Any questions? You might find answers here,
Because of my optional rule for XP, posted here a few days ago, I was reminded of the fact that in the draft for MYFAROG 1E there was a rule where Int modified the amount of XP you got, because — simply put — smart people learn more from both failure and success than dumb people.
“It is human to fail, but a shame to remain in failure.”
The rule was not included because it just complicated things for not a very good reason, and also — frankly — it mainly makes it suck to have a character with low Int, and Int is already pretty important in MYFAROG, being the attribute modifying the most skills.
The rule was pretty realistic though, and I figured some of you might like it and want to use it, so here it is:
The amount of XP gained each Saturday is modified by Int * 5%.
E. g. if you have Int +1 you will get 5% more XP each Saturday. If you have Int -2 you will get 10% less. If you have Int +4 you get 20% more. Etc.
If you want Int to have an even bigger impact on your character’s ability to learn, you can modify Int by 10% instead. Some times I get the impression in real life that the mod is at least 20%….
It’s your game, so you are of course free to use or modify this rule as you see fit.
“Dumb characters for smart players?” 😉
Gaining experience points is a great way to reward players and allow character development, but experience in real life is gained mainly from failure. If you do something and do it well, if you succeed and know what you are doing, you don’t really learn that much. If you fail though, you might see what you did wrong, you might see what you instead should have done, and thus… you learn more.
Having a more realistic XP reward system, where failure is rewarded as well, or even more than success, is not without problems though. It can be misused by players, but like always: if you don’t like this rule, or feel that it can somehow be problematic for your group, just ignore it and use the perfectly functional default XP reward rules found in MYFAROG.
What is different?
You now also gain XP for failures, but you also gain less XP from successes.
The following table replaces the XP table found on page 20 in the core rulebook.
XP rewarded for testing skills where the result is tested against a table (e. g. Foraging), is done as before. No change there.
Myth module M1, “When Night Falls”, is the first official Myth (adventure) for MYFAROG. It takes the Adventurer Party to Bearhillside to find out what has happened to a missing family. Included in this Myth; a castle, ancient towers, forgotten caves and an abandoned mine…. Beware of ettins and trolls!
M1 When Night Falls is made for MYFAROG 2.6!
Here is a direct link to a the real world map where this myth takes place. Remember that Osvoll = Riverwall. Here is a link to Bearhillside. Thrall cabins can be seen in the dark green area just north-east of the “castle”.
For those who also want a digital version of the maps in the booklet, here follows PDF semi-High-Res maps for the myth (for the Myth Master’s eyes only!):
Available from AMAZON.
by Ian Christiansen
‘The Coming’ is soon coming back, and in that context I release the Critical Hits tables (that can be used for the default MYFAROG setting as well) and the fumble tables for firearms and heavy weapons. On request from Jeff C.
I will remove this post after some time, and when I do you will be able to find these tables in the PDF section (Character Sheets and Myth Master AIDS).
Here is a PDF with the place names in alphabetic order, as can be found in the MYFAROG rule book, but I have also added a list where the real place names are first, in alphabetic order, so that you can more easily look the names up on real world maps.
PS. This post will be removed after some time, but the PDF will be found in the “Character Sheets and Myth Master Aids” section.
First one, by Andrew Knapp. I can’t reblog this, but I post a link.
A review of Travels & Treasures: