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November 30, 2025

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Mythic Game Master Emulator Second Edition


I came across a book called Mythic the same way many solo role-playing enthusiasts do: through the endless scroll of YouTube recommendations. I was looking for ways to play tabletop RPGs without a group, and every video pointed toward this one incredible system.


I tracked down the First Edition—the one with the distinctive red cover—which was a complete role-playing game in its own right, including full character creation. But the key feature that drew a huge community of solo players was its ability to be played entirely without a Game Master (GM).

The true genius of Mythic—across both the first and Second Editions—lies in the admirable, clear, and logical mind of its author, Tana Pigeon. Her work provides a structured way to answer every question and generate every twist a GM normally would. For those interested in a quick start, the system's core was even distilled into a one-page abridged version that appeared in issue 25 of the Mythic magazine.

The second edition is truly a transformative tool, allowing one person to run a full, detailed adventure with almost any rule set out there, from fantasy to sci-fi. It takes on the critical job of the GM, providing world reactions, plot twists, and adjudication of outcomes.

The core engine of Mythic is built on three fundamental pillars, all of which are governed by one crucial element: context.

The Three Pillars of the Mythic Engine

1. The Context: The Secret Sauce
The Context is the collective established truth of your adventure. It's every detail, choice, and consequence that has happened up to the moment you make your next decision. It's a continuous feedback loop: every new detail you generate is added to the context, and that new context then informs your next roll.


2. Fate Questions: Resolving Uncertainty
This is the component you'll use the most. Fate Questions are how you resolve every uncertainty, replacing the need to ask a human GM, "Is the guard asleep?" or "What happens when I open this door?"

The Process: You form a clear Yes/No question and then consult the Fate Chart.

Assigning Odds: You must first assign the odds, which is your gut feeling on how likely a "Yes" answer is. These odds range from Impossible to Certain, with the default being 50/50 if you have no idea.

The Chaos Factor: Once you set the odds, you roll a percentile die (d100). This is modified by the Chaos Factor (CF), which usually starts at five but can go up or down. The CF dramatically shifts the likelihood of getting an extreme outcome.

The Answers: The chart gives four possible answers: Yes, No, Exceptional Yes, and Exceptional No. The Exceptional results are where the narrative pivots, forcing a significant, context-driven twist.

For example, if you set the odds of finding a hidden safe as Very Likely:

A simple Yes might mean you find an empty safe.

An Exceptional Yes might mean you find the safe, and it’s unlocked, containing the critical info and a note addressed to you from the villain!

The Principle of Expectation
For Mythic to work, your questions must come from a logical expectation based on the context, not just what you want to happen (wish fulfillment). If your character is a shipwreck survivor, you can ask, "Do I find fresh water nearby?" but you can't ask, "Does a luxury space yacht land in front of me?" That's a desire, not an expectation. You must build up the context through smaller successful questions to make a yacht's arrival plausible.

3. The Lists: System Memory and Plot Generation
To store and organize the context, Mythic uses two simple but clever organizational tools called The Lists:

Threads List: This tracks your character's goals and quests, such as "Deliver the meds to Kepler 452b."

Characters List: This is much broader than it sounds. It tracks important NPCs, but also active elements of the adventure, such as significant locations ("The Deep Jungle"), factions, or repeating concepts ("Mysterious Signal Interference").

The lists are not just filing cabinets; they are randomized plot generators that come into play when you roll a Random Event.

4. Random Events: Introducing Surprise
A Random Event is the system forcing a surprise on you—something your character didn't directly cause. It has two parts:

Event Focus: This determines what the event is about (e.g., something bad for the Player Character, an NPC action, or a sudden move toward a quest thread).

Event Meaning: You generate two descriptive words from the Meaning Tables: an action and a description/element (e.g., Betray and Weapon).

Interpreting the Event: If you roll NPC Action focused on The Gang, and the meaning is Betray and Weapon, you must interpret it using the context. Maybe the gang is double-crossing their supplier in a back alley weapons deal, and you stumble upon the crime scene, creating a new quest thread.

The "I Don't Know" Safety Valve
It's vital to remember the "I Don't Know" Rule. If the interpretation is too forced, impossible, or just doesn't fit the established tone (e.g., rolling Dance and Satellite in a hard sci-fi game), you are allowed to drop it and let the event fizzle. The goal is flow and fun, not torturing yourself to make sense of every roll.

Scenes: Framing the Action
The Scene is the core block of play. It could be a brief combat, an hour of searching, or even months of character training. The flow of the adventure is governed by scene types: Expected, Altered, and Interrupt.

Expected Scene: You decide what your character logically wants to do next.

Test the Expected Scene: You roll a d10 against the Chaos Factor.

If you roll high (above the CF), the scene happens as you expect.

If you roll low (equal to or less than the CF), your expectations are subverted, and the scene becomes Altered or an Interrupt.

Altered Scene: The main idea remains, but a complication is added. You expect to enter the archives, but instead, they are flooded and covered in a weird glowing fungus.

Interrupt Scene: This is a total break—a sudden, dramatic diversion, often triggered by a Random Event. Your PC expects to review security footage, but an old enemy suddenly bursts through the door, forcing an immediate fight.

Advanced Techniques and Variations
The true mastery of Mythic comes from using its advanced variations to customize your experience.

Handling the Player vs. PC Knowledge Dilemma

This is the biggest hurdle for solo play: how to stay immersed when you, the player, know a secret your character doesn't (like knowing a loyal NPC is a spy). Mythic offers three solutions:

Embrace Omniscience: Step back and enjoy the cinematic tension. Watch your character trust the spy, knowing the betrayal is coming. You become the audience for your own story.

Treat as Unreliable Facts: The player knowledge is just a rumor. Until your character finds actual, in-game proof, the betrayal remains a suspicion in the wind.

Role-Playing Opportunity: Give your character a chance to earn the knowledge. If the player knows there's a trap, the PC makes a Perception check. If they succeed, the player's knowledge is justified; if they fail, they walk right into it.

Adjusting the Chaos Factor
By default, chaos is... chaotic. But you can choose variant Fate Charts (Mid Chaos, Low Chaos, or No Chaos).

No Chaos is a great choice for certain genres, like tightly plotted mysteries or social thrillers, where too much randomness can derail the plot. In this mode, answers are based purely on the odds you set, rewarding careful planning. It makes chaos a genre lever.

Peril Points
These are a blunt instrument for narrative control. You can spend a Peril Point to prevent a story-killing consequence, such as a sudden, senseless death (e.g., a fatal fall). It turns the fatal fall into a dramatic near-miss—the PC is hurt but grabs a railing at the last second. It doesn't negate the consequence; it just negates the premature end of the story, safeguarding your emotional investment.

External Materials as Game Elements
This is a brilliant technique where you take a sourcebook (a book of mythology, a historical atlas, a monster manual) and literally put it on your Characters List, giving the book agency.

When a Random Event calls for an active element and rolls the sourcebook's name, you randomly roll a page number and line number in the physical book.

You then read that entry and interpret it into your current scene.

This method injects a level of detail you couldn't have planned and stops you from falling into your own predictable patterns, as the twist comes from a source entirely external to your own brain.


The Final Verdict
Mythic is not just a pile of random tables; it's a structured, iterative feedback loop. Every element—question, event, and scene—generates new context, immediately feeding back into the system to raise the stakes and define the path forward.

The unique benefit is total freedom. You become the sole architect and primary audience, allowing you to explore epic or intensely personal themes you might never get a whole group to commit to.

As you reach the climax of your own Mythic adventure, you'll be faced with the final stylistic choice: Do you use the full weight of the context you've built to ensure a high-stakes, cinematic showdown (like ensuring the Lich Breezos uses his most anticipated attack)? Or do you let the dice fall purely where they may, leading to a truly randomized, potentially anticlimactic conclusion? The beauty of Mythic is that the control—and the narrative—is entirely yours.
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November 20, 2025

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Fábula del alcalde y los ratones


Las cosas importantes de una bulliciosa ciudad siempre recaían sobre los hombros de su alcalde.

Esa tarde, el alcalde caminaba por un sendero tranquilo. Su frente estaba fruncida, pues su mente era un hervidero de pensamientos cruciales: el nuevo impuesto de aceras, el discurso para la inauguración de la estatua del Perro Sabio, y si la sopa de la cena llevaría picatostes. Todos problemas de suma importancia, claro está.

Caminaba con paso firme y pesado, sin mirar a dónde ponía sus elegantes zapatos de cuero.

¡Crac!

El alcalde notó un crujido bajo su suela, pero ni se molestó en detenerse. Solo echó un vistazo rápido y distraído al suelo. Vio los restos de un par de cáscaras marrones y algo de polvo. «Alguna basura del camino», pensó con desdén. Siguió su marcha, absorbiendo de nuevo sus importantísimos asuntos de gobierno.

—El cemento del nuevo parque debe ser más resistente... y los picatostes... ¡sí, definitivamente deben ser caseros! —murmuró para sí, ajeno a todo lo demás.

Cuando el eco de sus pasos se hubo perdido a lo lejos, dos pequeños seres asomaron sus narices grises de entre un agujero en la base de un gran roble. Eran dos ratoncitos.

Con ágil destreza, se acercaron al punto exacto donde el alcalde había pisado. Allí, entre el polvo y la tierra, yacían las semillas de dos nueces perfectamente liberadas de sus duras cáscaras. El peso del alcalde había hecho el trabajo.

—¡Qué maravilla! ¡Funcionó a la perfección! —exclamó uno de los ratones, recogiendo el nutritivo manjar.

El otro ratón mordisqueaba un trozo mientras asentía con la cabeza, muy serio.

—Por supuesto que funcionó. Estos animales que andan a dos patas y hacen tanto ruido son muy útiles. Dejan la pepita limpia, sin que tengamos que desgastarnos los dientes.

Los ratones se rieron entre bigotes.

—Y lo gracioso es que no se dan cuenta. ¡Estaba pensando en estatuas y en cosas de humanos! Ocupan tanto espacio, se creen tan importantes, pero ni siquiera se enteran de que los estamos usando.

—Viven en su burbuja de problemas que ellos mismos se inventan. "Impuestos, discursos, picatostes...", repiten las palabras. Siempre preocupados por cosas que solo importan en su pequeño mundo —dijo el ratoncito, encogiéndose de hombros.

—Si supieran... —el otro ratoncito agitó la cola y rió aún más fuerte— que el "importante" alcalde es solo una máquina de romper nueces para nosotros. ¡Una máquina a la que le importa más la sopa que lo que pisa!

—Pobrecillos, son tan grandes y tan despistados. Hemos usado a varios ya, y nunca se dan cuenta de nada —concluyeron mientras arrastraban su tesoro hacia el agujero del roble, listos para un festín.

La verdadera importancia no siempre se encuentra donde hay más ruido o más poder, sino a menudo en los pequeños actos y en la perspicacia de quienes saben aprovechar la distracción ajena. Lo que para unos es un estorbo insignificante, en este caso, un paso en falso, para otros es una gran solución: una nuez pelada.
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November 19, 2025

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La fábula del termitero


La Colonia Termita había comenzado a construir un nuevo hogar: el Termitero Gigante. Querían que fuera el más grande y seguro de todos.

El capataz de la obra era Cincel, una termita enorme y muy exigente. Solo le importaba una cosa: la velocidad. Recorría las rampas gritando a las obreras:

—¡Rápido! ¡Rápido! —gritaba Cincel—. ¡Solo con trabajo duro y sin descanso seremos la mejor colonia! ¡Cuando terminemos, la fuerza de nuestra colonia será recordada por siempre!

Las termitas obreras, pequeñas y trabajadoras, llevaban el barro sin parar. Una de ellas, llamada Fina, era muy aplicada, aunque pequeña.

Un día, mientras Fina subía con una gran bola de barro, pisó mal una parte recién construida que se desmoronó. Fina cayó al suelo. La carga le lastimó una pata, dejándola sin poder moverse. Estaba sola y en peligro.

Cincel vio el accidente y se puso furioso.

—¡Que no se detenga nadie! ¡Una termita caída no es excusa! —ordenó—. ¡El Termitero es más importante!

Pero las termitas obreras no hicieron caso.

Varias de las compañeras de Fina pararon. Ignoraron los gritos de Cincel. Con mucho cuidado, levantaron a Fina y la sacaron del peligroso camino.

Se la llevaron a un sitio seguro y tranquilo, una pequeña cueva fresca. Durante muchas semanas, mientras el Termitero crecía fuera, las obreras se turnaron para cuidar a Fina. Le traían la mejor comida masticada, le limpiaban la herida y la protegían. No estaban construyendo el Termitero, estaban construyendo el cuidado.

Finalmente, el Termitero Gigante estuvo terminado. Era impresionante. Se organizó una fiesta para celebrarlo.

Y en esa gran fiesta, con todas las termitas reunidas, estaba Fina, sana y curada, caminando sin problemas.

Cincel se subió a la parte más alta y gritó:

—¡Miren qué maravilla! ¡Con este Termitero nació nuestra civilización! ¡Nuestro esfuerzo nos ha hecho grandes!

Una termita sabia, llamada Mabia, se acercó a Cincel y le dijo:

—Te equivocas, Cincel. La civilización no nació hoy con este montón de barro. Nació hace semanas, en el momento en que esas obreras se detuvieron por una compañera.

—¿De qué hablas?

—La civilización no es qué tan alto construimos nuestros edificios. Es qué tan profundo es nuestro cuidado —explicó Mabia—. Nació cuando las obreras decidieron que la vida de Fina era más valiosa que un día de trabajo. Gracias a eso, Fina está aquí hoy, sana, para disfrutar del Termitero. Y recuerda; la verdadera civilización no se encuentra en las cosas que construimos, sino en cómo nos cuidamos los unos a los otros.
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