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Mythoard July 2016: Mapping Jesus


It’s that Mythoard time of the month again and this one was one that I was quite quick to judge by appearances. This one looked to be just another old magazine, random adventure, a rulebook I didn’t recognize, and pair of lasercut 2D miniatures.


This rulebook is a recreation of some of the original role-playing material set in the early medieval to late medieval period, updated for more modern language and gaming styles. While some of the rules wording is clunky, repeated, or confusing, the basic rules presented have a lot going for their simple mechanics. My favorite rule? Giving the players a maximum budget of 25 words to describe the background of their adventurer. An interesting rule is that nothing here has hit points, but rather all creatures have luck points that they can expend to avoid death.


This “old magazine” was mostly full of modern/futuristic building layouts along with their contents. What I found useful was the poster sized map sheet that it came with as well as the random tables for city encounters and npc statistics/themes.


The half page mythoard sheet was the only lackluster part of this months hoard, as it covers a simple narrative of an NPC being chased by monsters. It lacks any interesting hooks for the PC’s besides the standard trope, nor does it have much interesting to offer as a follow-up. The sheet only offers a few suggestions, but nothing concrete or particularly unique.


Giant’s Rapture is a three part adventure dealing with a losing war, a princess escort, and many encounters in dangerous lands. I only got through reading the first part, where I kept trying to flip back and forth to compare the narrative to the map. Disappointingly, the first map does not show anything beyond the first leg of the adventure despite showing a large chunk of the surrounding land. The second map doesn’t show any connection to the first, making the two disorienting to use. It would certainly help to highlight or otherwise indicate the travel route suggested by the quest narrative. What bothers me most about this is that the whole thing is well written with plenty of suggestions of how the various factions and people will respond to players changing tactics or going off the suggested script (a requirement in my opinion, for any written adventure). More graphics or maps tying the material back to what is happening geographically would really help me as a DM prepare for and understand what adventures will unfold.

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