What is Myth Maker? Myth Maker is a tabletop roleplaying game with an emphasis on interactive storytelling. After alpha and beta testing are finished, the core systems will be released under a Creative Commons license so players will be able to modify and distribute the system to their liking (non commercially). Gameplay revolves around five foundational systems: Storytelling: This system is designed to allow each player to contribute as little or as much as they want to the game narrative. It enables a group of players to create a story that can be as short or as long as they want. It also allows for circumventing parts of the game players aren't interested in, so they can focus on the stuff they enjoy more. These storytelling tools will be useful even if your group prefers to have a GM run the game. Combat: This system provides rules for a wide array of tactical options. It uses a combination of actions and reactions to keep everyone at the table involved during a fight while minimizing the math involved to keep the action moving. Social: This system offers a collection of tools that characters can use to influence and manipulate each other. Even players uncomfortable with social scenes will be able to lean on this system to help immerse their characters into the game world. Skill: This system handles any non-combat and non-social skills that might become relevant to a good story. It includes things like languages, education, trade skills, and other skills that may take place in a scene or even during downtime between scenes. Energy: This system covers extraordinary abilities specific to a setting. Magic, superhuman powers, technological enhancements, or anything that grants character's skills or powers unavailable to normal humans are covered here. What About the Characters? Characters are defined with the following features: Attributes: Each character has three attributes: Mind, Body, and Spirit. Mind: Represents a character's intellect and reaction time. Body: Represents a character's strength and endurance. Spirit: Represents a character's force of will and determination. Resources: Each character has three resources: Ability, Stamina, and Willpower. Ability: Equal to Mind + Body. Used to act with precision and protect against stress. Willpower: Equal to Mind + Spirit. Used to act with conviction and protect against trauma. Stamina: Equal to Body + Spirit. Used to act with tenacity and protect against injury. Quirks: These are things about a character’s personality that make him or her distinct from the average person. Beliefs: These define how a character understands the world. It can include oaths, codes of conduct, philosophical beliefs, religions, etc. Motives: These are a character’s goals and aspirations. Motives help motivate characters to be involved in the story. Ties: These are a character’s personal connections. They could be friends, family, contacts, mentors, employers, employees, organizations, or anyone else important to the character. Talents: These represent a character’s knowledge and skills. Some talents are collected into proficiencies, which represent a significant investment. Characters start with a few talents and learn more as they grow. There is no limit to the number of talents a character can have, but characters are limited to 10 proficiencies. How Does it Work? Story Structure: Regardless of whether the story comes from the players (using the storytelling system) or a GM, the action takes place as a series of scenes, connected by an overarching narrative. All the detailed action happens within the scenes, and the narrative moves the story from one scene to the next. Task Resolution: When a character performs a task that might succeed or fail, and the outcome of that task is important to the story, the player rolls two 6-sided dice and adds an attribute. If the result is 15 or greater the task succeeds, otherwise it fails. If the result is 20 or higher, the character achieves a greater level of success. Modifiers: There are only two kinds of modifiers that can be used to change the likelihood of a task’s success: Training and Circumstances. Training gives a +2 bonus (or a +1 if you’re trained in something similar) to the die roll. In beneficial or detrimental circumstances an extra die is rolled, but only the highest or lowest two dice are used. Multiple beneficial or detrimental circumstances make a roll an automatic 2 or 12. So What Now? Alpha playtesting is currently live, and everyone is welcome to join in, but you’ll need to register. The playtest materials are only available to registered members for two reasons: The purpose of playtesting is to provide feedback and build a community. Though there's no requirement to do either, we want to strongly encourage anyone interested in testing our game to interact with us so we know where we can improve going forward. We want to get a rough idea of how many people are playtesting Myth Maker so we can plan accordingly.