I’ve lost count of the number of prefaces I’ve drafted for Mythus(tm), but there have been a few. My problem is, getting you, my audience, to read the thing.
Why would you want to?
Because it says things a reader would do well to hear. Things that could make game play better, more engaging. Make participation more entertaining, and expand possibilities for Journey Master (JM) and player.
But how to word it so it is informative, and readable. For Mythus(tm) is not an instructional book, entirely, it is also an entertainment; and if you are not encouraged to read it, no matter how good a game I think it is, you are not going to try it out.
That’s the purpose of this preface, to explain to you what sort of game Mythus(tm) is, and what sort of roleplaying game (or RPG).
What is an RPG?
A game where you play a role.
What do you do as you play your role?
Most anything you like, given that the rules—the mechanics that is—will define and describe what you can do, and how you do it. Somd RPGs are complex, some are simple. Some RPGs are stricts, others are forgiving. Put regardless of what you play, the goal in the long run is to play a role.
What you do as a player is up to you. Your JM can suggest and advise, but he cannot tell you what you must do. Not unless you let him take control and refuse to countenance different ways. It is not his game, it is your adventure.
The most important thing is, trust yourself. Trust yourself to be able to do things on your own initiative. Trust yourself, and others, to work together to achieve whatever goals you have decided on. Or, at the least, to proceed in a manner that makes a session enjoyable and entertaining to those in the party.
RPGs are not competitive games. Neither are they necessarily cooperative games. Competition and cooperation are entirely up to you, and it is possible for you to compete and cooperate with the same people and the same time. Nor do you need to have the same goals as the others, for you can seek to gain your aim while at the same time helping the others gain theirs, or working against what they desire.
Yes, it can be complicated.
Mythus(tm) can be complicated, Mythus(tm) can be simple. It all depends on how you approach matters and how you handle affairs. For the role you play is entirely your business, and no one can forbid what you do, not without sufficient reason.
Mythus(tm) is not for everybody. Mythus(tm) may not be for you. You do decide to try the game, keep in mind that I’m not going to agree with you on everything, nor are you required to do as I say. You disagree, then you disagree. However you decide to handle matters, remember that this is a game about life in an imaginary world, and life in any sort of world covers a lot of territory and events.
Don’t be strict, don’t be pushy, don’t try to control everything. That’s my advice to you. My wish for you is that you find Mythus(tm) engaging and entertaining, and always remember that it is your adventure.
Now that I’ve blabbed on a bit, remember why you play, remember that the others you play with have rights of their own, and remember that an RPG is never so important it makes hostility and rancor tolerable. For nothing is so vital to your existence that it makes violence worthwhile.
Following this, in the introduction, the rules, and the background I have more to say, but this should give you something of a grounding into what RPGs as a whole, and Mythus(tm) in particular are about. Good fortune to you and your fellows, and remember to never let yourself get discouraged.
Alan Kellogg, June 19th 2014