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Living Myth Rpg | A new RPG system

A new RPG system

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Living Myth Rpg | A new RPG system | livingmythrpg.wordpress.com Reviews
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A new RPG system
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Living Myth Rpg | A new RPG system | livingmythrpg.wordpress.com Reviews

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A new RPG system

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sheavalentine | Living Myth Rpg

https://livingmythrpg.wordpress.com/author/sheavalentine

A new RPG system. Handling Player Character Death. Today, I was thinking about death mechanics. I was thinking about Character death and how unsatisfying the mechanics presented in various systems are. To my pleasant surprise I discovered that I’m not the only one who’s been thinking about this recently. There are two other RPG Blogs that I am a huge fan of: The Angry GM. If you aren’t already familiar with either of these blogs, you should stop reading mine and go read theirs for a while. Fate is an RPG...

2

Adding Fate Aspects to Any Game | Living Myth Rpg

https://livingmythrpg.wordpress.com/2015/07/25/adding-fate-aspects-to-any-game

A new RPG system. Adding Fate Aspects to Any Game. Fate is an RPG that is centered around a particular mechanic it calls “aspects”. It is designed as a game that encourages a Director stance (excuse my use of GNS terminology please) and is focused on simulating a narrative. The Fate mechanics work by creating a rubber-banding of narrative tension, and while it seems like a direct port would work, there’s a better way to incorporate them into more traditional RPG’s. Adding Aspects to Your Game. Any d20 co...

3

We’re back and looking at the implications of the mechanic | Living Myth Rpg

https://livingmythrpg.wordpress.com/2015/01/02/were-back-and-looking-at-the-implications-of-the-mechanic

A new RPG system. We’re back and looking at the implications of the mechanic. Okay, so I took a bit of a Hiatus. Basically all of fall. It’s not that I wasn’t working on anything Living Myth related, it’s just that I was busy, and uninspired to write. During the course of that time I’ve smoothed out the core mechanic, thought about its implications, and have been tinkering with writing campaign management software. What I want to do here is revisit the core mechanic and discuss its implications. Now, you...

4

Core Mechanics | Living Myth Rpg

https://livingmythrpg.wordpress.com/core-mechanics

A new RPG system. Making an Ability Check. Determining the outcomes of actions in Living Myth revolves almost exclusively around the Ability Check. Each character has a set of Abilities which denote how capable they are at a specific thing. When that character performs an action, or an action is performed against them, they do the following. Add the Characters Ability. Compare to the Opposition. Suppose an Expert (Ability=14) at Stealth with 4 Die is trying to sneak past a Professional (Ability=6) Guard ...

5

Let’s hack up Alignment a bit | Living Myth Rpg

https://livingmythrpg.wordpress.com/2015/06/08/lets-hack-up-alignment-a-bit

A new RPG system. Let’s hack up Alignment a bit. What is Good and Evil. Here’s where things get tricky. This will align closely with existing source material, but what has dogged Dungeons and Dragons is that humans are actually “Lawful Good” creatures (which I’ll explore in more depth in calibration). So the opposite, Evil, alignment would not simply be the lack of these things but rather their opposites. A character that is “Every Man for Himself! An Evil person actively seeks to make things unfair, wit...

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A new RPG system. Adding Fate Aspects to Any Game. Fate is an RPG that is centered around a particular mechanic it calls “aspects”. It is designed as a game that encourages a Director stance (excuse my use of GNS terminology please) and is focused on simulating a narrative. The Fate mechanics work by creating a rubber-banding of narrative tension, and while it seems like a direct port would work, there’s a better way to incorporate them into more traditional RPG’s. Read the rest of this page ». This is t...

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