Mythender: Text Complete!


It’s my great pleasure to announce that Mythender is in its text-complete phase — everything (except for the designer’s notes) has been written and laid out. It weighs in at just under 250 pages, around 69,000 words. It’s been sent to “the Cabal”: trusted friends and peeps who may have time to look it over before I send it to editing.

Here are some sneak peeks:

To celebrate, I’m having a pre-release G+ party! On this coming Tuesday, June 12th, from 5p-8p Pacific Time/8p-11p Eastern time. (Which is 6p-9p my time, in Denver.) If you show up, you’ll get a link to the pre-release Cabal edition, what the hell! I’ll talk about the game, chat in general, and if people really want, I’ll follow Matthew Gandy’s advice and do some dramatic readers from the text.

Hope to see you there!

Also, since some of you have asked if there’s a way you can support the project, even though it’s free (and released under Creative Commons once its edited!), stay tuned. First step is to finish this game, second step is to think about that.

Rock on, Mythenders.

– Ryan


6 Responses to Mythender: Text Complete!

  1. Congratulations, Ryan! This is a major milestone, and I’m glad you’ve arrived.

    Keep going!

  2. RM says:

    Excellent news! I’m looking forward to this, and the previews just make it more interesting!

    I very much like the look of this system. One, it really seems to fit the game idea quite well, and two…it appears to be a good mix of easy rules and actual tactical options. One issue I’ve noticed with a lot of lighter systems is that you sometimes don’t have a lot of ability to decide on tactics in combat outside of narration, which puts a lot of the work of differentiating combats on the narrative skills of the players because the system isn’t doing much to make things different. Not necessarily all bad, but it’s good for the system to be able to have some real options to support things too, and this appears to handle that nicely without becoming confusing.

    And, wow, Thor just kills everyone on the fifth round! That right there shows how dangerous fights with the Myths will be. O_O

    Great narration style, too–nice mix of “myths and legends” with “kickass modern” tones. ^_^

    Quick note (and sorry about doing this by comment, but I couldn’t find an e-mail link to send privately)–noticed two typos:
    1. In the battle demo, first page, “he brings in down a tree.”
    2. In Thor, “worthy challenge his deserves” is either missing a word (his kind, maybe?) or should be “worthy challenge he deserves,” I think.

    Congratulations on getting the game to this point and I hope to see the completed version soon! Very awesome. ^_^

  3. Ryan Macklin says:

    Thanks for the typo comments. I have added them to the change log. (I won’t nickel-and-dime these things, because that’s the fastest way to get annoyed with the process and eats up more time than taking a larger run, especially if i’m fixing little things for a passage that’s later flagged as needing a full rewrite for tone or clarity.)

    And thanks for the encouragement! It’s been 4.5 years in development, part of that me being unsure that anyone would really want a game that requires so many dice — once people try it, they tend to love it, but I have gotten a bunch of judgmental comments over the years at the number of dice.

    – Ryan

    • RM says:

      I adore Arkham Horror and use Story Engine for an RPG I’m running, so I’m pretty used to dice pool games. Sure, it’s unusual, but if it works for your game design that’s what you should do. And, hey, if someone doesn’t want to purchase a bunch of dice, there’s always electronic dice rollers, which can easily handle large-scale rolls (though they do lack that sound that makes dice pools so very exciting). Or, y’know, just rolling one die multiple times and recording the results.

      Definitely don’t let yourself get hung up on doubts about the rolling style you’re using. You have to do what feels right to you for your game. Whether it works for everyone or not at the end, if you second guess yourself along the way you’ll never reach the end in the first place, and then it won’t work for anyone. When you’re designing, you need to feel free to do what you want to do, and I’m glad you pushed past your worries and got to this point.

    • Ryan Macklin says:

      Honestly, you can’t really play Mythender with electronic rollers. You get this “Mythenderesque” game, but the mechanics weren’t designed to be a bunch of dice for no reason — it’s a tactile resonance alongside the fiction. You feel your die pool increase as you gain power, you see my die pool increase, you feel it when you’re hit because your die pool shrinks, etc.

      I’m not saying people can’t do Mythender without real dice, but I am questioning if it’ll be as fun, and if using an electronic dice rolled for four types of d6s that constantly fluctuate will just add annoyance to the game rather than fun.

      – Ryan

    • RM says:

      I’ll probably end up being able to let you know about that. ^_^ My group tends to game online over chatrooms and such and tends to use electronic dice rollers when they do. (Not that we couldn’t use real dice still, but we tend to just go electronic unless there’s a reason not to.) So at some point I expect we’ll be trying this (because, really, it looks awesome), and when we do, we’ll see how it works with e-dice for you. ^_^

      Can’t say my particular feelings on it right yet, but I can’t imagine it being all that irritating, personally, unless you just dislike dice pool stuff to a large extent to begin with. If you were doing all the tracking by typing, maybe (I’ve tried that for some games and it does wear on you), but if you just use either some other physical item or some kind of electronic symbol/token for tracking the dice totals it wouldn’t be bad, at least to me.

      Also, I haven’t tried it yet, but it looks like the Tabletop Forge addon for Google Hangout has support for tagging different dice as belonging to different pools during a roll, so if I’m right about what that means it’d be about as easy to do the multi-die-type rolls with that program as it is on a tabletop–you just label some “Storm,” some “Thunder,” etc. But, like I said, I haven’t tried that one yet. (Keep meaning to but have been too pressed for time consistently to go there. O_O) I think that program can do tokens and such, too, so there’s your dice pool tracking (which would probably still have a nice visual, if not tactile, element).

      I do think that the ideal way to play Mythender looks like it will be gathered around in the same room with real dice clattering all over the place, but from what I’ve seen so far I don’t think it would be spoiled by e-dice options…you just have to find the right one.