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Mythic Fate A JRPG
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==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.
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