Mythras Core rules
Mythras is the new name for an older game, but while the name might have changed, the system remains the same, but presented in an updated format with new interior artwork and layout design, along with some new content (Special Effects, small tweaks to the rules, and Spirit Combat Effects). In fact, we've managed toi pack more into a smaller space, and reduced the price accordingly.
For those new to the game, Mythras is a percentile system. In Mythras your characters are defined by their culture, career, community, background, comrades, skills, magic and cults. Progression is through skill advancement – not levels or similarly abstract concepts. As your characters adventure and quest, their capabilities improve and their relationships deepen and strengthen. Players and Games Masters have complete flexibility over what can be achieved, and the way characters develop is entirely dependent on choices players make, depending on their characters’ aspirations and motivations.
Games Masters receive a huge amount of support through the Mythras rules. All the concepts and game mechanics are explained clearly with options and considerations explored and presented for ease of use. You need only this rulebook for many years of exciting and imaginative play.
What’s in this book?
Mythras contains everything needed for play:
- Character Creation – building your character through the familiar characteristics, through developing culture and community relationships, choosing a career, and gaining basic equipment according to social class.
- Skills – What they do, how they work, and how to handle many different circumstances (degrees of difficulty, critical and fumbled rolls, opposed skills, group skills, and so on).
- Economics and Equipment – Arms and armour, tools, clothing, accommodation... everything your character needs as he or she begins on their life of adventure.
- Combat – Mythras's combat system is unique, dynamic and geared towards adventurous realism. Gaining success over an opponent generates Special Effects that can rapidly turn the course of a fight. Copious advice is presented on balancing combat skills and styles, through to handling rabble and underlings.
- Magic – No less than five very different forms of magic are presented and explored, with complete lists of spells and effects. How magic is defined and used in different fantasy settings and campaign worlds is examined in detail.
- Cults and Brotherhoods – Religious, magical and secular organisations, as well as other kinds of societies are detailed the Cults and Brotherhoods rules. Cults are an important part of Mythras, and they are covered in significant detail along with templates for many different kinds of cult, order, school and so on for Games Masters and Players to build upon for their own campaigns.
- Creatures - Over 50 creatures are fully detailed, including several non-human player character races. This chapter also offers complete guidance on how to use creatures effectively in Mythras games, and notes on how to design your own.
- Games Mastery – Copious notes, thoughts and guidance on how to Games Master Mythras games. Areas for consideration are summarised, options explored, and different ways of using the rules offered. An invaluable chapter for new and old RuneQuest Games Masters alike…
- Anathaym’s Saga – Numerous examples of play and how the rules are used are provided through Anathaym’s Saga. Follow Anathaym, her sister Kara, Mju the Mystic and Kratos the Sorcerer as the Mythras rules are illustrated and explained.
1 Review Hide Reviews Show Reviews
I received the book (revision 3, Lulu edition) within 10 days of ordering it. The print quality is good (although not quite as good as traditional offset printing would be, I'd guess). The content seems to be a direct grayscale print of the PDF version, so that document-internal links (usually references to page numbers) show up slightly lighter and with an underlining, which I think is not as aesthetically pleasing. As far as I can tell after a week of use, the glue binding is sturdy. The layout is well thought out, without wasted space and a rather small font (I think it is Baskerville 9 pt), so there is /a lot/ of content in the 300 pages of the book. The content itself is all-out excellent. Without having actually played it, I am guessing that the review on Runeblog (https://elruneblog.blogspot.com/2019/04/review-of-mythras-roleplaying-game.html) is accurate. There's a lot of things that are more streamlined (compared to Avalon Hill's RuneQuest 3, which I played before), and a lot of points at which I'm just giddy with how technical problems were solved (opposed and differential roles probably being my favorites).