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About this blog

Discussion about writing game supplements and setting sourcebooks, hypnosis, immersion, ocarina music, and why I write material for Mythras.
About The Author
Occultist, practitioner of chaos magic, Klingon teacher, Welsh language poet, ocarina player, Games Master. Mutant. I'm not into science fiction. I am science fiction.

Entries in this blog

The Call of Sorcery

[Image is "Summoning," by Joseph Springborg] Here is how Mythras, page 113, defines sorcery:- Sorcery is the manipulation of underlying laws that directly control the very fabric of creation. These formulae are complex equations: a mixture of mathematical, psychological, existential, and supernatural principals [sic] that allow the sorcerer to grasp a portion of reality and bend it to his will. Sorcerers do not need to rely on gods for their powers; nor do they need to engage with spir

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Animism and The Spirit World

This article is about spirits, and animism, and animists, and about animists in a Mythras game. Here's what the Mythras Core Rulebook has to say about animism. Animism is magic worked through communion with spirits and the spirit world. It is the magic of shamans and spirit walkers. Such practitioners do not treat with gods or learn their abilities from books or tomes; instead their powers come from the myriad spirits that inhabit the spirit realms, and interact occasionally with the m

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By All That's Holy - Devotion

Of all the rules of Mythras,the chapter on Theism has the potential to provide the greatest contention, because it covers the topic of the player characters' religion. Devotion is one of two non-mundane skills used by theists. The other skill, Exhort, is used to invoke Theistic Miracles. But what exactly is Devotion about, anyway? Holiness Can people really measure someone's holiness by a number? Could a religion's Pontiff really throw down some badass righteous smiting from

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Living A Passionate Life

This article takes a look at an aspect of each Adventurer's makeup which is rarely used, except in dire circumstances as an "extra save roll" when the resistance skills have failed, and before the player uses up a Luck Point to make the problem go away. This article is about Passions. Core Rulebook Mythras, page 282, has this to say about Passions. Bolded parts highlighted by me. Throughout all kinds of fiction, and especially in fantasy, passion drives the plot. The desire t

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Kitting Out The Party

[Cover image is from https://upload.wikimedia.org/wikipedia/commons/b/b6/Atelier_von_Rahmenmachern_und_deren_Werkzeuge_im_18._Jahrhundert.jpg] One of the more overlooked issues about Mythras adventuring is what equipment the Adventurers are carrying while out on a campaign. The basic tool lists on pages 60, 61 of Mythras and page 88 of Fioracitta are good guidelines as to what one could expect to take on an adventure, but there is still a need to plan in advance for the adventure. The

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Let's Get This Party Started

The Adventurers are the core of all games. As games have developed, adventure modules have been less about pre-packaged mazes full of hazards and more about dramas and conflicts, with the Adventurers at the heart of driving the changes. As adventures have developed from their implausible "mazes full of traps and horrors" to more nuanced scenarios and dramas, so too have Adventurers. Modern Adventuring parties now more closely resemble bands of roaming mercenaries, military units or hunting

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Slaying Dragons

[Featured image taken from Monster Wiki - https://monster.fandom.com/wiki/Dragon?file=DragonRed.jpg] This post is a hard one to write, and not for the reasons you might think. Dragon slaying, noble questing knights, castles ... they are all such staples of fantasy, it's hard to get away from such tropes. From Anne McCaffrey's Dragonriders of Pern, through to more modern incarnations in popular media such as Kilgarrah (voiced by the late, great John Hurt) in the TV series Merlin, the dr

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Immersion

One of the most potent storytelling techniques in anybody's arsenal is immersion. Without it, your players cannot really appreciate the setting you have laid out for your characters. Immersion is, in short, a state of mind in which the players are so invested in the unfolding game that they can forget they are in a game at all, and actually live out the adventure in character. Immersion is the reason why some game settings just take off, and others fall flat on their face. The Pow

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GenCon Online 2021, "A Race Through Dark Places"

Most of this week, I have been focusing my attention on "A Race Through Dark Places," my GenCon Online blog set in Fioracitta. This weekend has been a real test of all those principles I've been using, especially the hypnotic storytelling. Welcome to Fioracitta This map is a detail from a region map created by Jim Abbott for Fioracitta, The Heart of Power. The adventure takes place in Escharro (bottom centre left). The six player characters are:- Amares - Adve

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The Civilised Voice - Alternative

And so it's the turn of civilised cultures to come under the spotlight. The words "civic," "civil," "civilian," "civility," and "civilisation" come from a Latin root, "civitas," city. It can be argued that a civilised nation is one which has reached a sufficient level of sophistication as to require urban developments - the formation of communities into cities, plural. Throughout history, there have been a good many examples of civilised societies, each of which thought itself the pinn

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The Late Blog

The Civilised Voice - Alternative ended up being delayed ten hours from its usual go-live time of 12:00 UTC+1. It went live at 22:00 UTC+1. This was due to my ongoing preparations for running "A Race Through Dark Places" for Fioracitta, at GenCon Online, September 17 and 18.   All future blog posts are going live at 10pm UTC or UTC+1 on Saturday nights, from the 2021-09-11 post onward.

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The Nomadic Voice - Alternative

Continuing the exploration of the different Cultures from the Mythras Core Rulebook, this time looking at Nomads. Nomadic people have coexisted with settled peoples since the dawn of humanity. There has been a dichotomy between settled people and nomadic travellers since the first humans left Olduvai Gorge to fend for themselves when it became too crowded. Some humans settled in new places ... others, kept on going. Epic Scale Going by the fossil records, hominins evolved bipedal

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The Barbarian Voice - Alternative

Continuing my look into the four basic cultural backgrounds from the Mythras Core Rulebook. What, exactly, is a barbarian anyway? What distinguishes a Barbarian culture from a Primitive, Nomadic, or Civilised culture? The answer, shockingly, is nothing. "Barbarian" is a political definition - basically, it's "any culture that isn't ours." Technically, "barbarian" just means "foreign," or "outsider," just like "pagan" just means "country bumpkin" and "mundane" means "man of the wor

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The Primitive Voice - Alternative

This week, and for the next few weeks, you're going to take a little side step. You're going to be presented with the voices of the different cultures of Mythras. I know, you've already got The Primitive Voice, The Nomad Voice, and so on, from the Core Rulebooks. But these Voices are different. A Connected World These voices assume two things: one, that fantasy worlds are connected places, where that which affects one person, one place, affects other people, other places; and two,

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What Makes A Great Character?

What makes a player character a great character to play? All too often, I see people asking the most toxic questions in numerous online venues, along the lines of "What if orcs stumbled across Xenomorphs?" or "What if a sorcerer were assimilated by the Borg?" - and I realised something awful recently. What made those questions toxic was that those questions were about nothing but combat. At least, within the confines of roleplaying games and popular entertainment. The unspoken question

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Connected

No character exists in a vacuum. One of the most important, yet overlooked, aspects of Mythras gaming is connections - Allies, Contacts, even Rivals and Enemies. Much old school gaming tends to focus on player characters being self-contained agents of their lives, yet life doesn't work that way. Connections are part of every Session Zero. Every character should go through the process of creating a possible family, background events, and their Connections. This might seem like a waste of tim

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Intuition

Intuition is a great guide for players in a scenario. Reason and logic are good, useful, solid tools for unlocking puzzles - but a player's intuition, the ability to induce rather than deduce, allows the characters to unlock understanding of what is going on in a story. An example: The city of Fioracitta. The Adventurers are sitting around a fountain in Piazza Centimani in Carbo District, carousing with soldiers and civilians, when they hear a loud boom in the distance - specifically, Old T

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Rewards

What rewards are you handing out to your player characters? Have you given a thought that maybe "gold coins, drop treasure, and magic items" might not be enough for your player characters? Rewards are an incentive for players to continue playing, to see the session, scenario, or campaign through to its end. Games Masters have to balance the quantity of the rewards with their quality, and also their variety and suitability for the players as much as for the characters. Short scenarios can be

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Hypnotic Games Mastery, Part 2

Last week's post covered the quest of the Games Master to stay relevant, and the introduction of hypnosis as a tool of Games Mastery; immersion; and the capabilities of the conscious and unconscious minds. This week, we move on to actual use of hypnosis in storytelling and in gaming, as used by the Games Master. The ABS Formula The crucial element of hypnosis is called the ABS Formula. It can be broken into three parts: Engage the Attention; Bypass the Conscious Mind; Stimulate th

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Hypnotic Games Mastery, Part 1

In the world of 2021, between the lure of video games and the rise of solo roleplaying where game engines have been developed to emulate the Games Master's role, the role of the Games Master can sometimes feel precarious. A tabletop game dies if the players desert - but even a single player can enjoy a solo game if they have a solo engine / GM-in-a-box book to automate the GM's role. Games Masters need to up their game, nowadays, more than ever. This is where the fine art of storytelli

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Adventuring

The word "adventure" comes from Middle English: from Old French aventure (noun), aventurer (verb), based on Latin adventurus ‘about to happen’, from advenire ‘arrive’. It concerns things happening. Drama. Conflict. As any great screenwriter, playwright and storyteller will tell you, there are a lot of ways to stage and set a drama - many different sources of conflict. Let's look at some sources of drama. 90% of all drama and conflict is going to come from persons. The rest is environmental

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Payoff

Let's talk more about the payoff. What's the payoff? It's the feelings you get from gaming. It's the pleasure, or other feelings, you get once a session's over, and the Experience Rolls and material awards are handed out. In gaming, as in many activities, there are goals - achievements, and the feelings associated with those achievements. Goals can be divided into true goals (also known as clean goals) and dirty goals. The aim of gaming is to reach a true goal - earning a victory in an

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Greetings

This blog is about settings. And immersion, and getting a sense of belonging. And rejection of the hack'n'slash mentality of gaming. It is also about hypnosis, and hypnotic language, and high weirdness, and the ocarina. Everybody here got into gaming for their own reasons. Give me five minutes, and I bet I could draw out your reason for playing d100 games, or for playing tabletop games at all. What do you get out of your favourite d100 game / setting? What's the payoff for yo

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