RolePlay onLine RPoL Logo

, welcome to Worldwalker

06:29, 7th May 2024 (GMT+0)

Post Ludum: Tall Tales of Mythica.

Posted by PlaytesterFor group 0
Playtester
GM, 186 posts
novelist game designer
long-time gm
Wed 23 Mar 2005
at 03:06
  • msg #1

Post Ludum: Tall Tales of Mythica

Malachai's second world was Volcano Island, and his third was Tall Tales of Mythica.  A world in which Paul Bunyan and the Big Blue Ox, Johnny Kaw plowing up the state of Kansas, and Pecos Bill being able to lasso a twister was objective reality.

Of course it helped these legendary heroes that they had a high magic world, and that they also had a +100% bonus on doing something that was in tune with the general idea of American Tall Tales.

Malachai's picked up skills in sneaking and superstrength, and some weaponry, and some skills in camping out.

Now I just need to think of what world to send him to next.

And this is the thread where I welcome analysis and conclusions about this world.  Weak points, strong points, etc..

Playtester
Malachai
player, 54 posts
Wed 23 Mar 2005
at 03:50
  • msg #2

Re: Post Ludum: Tall Tales of Mythica

Now that I'm more used to the system, I think I'll do much better in my next world.

A couple times you left me a little dry.  I understand you want me to be creative, but I like having at least a general direction I should take.

^_^

The world itself was quite good, I liked it.  A couple of the guys I'd never heard of, but most of the legends were nice.  It was really fun blowing up Geronimo.

:D
Playtester
GM, 189 posts
novelist game designer
long-time gm
Wed 23 Mar 2005
at 05:18
  • msg #3

Re: Post Ludum: Tall Tales of Mythica

That "left you dry" is one of the hazzards of a strong player freedom game, and its something I need to keep an eye on.  Your current world is much more directed.  But, you may well find out what's next in your Fifth world the way things are going.

Glad you like the world.

Yeah, doing the research for the world, I found a ton of these guys I'd never heard of.  Got a list of something like thirty-six of them.

Playtester
Oak
player, 115 posts
Sun 2 Apr 2006
at 04:04
  • msg #4

Re: Post Ludum: Tall Tales of Mythica

Old threads don't die... they just get pushed to the back pages for awhile... :)

I've been slowly catching up on reading the old threads in chronological order.  And since rumor has it that you are still interested in comments:

This is an interesting world, and one that I wouldn't mind ending up in.

One question I have, being a Multiverser newbie -- how useful are skills acquired here likely to be in other worlds?

My incomplete newbie impression is that worlds have different types of bias for things like tech, psionics, magic, etc.  So what category would "mythic" skills fall under?

I saw a reference to "1@2 Magic Skill Temporarily Increase Strength to Superhuman Levels", so I presume that one is magic.  But faith was also mentioned as an essential requirement.  How does that work in terms of carrying over to other worlds?
Playtester
GM, 2599 posts
novelist game designer
long-time gm
Sun 2 Apr 2006
at 06:20
  • msg #5

Re: Post Ludum: Tall Tales of Mythica

Mythic skills are pretty much magic skills.  They come with limitations, as does all magic skills.  D&D fireballs require a bit of sulphur, memorizing, and magic words.  Mythic skills require some base in the skill already, and for you to attempt to do something impossible which is also in line with an American Folk Tale.

So Robin Hood can shoot arrows.  And he's really good. And maybe he could shoot the sherriff a half-mile away.  But he certainly can't pin the sherriff's boot to the ground at that distance...and thats where it became impossible.

As to skills being usable in other worlds...it depends.  Vlad, one of Alexis' verser buds in Why Spy? could raise zombies in his home world.  In Why Spy? he couldn't.

In Timwrath, he could have.  In Tower of Rhodes yes.  In Black Box no.

But, a computer from Black Box would not work in Timwrath.  However, a simple gunpowder pistol would.

However, in Tower of Rhodes, even a gunpowder pistol would not work.

In Heartwar, you can sing, but you're not going to put a demon prince to sleep.  The Heart is a special, and somewhat deliberately confusing issue...just keep in mind that you're in a dream world with dream logic.

If you want a skill that will work in almost all worlds...well a knife is good.  But then I've had my character in a world where a knife was only half effective.  Tech bias was so low that slashing actions which depend on lever-like physics did not work.

Faith is part of magic. There are two types of magic which basically correspond to Clerical and Wizardly.  Faith is related to Clerical or Holy magic as its called in MV.  You're doing Holy magic with your songs in Haston.

Tomas is doing Holy magic when he prays to the Buddha for a painless death, and Wizardly magic when he gathers mana, or causes fire to sprout in his hand.

For Holy magic, the more devout and knowledgeable you are is a bonus to your magic.  Its also a bit of a safeguard against the worst botches if you worship an Alliance deity (from Odin to Zeus to the Creator God) in that they are likely to keep you from destroying a universe if you really botch badly...yes, the magic botch tables can be really horrific.

I think you would find the as yet unpublished no. 2 Multiverser novel interesting when Lauren (one of the three main characters), a housewife turned miracle-working, martial arts kicking, vampire-slaying superhero meets Merlin who proceeds to train her.  She thinks that using magic would be wrong as one should rely on God's miracles, but Merlin corrects her, saying that magic is merely another tool like your legs, and your mind, and that you use these in service to God without feeling something like you are depriving God of glory, and why should not magic be the same?

So in addition to quoting Bible verses with faith that they will have effect to vampires (which they really don't like), she also learns other magics.

PT
Sign In