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Post by kesher on Aug 23, 2011 10:33:13 GMT -6
Not sure exactly what I want to accomplish with this thread. All's I know is that I picked up a copy of this gigantic book yesterday, and I think it has far more substance than many seem to give it credit for. It really, really seems to me like a clear development of Gary's thoughts in a direct line from AD&D. The latter, especially thinking about the DMG, while glorious, is obviously collected from notes. Mythus, however, reads first of all as mature Gygaxian prose and expresses ideas that have the feel of being carefully polished over a long span of time and experiences. So, I'm interested in thoughts and opinions. I'd like to avoid any knee-jerk "It's too complicated and unplayable" as being off-topic. I don't mind discussing the mechanics but, seeing as how I've talked with people who've played The World of Synnibarr and enjoyed it, I don't really believe any game is actually "unplayable." Oh, and if you don't know anything about DJ: Mythus (which I really didn't until yesterday), you can find some reflections on Grognardia. Of course.
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benoist
Level 5 Thaumaturgist
OD&D, AD&D, AS&SH
Posts: 346
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Post by benoist on Jul 11, 2012 15:49:16 GMT -6
Mythus is a great game that is universally misjudged but for a few astute gamers out there who actually sat down and looked through its massive corpus of rules to find out what it's all about. Mythus Prime in itself is very functional and non-intrusive. Picking it up to then add elements from the advanced Mythus rules is actually the way I would advise running the game at first.
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Post by kesher on Jul 12, 2012 15:24:52 GMT -6
Hey--a comment on this thread! I'd almost forgotten about it... Benoist, I'd agree with that, and the Mythus rules start with a "basic" framework that, as far as I can tell, are basically the Prime rules, which would make it easy to do. Have you actually played the game? If so, what was your experience?
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Jul 12, 2012 16:55:37 GMT -6
Chris Hogan has been writing a "Let's read..." thread on his Vaults of Nagoh blog that is just about as epic as the game itself.
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benoist
Level 5 Thaumaturgist
OD&D, AD&D, AS&SH
Posts: 346
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Post by benoist on Jul 12, 2012 18:41:41 GMT -6
Hey--a comment on this thread! I'd almost forgotten about it... Benoist, I'd agree with that, and the Mythus rules start with a "basic" framework that, as far as I can tell, are basically the Prime rules, which would make it easy to do. Have you actually played the game? If so, what was your experience? We did run a few games with the Prime rules ages ago back in France, and my memories are pretty good: it was fun and dripping with a cool feel with the magic and Aerth setting and all. I had a shot to play online with Dave Newton, the co-author of the game, but it sort of fell through, which sucks really. He's a cool guy, and basically was pitching the game in those terms, as I was pitching it here: that the rules are not intended to be all in from the start, that you run the game with the Mythus Prime rules first (which are indeed at the beginning of the Mythus book), and then develop the campaign and corpus of rules from there until you reach your "sweet spot" so to speak between the basic Prime frame and the complete Advanced system. That's the intent, anyway.
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