Our updates and releases may have been a bit slow lately, but I assure you we're still hard at work! The work has changed a bit though. This week I'm sharing some of what we've been doing - to keep you all in the proverbial loop.

When we initially released the Core Rules, we intended to move directly into development of new rule-modules and additional content. That hasn't happened yet. Instead, we've been spending our time playing and revising the core rules. We're happy with much of the current design, but there are a number of little quirks and foibles that call out for attention.

As you may have also noticed, we ran our first "Play With the Devs" event just yesterday. It was a great success, and I'll be posting some session notes and "the story thus far" soon. We learned some important things, which I'll discuss below.

Play! Join! Discuss!
We need your help! We spend hours every day working on Myth Maker, but we can't do it alone. We need players to bring insights, criticisms, questions, etc. We're trying to make the game you want to play, so tell us what you want! I also want to offer my deep personal gratitude to all of you who have contributed thus far. i sincerely thank you for your time and your thoughts. Your input is far more helpful and meaningful than you may realize!

Missing Pieces
Release versions Alpha 1.0 through Alpha 1.2 have a major flaw: There are no entries describing how Training or Boosting actually work. I have uploaded a new version (Alpha 1.3) that contains these entries. I offer my sincere apologies to everyone who downloaded an incomplete version of the game. You can get the updated version here.
Presentation
The current version of the Core Rules is only 12 pages long, but those pages are incredibly dense. We want these rules to be more accessible and better...
The Confederacy of Lorelia
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The Founding of Lorelia
In 451 AT, the magelords of all but two of the world's nations met at the Temple of the Godking on Archon Hill in New Erras to sign the Treaty of Lorel after centuries of conflict. These four founding fathers of Lorelia were Uriel Dragonnen IV of Iona, Barrus Remorhan I of Gornia, Natasha Cerberon of Texton, and Landus Gorgonis VI of Behiron. The dweorg nation of Dengar, the Syrahallon of Par Syrah, and the Owatawa of Anajota would later be amended to the treaty, but without magelords representing their interests in New Erras, they would hold almost no political power in Lorelia.

The Fall of Batholis
275 years later, in the year 726 AT, Iona sent troops into Behiron after Batholis fell to an invading army from its own past. In 407 AT, half a century before the founding of Lorelia, the Gorgonis family had invaded Batholis and took the city from the Behiron, the now extinct mageblood family of the same name as the nation they ruled. According to legend, the Behiron magelords had used powerful magic to turn entire platoons of the invaders into stone. Over time these stories became myth, and the army of statues were moved to decorate the Gorgonis' Royal Palace. The now ruling Gorgonis family had no time to react when the statues came back to life almost 300 years later to continue their invasion. Ionan troops have eliminated most of these ancient soldiers, but they haven't been able to bring order to the city as other mageblood families fight for control.

The Miasma Spreads
Since the Tearing, which separated the land that is now Lorelia from the rest of the world, a deadly cloud has been seeping out of the mountains of Dengar. Its inhabitants have stubbornly refused to leave their mountain top cities that rise above the toxic cloud, but its continual expansion into Gornia,...
Behind the Dice
Today I'm going to discuss Myth Maker's core dice mechanic. I'm going to jump right into the probabilities first, and discuss the design decisions that led to them afterward. All of the probabilities are fractional percentages, so I've rounded them to the nearest whole number for simplicity's sake.

Presenting Probabilities
I'll be expressing all of the percentages in the article like this:
  • Success% (Mastery%)
Success% is the total chance a character has of succeeding at a task, including mastery. Mastery% is the total chance a character has of mastering a task.
For example: 72% (8%) means that out of 100 attempts, about 28 will fail, about 64 will succeed without being mastered, and about 8 will be mastered.

Basic Math
As you probably already know, characters in Myth Maker have three core attributes: Mind, Body and Spirit. These attributes (when undamaged) can range from 6 to 10, and are added to a 2d6 roll to determine the success, mastery, or failure of a task. When thinking about attributes, we can associate the range of each attribute to how able a character is in that area. Here are the probabilities for an untrained character:
Code:
Attribute       Success (Mastery)
6 (Pitiful)      28%      (0%)
7 (Mediocre)     42%      (0%)
8 (Average)      58%      (3%)
9 (Good)         72%      (8%)
10 (Excellent)    83%     (17%)
The Takeaways: As you can see, characters are more likely to succeed than they are to fail. This is backed up by the attribute assignment system, which limits a character to only one attribute of 7 or 6. In fact, if you run the math for all of the possible attribute arrays, the average success chance across all three attributes is always about 62%. Myth Maker is a game where characters are supposed to do things. It's not fun to roll repeated failures, especially for things your character is supposed to...
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:
  • ...
What is the Myth Maker triangle and how does it work?

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Three Attributes
The three inner divisions of our triangle represent a character's attributes: Mind, Body, and Spirit.

Why have attributes? Some game systems have more or different attributes, other systems eschew attributes entirely. We decided to include attributes partly because they are a common game element that most players will already be familiar with. We also like how attributes provide a simple way to differentiate characters from each other.

Why Mind, Body, and Spirit? As we worked through early versions of the game, we settled upon three kinds of activities that we felt were central to the roleplaying experience we wanted to provide in Myth Maker: combat encounters, social interactions, and skill challenges. Our attribute system evolved over time to loosely match the activities we envisioned for characters. As it progressed we analyzed each potential division and combination of these attributes and we feel that the Mind, Body, Spirit trio is ideal for Myth Maker.

What do they represent?
Body
represents a character's ability to perform physical feats of strength and endurance. It also represents the amount of physical damage a character can take before their body dies.
Mind represents a character's ability to solve complex problems and perform quick and precise actions. it also represents the amount of mental damage a character can take before they become brain dead.
Spirit represents a character's strength of will, determination, and gravitas. It also represents the amount of spiritual damage a character can take before their spirit is extinguished.

Three Resources
The three outer divisions of our triangle represent a character's resources: Ability, Stamina, and Willpower.

Why have...