I have often found myself in the role of Myth Master or GM in other games. I know that it is sometimes a nerve racking idea for new players to take their first try at it. If I may, here are a few tips from a journeyman (I’m sure as heck not an expert).
First, you do not have to be a master of all of the rules. I suggest you run a few scenarios on your own and take notice of the skills, tables and even dice that you use most often. Your scenarios should involve every aspect of the game: character creation; combat; travel; non combat challenge; spells / favors; healing and recovery; etc. Once you have done this, you will have a number of charts, tables and dice in your mental vision of what are likely to be needed in a normal game session.
Second, tailor the game rules to fit your concept of what is “streamlined”. Don’t worry about omitting some of the rules, MYFAROG is meant to be modular and if you’re finding certain rules to be too crunchy, then your players will likely feel the same way. Replace crunch with narration, your players will prefer this.
Third, the setting and lore of Thule is rich and unique but it is also just the foundation of your campaign. Use it as a basis to spin your own tales of the evolution of the setting. Remember, the players are telling to story of their characters within your campaign, in Thule’s setting. Story telling should be Player Character driven, followed by campaign development, influenced by Thulean lore.
Fourth, write your own adventures. Now to be honest that is pretty necessary for MYFAROG, there are only three or four official adventures available. But, when you write your own adventures you not only learn the game mechanics faster, but you can also create adventures that are tailored to your players’ desires for the types of adventures that they tend to like. Of course, you throw a curve ball once in a while (sorry I don’t know a European equivalent for that), to keep the players a bit on their toes.
Fifth, don’t forget the uniqueness of Thule. Try to capture its lore, its cultural structures and even the lurking and impending dangers that it possesses. You don’t have to be a walking encyclopedia of Thulean lore, but there are a few sources that you should read. The core book is an obvious choice, but Curses & Gifts, Travels & Treasures, and Deus Ex Machina are really good for a Myth Master to have. You are of course encouraged to have everything that Varg and his wife Marie have written, but the books I mentioned above are a good start.
Finally, and this has more to do with the mindset of player than Myth Mastering, MYFAROG seems to have attracted players that are more excepting of death than you might be used to in other more mainstream RPGs. I’ve grown fond of describing the player character as being an ordinary person looking to do extraordinary things, but in Thule even the ordinary can kill you if you don’t pay attention. This is not to say you throw a handful of level 1 characters into the maw of a dragon. But you don’t fret over the warrior who dies bravely or the fool who dies foolishly.
I hope these points are accepted as mere suggestions from a non expert. I welcome any commentary and even disagreement or correction, I know there are better Myth Masters than I.
I have often found myself in the role of Myth Master or GM in other games. I know that it is sometimes a nerve racking idea for new players to take their first try at it. If I may, here are a few tips from a journeyman (I’m sure as heck not an expert).
First, you do not have to be a master of all of the rules. I suggest you run a few scenarios on your own and take notice of the skills, tables and even dice that you use most often. Your scenarios should involve every aspect of the game: character creation; combat; travel; non combat challenge; spells / favors; healing and recovery; etc. Once you have done this, you will have a number of charts, tables and dice in your mental vision of what are likely to be needed in a normal game session.
Second, tailor the game rules to fit your concept of what is “streamlined”. Don’t worry about omitting some of the rules, MYFAROG is meant to be modular and if you’re finding certain rules to be too crunchy, then your players will likely feel the same way. Replace crunch with narration, your players will prefer this.
Third, the setting and lore of Thule is rich and unique but it is also just the foundation of your campaign. Use it as a basis to spin your own tales of the evolution of the setting. Remember, the players are telling to story of their characters within your campaign, in Thule’s setting. Story telling should be Player Character driven, followed by campaign development, influenced by Thulean lore.
Fourth, write your own adventures. Now to be honest that is pretty necessary for MYFAROG, there are only three or four official adventures available. But, when you write your own adventures you not only learn the game mechanics faster, but you can also create adventures that are tailored to your players’ desires for the types of adventures that they tend to like. Of course, you throw a curve ball once in a while (sorry I don’t know a European equivalent for that), to keep the players a bit on their toes.
Fifth, don’t forget the uniqueness of Thule. Try to capture its lore, its cultural structures and even the lurking and impending dangers that it possesses. You don’t have to be a walking encyclopedia of Thulean lore, but there are a few sources that you should read. The core book is an obvious choice, but Curses & Gifts, Travels & Treasures, and Deus Ex Machina are really good for a Myth Master to have. You are of course encouraged to have everything that Varg and his wife Marie have written, but the books I mentioned above are a good start.
Finally, and this has more to do with the mindset of player than Myth Mastering, MYFAROG seems to have attracted players that are more excepting of death than you might be used to in other more mainstream RPGs. I’ve grown fond of describing the player character as being an ordinary person looking to do extraordinary things, but in Thule even the ordinary can kill you if you don’t pay attention. This is not to say you throw a handful of level 1 characters into the maw of a dragon. But you don’t fret over the warrior who dies bravely or the fool who dies foolishly.
I hope these points are accepted as mere suggestions from a non expert. I welcome any commentary and even disagreement or correction, I know there are better Myth Masters than I.