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==Concerns & Considerations for Running Mythic with PDQ== ===Interpretation=== Interpretation is a fine art, and spending too much time fretting over a meaning can lead to system shut-down. Mythic only gives very vague results, which at first might not have any real logical connection with the action; this can be frustrating. It's good to go with whatever pops in the head first, even if it's only a tenuous connection to the listed meaning. Going with bold, interesting interpretations leading to immediate action and/or consequences usually works out best. Don't worry about whether or not you knew that you wanted—or didn't want—a particular outcome or scene setting. It has to come from the players' minds anyway, so it's best not to agonize over any choices. That's pretty much straight out of the Mythic book, but it's great advice, nonetheless. ===Upshifts and Rules Arbitration=== Mythic GM Emulator also works well helping to adjudicate rules. One of the fun features about PDQ is the use of upshifts based on good description. A player can rate his or her attempt being made to describe particular maneuvers in combat (either for attack or defense). Is it “Likely” that the attempt produces an upshift? What one really needs is an agreement that the attempt was good enough to earn an upshift to the roll. Sounds like cheating? Not at all! First, players really wouldn't want to over-elaborate on dull things or pointless action. A player will ask these questions when the characters really need it—the drama will be high and the characters placed in some sort of desperate situation. That's when they need it, and the narrative will reflect this sort of elevated dramatic circumstance. Plus, one may likely find that one describes NPC action with as much descriptive detail because of the narrative demands (even without realizing it). That means NPCs get this benefit too. It's safe to be generous about rating one's own attempts. For that matter, a player might consult with Mythic about whether or not a particular Quality is relevant. Always give a generous assessment of likelihood about whether a Quality is relevant and then, if the situation comes up again, the players can assume a consistent result. The same effect can be applied to NPC Qualities. If the PCs' Qualities are broadly applied to different situations, the same goes for the baddies. Then, game balance is a no-brainer. It doesn't matter if a GM (or GM Emulator) allows extraordinary benefit of broad Quality Penumbra, because both sides will benefit. It's also fun to stack qualities. A game for all those min/maxers, without perverting the system. Of course, one has to write a convincing description. Also, Fortune Points falls into the above category. They're not exactly easy to earn. If unsure, ask Mythic. The players can always reserve the right to award one another's characters a point for interesting and exceptional roleplaying...but perhaps only one every few scenes or so. ===Story Hooks=== When characters accrue Story Hooks through assigning Damage to Qualities, apply them as soon as possible and ask Mythic when in doubt or to clarify. Event Focus and Meaning can help to understand the nature of the Hook. ===Turns=== It might be fun option to take turns to set each subsequent scene, and not worry about deferring to one another. Just do it. Each player will, no doubt, have his or her own style of interpretation; but if the players slow down to query opinions, it can take extra long (unless a player is really stumped). By doing this, the players will enjoy a far faster game than the average pbp. Each player can run his own conflicts, running either a few turns at a time, or the whole conflict in one go, depending on the length and scope. If it's a long conflict, then a few turns at a time before deferring to one another is appropriate rather than the whole thing. Then it can be quite cinematic, panning from one character's spotlight to the next. One other option is to adopt a convention from ''PDQ Sharp!'' “Duels”—all opponents split into one-on-one duels or groups against one character. Of course, if there's a powerful opponent, the PCs would naturally gang up on it and take it turn by turn as needed. But as a general rule, at the start of a conflict, the players would decide who pairs up with which opponents. For example, if there are ten minions, how do they divide? (Perhaps moot point in terms of minions, since they would get maximum 3d6 + MOD on a character, redistributing as needed.) This maybe won't be an issue at all. ===OOC Text=== After the first few scenes, the players shouldn't feel the need to record every question and answer in the post, or details with the rolls, as that can all slow down the post. Random events might be recorded, but all depends on one's taste. Sometimes a player might list the details something like, "Are there 2d6 mooks? Yes," or "Karesh attack: 14 vs. TN 9." Sometimes it's simply easier to leave it out unless the notation of it is useful for future reference.
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