Author Topic: Question about Hunting Parties, Traps, and "Player Choice"  (Read 1708 times)

Greenvise

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Question about Hunting Parties, Traps, and "Player Choice"
« on: November 26, 2015, 12:11:37 AM »
Hello, forums.

I'm (strongly) considering picking up a copy of Myth, and I've been doing all the homework I can before making the rather expensive and time-consuming commitment of buying and learning the game. To that end, I've been watching the gameplay videos and reading FAQs... and I have one very-important-to-me question for those of you who've already got a grasp on the rules. I'm a longtime tabletop gamer, a 3P tabletop designer/writer, and a lifelong fan of RPGs of all kinds - so I've been able to get a pretty clear sense of the basics. I'm totally in love with certain game elements, but one thing worries me quite a bit.

Watching the gameplay videos, there seem to be a number of times during which the players simply decide whether or not to add obstacles like traps and hunting parties to the board.

If I were to purchase this game, I'd be looking to play with friends with an "us vs. the game" mentality, earning our victories through hard work and cooperation - not by simply deciding to make things easier on ourselves. I'm not necessarily looking for a "play-your-own-way," group-storytelling game: we've got Pathfinder, Dungeons & Dragons, and any number of other "pen-and-paper" games for that. Rather, we'd be looking to play a game with clear goals (and clear obstacles in the way of our completing them) that we can win or lose with good old-fashioned tactics and teamwork.

So, my question is: does this game offer mechanical, meaningful incentives (extra treasures, options, or rewards?) to add things like traps, hunting parties, and lots of lairs and monsters to the board? Or would a player only do that if they "felt like it," or if they found the game too easy, and wanted to "make things harder" on themselves? I have to say, to me it would feel very dissatisfying to win a game only because I knew I made the encounter as easy as I could because the game simply said I could - or if I lost a game because I made an arbitrary choice to make things tougher for no reason or benefit. I'm hoping there's a reason to make the decisions that the players seem to make when setting up tiles in the gameplay videos.

Thanks in advance for your answers and help!

thesigma

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Re: Question about Hunting Parties, Traps, and "Player Choice"
« Reply #1 on: December 01, 2015, 09:14:03 PM »
The only real mechanical incentive to fight more monsters or deal with harder traps is the possibility to get more treasure (which is generated by  either killing 3 monsters with a single attack, killing a captain, or destroying a lair) or to get more serendipity (which is cued off which trap you face).

However, there is a new game play method that you might be interested in: modules. Like RPG modules, they set up everything in advance; you do not have the same issues with making choices about what to face like you do when you are free playing. To get an idea of what these look like, see Fury of the Fireborn or Rise of the Revenant pdfs here: http://megacongames.com/games/myth/

The makers of Myth will also selling these (and other) modules in the future. They will include monsters, cards, tiles, punch boards, and the module book. This seems to be the primary way they are planning on introducing new monster types in the future.

Greenvise

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Re: Question about Hunting Parties, Traps, and "Player Choice"
« Reply #2 on: December 03, 2015, 04:24:50 PM »
I see. Couldn't I, then, get more treasure by exploring several rooms, and spawning the minimum number of monsters, lairs, and traps? That way I could get treasure safely, gaining power more easily and rarely (or never) needing to use the types of stalling tactics that would otherwise penalize how much treasure I can gain.

thesigma

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Re: Question about Hunting Parties, Traps, and "Player Choice"
« Reply #3 on: December 04, 2015, 10:25:15 PM »
Yes, you certainly could do that. However, I doubt that would be nearly as fun. Also, as treasure and serendipity don't generally carry over from session to session (I believe they still do inside a single module) the time cost to take this slow and safe approach would be quite great.