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Subject: Myth - Legacy Mode (Continuous Campaign) rss

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Braydon Batungbacal
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After about 30 hours of play time with Myth, constantly combing through the rules and more - I and my friends were left with a feeling of the game needing more. Not that the mechanics were lacking, but that the game modes weren't tied together as well as they could be.

Some of the things we wanted were:
- Fluid character progression.
- Continuous gameplay between campaign/story & adventuring.
- A "town" system of sorts - a starting points before venturing out that also contained random merchants.
- Boss encounters during adventure.
- Better quest tracking.
- A way to transfer the treasure bag contents between playing with others.
- Death penalties.
- A gold split system that carries across play sessions with others.
- A serendipity split system that carries across play sessions with others.

And so, we came up with a new continuous campaign mode we're calling "Legacy Mode" that encompasses all of this in a way that we've found to be very fluid and polished so far.

For those of you wanting something tangible to play with, we've created updated hero tracking sheets specifically for Legacy mode that incorporate the modified rules and more.

The Legacy Mode Hero Sheets can be found here: https://drive.google.com/file/d/0B1GeH8qXPbvBZm90RGg1RWlTSEE...

Legacy mode incorporates the following rule modifications

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Experience is spent to wield stronger
equipment. Experience spent cannot be
transferred or reclaimed.

Earning Experience
(Hero) Minion: +1 Experience
(Hero) Captain: +5 Experience
(Party) Lair, Trap: +5 Experience
(Party) Mini Boss, Quest : +10 Experience
(Party) Boss Killed: +25 Experience

Spending Experience
Unlock 1 Green Equipment: 25 Experience
Unlock 1 Blue Equipment: 50 Experience
Unlocking Blue equipment requires all Green
equipment to have already been unlocked.

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Vitality & Threat - Vitality and threat is tracked across
play sessions. Vitality is set to a character’s maximum
and threat is set to 0 automatically upon entering Town..

--------

Gold - Gold earned from tiles and quests is divided
evenly (rounded up) among all current players. Gold
earned from treasure is kept by the character that
picked it up. Gold is constant and kept across play
sessions.

--------

Serendipity - Anytime serendipity is earned,ignore the
amount earned - instead, all current players earn 1
serendipity. Players may spend their serendipity
collectively if all players are in agreeance. Serendipity
is constant and kept across play sessions.
A player shall never exceed 5 serendpity.

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Treasure Bag - The treaure bag resets after leaving
town to 15 white, 5 green and 1 blue token(s).
Mini bosses add 2 green & 1 blue tokens to the bag.
Bosses add 3 blue tokens to the bag.

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Experience & Equipment - Heroes start with their
applicable brown (beginning) equiment. To wield
green and blue equipment, experience must be
spent to unlock the ability to wield it. 25 experience
can be spent to unlock 1 green equipment type
(Primary, secondary, armor, helm or accessory).
Blue equipment types can only be unlocked when
all green equipment has been unlocked. 50 experience
can be spent to unlock 1 blue equipment. Experience
is earned through any of the ways listed on the front
page of your hero sheet. Experience can be spent at
any time. After spending experience, subtract it from
your total experience. Orange equipment may only
be wielded once all blue and green equipment has
been unlocked. Mark equipment type circles when unlocked.
Experience & unlocks are constant across play sessions.

--------

Inventory - A maximum of 10 items may be stored in
a hero’s inventory at any time. This excludes equipped
items. Inventory is constant across play sessions

--------

Death - Upon dying, a hero loses 20 experience & 20 gold.

--------

Town - Heros may choose to start their play
session in town or resume a past play session.
A hero may choose to teleport to town only when on a
cleared tile. Any hero that teleports to town is removed
from the play session until all heros have returned to
town. Any active, incomplete quests are immediately
nullified for that hero upon returning to town - meaning
they must be restarted from the beginning (They are
not failed). All heroes are immediately healed to max
vitality and reduced to 0 threat upon entering town.
Anytime a hero enters town when there were previously
0 heroes in town, draw 2 merchant cards. All heroes in
town may purchase from these merchants. You may
only leave town when all heroes currently playing are
also in town. From this point, you can choose to do story
quests or adventure. If all heroes die, they return to town.

--------

Bosses - Bosses can be encountered outside of quests
by “capturing” a captain. When a captain is killed, you may
optionally roll 1 (d10). If a 9 is rolled, the next tile
additionally spawns a boss of the “captured” captain’s type.
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Judy Krauss
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but I'm not the only one
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You should probably call it something else.

"Legacy" is unfortunately and inaccurately being used by some companies to denote destroying the game (by marking/tearing or otherwise making permanent changes to components) while you play it. angry
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Miguel Guijo
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Like the idea but i think the hability to teleport to town in a cleared tile is overpowered. Won´t it make the game too easy?
The serendipity over adventures is a great idea, but serendipity is powerful. If you can put together a lot of serendipity you can call allies and do a lot of great things. Again the game too easy?
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Michael Callahan
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I like a lot of what you are doing here; though some of it is already being addressed in Journeyman:

One example is the new mechanic for encountering Bosses during adventure mode.

Another that might be fleshed out more is the town. I will be using the town tiles to write much of that "return to town, buy/sell, get quests" feel that you get from MMO's. I think the module format works really well for this,....

It's getting a format to incorporate these into adventuring mode that would really be useful. I think that a teleport whenever you want is a bit overpowered. You should have either a minimum number of tiles to clear, or at least some required "road to town" tile or tiles to get through.

I applaud your efforts on this,.... Looks quite fun,.... And really, if you group likes the changes, go with it!
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Ruben Garcia
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Holy crap, this is what ive been waiting for, thanks. So many thanks
 
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Ruben Garcia
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I think that upon entering town and regenerating vitaly and reseting threat I always thought that there should be an Inn where you use gold to pay for that. Makign it more balanced and make use fo that gold
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Braydon Batungbacal
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For teleportation - with how the other rules work, when one character returns to town they can't go back out questing until all characters playing return.

Additionally, when the party returns to town and then ventures back out the treasure bag reset. The treasure bag mechanic alone we've found pushes us to go as far as we can. Plus, the tile additionally has to be cleared to teleport at all - you can't do this in battle.

Lastly, teleporting back nullifies current story (current act) / chapter / adventure quests - therefore you'll have to restart any of those from their initial tile / setup.
 
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Braydon Batungbacal
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roobs wrote:
I think that upon entering town and regenerating vitaly and reseting threat I always thought that there should be an Inn where you use gold to pay for that. Makign it more balanced and make use fo that gold


Feel free to use your own house rules on top of these!
 
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Montgomery Mullen
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I like this, lots of good potential, and on the surface it looks functional. How much testing have you done on it?

Speaking of testing: if you all get a chance, I'd love to see how it turns out if you take the campaign arc I wrote, apply your progression instead of the bog-standard MYTH rules progression I needed to use for the arc, and play through a few scenarios. I'd be very interested to see how balance and progression are affected.
 
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Ruben Garcia
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I can try to test it with my friends, i likes your idea of a 12 chapter campaign and you are a good writer, and i think the success and failure scenarios really help to push story development feeling that the players have more agency in what they do
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Montgomery Mullen
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Any testing would be great, thank you! Even if you are using the alternate rewards system, I can get valuable input on encounter difficulty and pacing issues.

Also, to be clear, the 12 Chapter campaign format with the pass/fail scenarios was by request of Drakkonblade, who I wrote the arc for. He had very specific ideas about the campaign basic structure, so I can't really take credit for that part of the design. All of the content? THAT I can take credit for.

So I hope you like that part best!
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Phil Seale
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Great job on making the game something more that you want to play. I think this sort of thing is exactly what MERCS had in mind when they first released it (good/bad? I'm not making that comment as I LOVE the game as is). I am personally waiting for the modules and their Town component before doing anything more than a few skirmishes here and there.

If I still feel like the town component isn't enough, I am going to steal from Shadows of Brimstone and create something specific to Myth. SoB's Going to Town part has been my favorite of any game to recreating a lasting feel for story connecting each adventure with something more.

Thanks for your work though. Happy Questing!
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Ruben Garcia
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rabidroadkill wrote:
I am personally waiting for the modules and their Town component before doing anything more than a few skirmishes here and there.


Theres gonna be a town? where can i read about it?
 
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Markus Maki
Germany
Erndtebrück
NRW
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Hi together,

I have a similar view on this subject and have also made a thread and first drafts of a system.
I would be interested in your opinion about it and its differences.
https://boardgamegeek.com/article/20396840#20396840

 
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Ruben Garcia
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Is the character hseet getting updated for the 2.0 materials or does it stay the same?
 
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