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Game Mechanics

Gameplay is loosely based on Mythic RPG -
    Mythic based roleplaying is meant to be played off the cuff, with a few minutes discussion used for the initial setup
    Mythic can be played entirely without a game master, or dungeon master - a group of players, or solo
    Two concepts that are required to successfully run a Mythic-based adventure are: Logic and Interpretation
    The method for coming up with adventures on the fly and making them work hinge on using logic and interpretation

Character Creation and Advancement -
    Character Summary / Notes -
        Players must decide just who their character is
        Write a descriptive paragraph that gives a brief impression of what the character is all about
        This becomes the character summary and should be written on the character sheet
    Attributes and Ranks -
        These are fundamental statistics that tell how strong, how smart and how fast your character is
        Attributes are not learned, they are more like innate abilities, although they can change over time
        Generally, a characters have seven basic attributes: Strength, Agility, Reflex, IQ, Intuition, Willpower, Toughness
    Abilities and Ranks -
        Abilities are additional talents that the character has developed
        Usually, abilities take the form of skills
        However, abilities can also be powers and supernatural capabilities
        Abilities, essentially, is a list of what the character can do
    Strengths / Weaknesses -
        When developing a character, choose to make strengths and weaknesses for them
        Point-based character creation determines how many points players have to spend on their character
        Strengths and weaknesses are areas where a character has a bonus, or suffers a penalty
        A strength or weakness will present itself as a +/- rank shift (abbreviated “RS”) of one or more
    Favor Points -
        Mythic uses favor points to give characters an edge
        Favor points are points the player may elect to spend to change the outcome of the Fate Chart
        The Fate Chart is used to answer all important questions which move the adventure along
        Favor points can come in pretty handy when a player wishes to change the outcome of an unfavorable roll
    Realms Of Adventure utilizes Mythic RPG Point-Based Character Creation
        World: High Fantasy
        Attributes: 65
        Abilities: 40
        Max Rank: Superhuman 5

The Fate Chart -
    Everything that happens in a Mythic-based adventure is resolved by forming a yes/no question
    The logic of that question is then applied to the Fate Chart, which gives a percentage probability of a “yes” answer
    The results are either yes, no, exceptionally yes, or exceptionally no
    The players then interpret the results to fit logically into the adventure
    All action and situations can be resolved using the Fate Chart in this manner
    Everything from determining the contents of a room to resolving the outcome of combat

Resolution Tables -
    When new questions appear during an adventure, you may find some questions come up again and again
    So you don’t have to reinvent the wheel every time the same question is asked, record the results in a table
    Just record the question, notes you want to remember, any modifiers that apply, and the results as they come up

Task Resolution -
    Task resolution is the process of figuring out whether a character is successful in attempting an action
    Mythic uses yes/no questions to resolve tasks, “Does the character succeed at such-and-such task?”
    Task resolution is one of the most frequent uses made of the Fate Chart
    Everything from a character trying to climb a wall to fighting an enemy is task resolution
    No matter what the task, though, they are all handled in similar fashion

Resolving Scenes -
    A Scene in Realms Of Adventures may run more for multiple player posting cycles
    Typically, a logical break in the main action or drama of a scene will indicate the scene is played out
    The group has the ultimate say when a scene has been completely resolved
    Summary of Resolving Scenes -
        • Come up with the Scene Setup
        • Roll 1D10 against Chaos to see if the Setup is modified as an Altered Scene (odd) or an Interrupt (even)
        • Play out the Scene
        • When the main action ends, the Scene ends
        • Update lists: Characters, Threads, Chaos Factor
        • Award Favor Points (0, 10, or 25)

Combat -
    There is no initiative in Mythic combat - not in the way most RPG players are used to thinking of Initiative
    Combat is a free-for-all, guided by players’ questions and the interpreted answers
    Player’s ask if they can act or if their opponent acts
    They state what they want to do, ask if they can do it, and then see if they succeed at the action
    There is no difference between questions asked in combat and those asked for other tasks
    Mythic characters don’t have hit points or any similar “pooled” measurement of health
    Players use Toughness Rank to resist harm - from bruising to broken bones, to unconsciousness and death

Randomness -
    Random events can throw unexpected twists into the adventure, keeping the adventure fresh and exciting
    The adventure is guided by player questions and expectations
    Randomness adds extra dimension to the action, spinning plot twists players may never have thought of before
    Random events can occur at two times: when a scene is first generated and when questioning the Fate Chart
    The focus and meaning of the random event should be shaped by the context of what has already happened
    The random event isn’t happening in a vacuum; all that has occurred is a stage on which this new event takes place

Taking Turns and Posting Actions -
    Players will email their turn to realmsofadventures (at) gmail.com
    Player turns take the form of story driven responses to previous posts
    The current scene will direct the primary action of most characters
    Players may post a response when it is convenient to their personal schedule(s)
    The GM will post a response within 48 hours of receiving the Player's post
    The GM will alert players when circumstances arise that may suspend game progress with an email notice
    Players should attempt to end a post with a question, or pose a conflict that requires some type of resolution
    Players may use the Mythic RPG system to resolve the conflict, or leave it open for the GM to resolve
    Turns will be published once received - and resolved - for all players to view on the website
    For Multiplayer Games: Each player may post their response, in order of play, when it is their turn
                                       Characters may attempt to resolve their own personal, or party, threads at any time

Great Resources!

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