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Mythic Fate A JRPG
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= Running the game = Current Issue: Impersonating kitsune in leadership Impending Issue: Shifting and confusing laws ==Threads== Random table of current threads 1d6 1-2 On the run from capital forces 3-4 Dealing with green scar bandits 5-6 Reach Bloom-Harvest a safe harbor. ==Characters== Random table of current NPCs in Mythic groups can count as NPCs 1d10 1 Kitsune Conspiracy 2 Fenrin 3 Porsea 4 The mollian Family 5 Lady Victoria Mollian 6 Prince Edward, Young heir to the Gerdermian throne 7 The green scar gang 8 The green scar bandit that have taken over the village 9 Green Scar females that have charmed the villagers. 10 Villagers of the south forest village 11-12 reroll ==Situation and Scene Aspects== Suspicious Movements ==[[Mythic_Fate_JRPG/CurrentCombat|Current Combat]]== ==[[Mythic_Fate_-_Enemies|Creature and Character Stats]]== ==Dungeons and Wilderness== A method of running dungeons and other maze like locations where exploration and ability to travel are important. When calling for a dungeon a goal must be chosen then the location must be planned. ===Designing a location=== First give the location a defining aspect and 2 to 4 environmental description aspects Second stat up the location using the following skills. *Complexity: The average obstacle to navigate this location, low complexity is a well lit straight path high complexity is complex branching maze with many mental effects. *Density: The average Obstacle to movement in this location, low Density have no to little impairment to travel, while high density is full of rubble, plants or pits that block paths. *Hazards: The average obstacle that causes harm be it mental or physical in this location, failure on these rolls can causes stress or peril rather then increased depth. Low Hazard locations have little in the way of danger mostly natural hazards and high hazard locations are full of actively maintained traps. Optional These are skills used to make a location more interesting and dynamic but can ignored and replaced with aspect invokes and compels or Mythic questions. *Rewards: The average difficulty in finding useful and valuable goods in this location. The types of rewards are defined by the location aspects. This skill is rolled as the result of success with style in a location or the result of explicit searching. Low reward locations are barren and picked clean while high reward locations are rich jungle temples filled with treasure and rare herbs. *Threats: This denotes the chances of having an encounter with local creatures. How often this is rolled against is dependent on location but usually measured in once in X turns. Low Threat locations have a few weak passive creatures while high threat locations a full to the brim with strong aggressive actively hunt creatures. Finally all locations gain a depth which is the number of shifts needed to traverse the location. Locations where the goal is to reach a centre and get back out again will have 2 depths (most often equal) for the inward and outward journey, with sometime the skills and aspects shifting. Standard depth is 2*number of active characters. ===Method of Running a Dungeon=== #Create an initial Obstacle that fits the location and choose a location skill that fits that type of obstacle. #One character is chosen to take the lead in solving this obstacle describing how they and the rest of the party work solve this issue. #The player rolls one other their characters skills fitting the description VS the skill describing the obstacle. #Successes reduce the depth needed to complete the goal, while failure increase the depth. (Hazards have the option of dealing stress instead) #Once the changes of depth is done the player who attempted to solve the last obstacle chooses a new one and describes it to the rest of party. #A New party member is chosen to take the lead in solving this obstacle and the system repeats. ==Future Plans and Ideas== ===Plot Structure of a standard JRPG=== #A bunch of strangers (with occasional pre existing connection) meet up #Have a short linear route to learn the mechanics (one town, one dungeon + area boss) #Meets the first villain proves themself a jerk #Spends the first disk chasing this character or running from them with the villian doing more stuff #mean time spend time dealing with local problems and points of interest #Finally meet and fight the villain, most often lose this fight but find out he just an agent of a bigger bad #The wider world opens #The second disk is spent dealing with the big bads agents including the first and their plots #plus spend more time dealing with local problems and points of interest #Defeat/befriend the last agent of the big bad find out the location and true plan of the boss #focus in story and mechanically by doing the last few optional and side quest to build up power #Challenge the stronghold of the big bad (sometimes the body/soul of the big bad) #fight and defeat the final big bad (who has multiple forms) #a final cutscene/post game where you see how the world has changed due to the effect of the big bad and his agents no longer doing evil. Mechanically you can treat dealing with local problems and points of interest as minor milestones, stopping an agent's plot as significant and dealing with agents as major milestones. ===Potential Locations=== *A [https://twitter.com/Ishton/status/1108223362243969024?s=19 Snake statue Oasis] Harbouring a naga village. *An abandoned Research laboratory *some sort of no mans land on one border of Gerdermia. A fallen kingdom of some kind, that's now a scarred series of unaligned villages with plenty of ruins and old castles for pirates to hid in.
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