5 Opportunities missed with the Myth Journeyman Campaign and Myth 2.0

 

 

5 – Non-combat Actions

There are basically two types of challenges in Myth, traps and combat.  There is a little variation on traps, and a lot of variation on monster types and combinations for combat.  However, everything still comes down to just a couple of mechanics.  With the introduction of journeyman, and even more-so, with the release of Myth 2.0 rules, I feel Myth has still missed the opportunity to give more of a variety of challenges.  Simple things like swimming, climbing, and jumping can enhance combats, creating advantages and disadvantages.  What about the opportunity to talk your way past someone?  Translate some runes?  Push aside a boulder?  There are a lot of different things that can be simplified to a non-combat test, but which would be greatly enhanced if there was variability between the heroes.  The apprentice is likely the guy to call for those runes, but he probably isn’t quite as good at climbing and swimming as the soldier.  Shadows of Brimstone is my biggest comparison.  I don’t think a system that diverse was needed, but some middle ground would have been nice to give more variety in quest building.

4 – Bar Fight

First, let me say that more game modes to get the most out of myth materials is always a good thing, so I give credit there.  However, I think barfight failed to capture the essense of Myth like Slaughterfield did in the previous campaign.  It’s a very simplified system and lots of die rolling, but other than using Myth miniatures and tiles, nothing about it screamed “Myth” to me.  The characters pretty much become clones of each other, and seem to not have much more impact on the game than what token you select when playing monopoly.  It completely abandons the card system, item system, etc.   I’m hoping some revisions are made to it before it goes live, or someone has inspiration hit on the fan side of things.  I like the idea of the bar fight, but the game mode as it stands just didn’t grab me.

3 – Minibosses and Agents

The lack of additional minibosses and agents introduced during the second campaign was very noticeable.  There were a ton of new races, and a lot of space in the campaign had to be devoted to the introduction of commanders, so it was very easy to see why minibosses and agents didn’t see a lot of numbers.  However, from my side, these two elements are a great part of Myth.  Especially when these two are independent of races, they can really add variety by mixing with different monster groups on an adventure.  They give some of the boss element of gameplay without committing to a full boss fight and giving lower level adventurers a big challenge, but scaled to their level.  I was really hoping to see a couple more independent monsters and an Agents II pack introduced during the campaign, but it never came to be.  (Note: I think the introduction of the agent quests make the lack of new agents even more disappointing at the same time it makes all the existing agents just that much more cool.)

2 Other Card Add-ons

I’ll get into monster specific stuff in my last point (because that’s my biggest one), but I think there are a number of card related things that didn’t happen this time, that could or should have.  I see cards and tokens as “cheap” add-ons compared to miniatures, so I was surprised that things moved away from cards so much.  (Two late stretch goals – the Agent Quests and the Boss Upgrades sound excellent, and are what I’d have liked to have seen more of in some cases.)  Here are just some ideas of things that could have been in the campaign:

  • Advanced Title Expansion – I think titles easily could have been their own add-on for the game.  I personally like the idea of title trees, allowing for lower tier titles to be prereqs for mid tier titles which are in turn prereqs for upper tier titles.  Right now there are stronger and weaker titles, and having tiers would help balance that out by making heroes work harder for the stronger titles.  (Having the right prereqs adds more story and accomplishment to titles.)  I’d also like to see better rules for keeping items and their connection to titles being addressed.  Mixed with the title tiers, you could easily allow white items (potions) to be kept with tier 1 titles, green items for tier 2, blue for tier 3, and orange for tier 4.  Alternately, a point system could be in place (example: 1 title =1 white, 2 titles = 1 green, 5 titles = 1 blue, 11 titles = 1 orange).  I’m sure more titles will be available in mods, but those will be piecemeal.  I think more structure and a closer look at the balance is as important as quantity of titles.  Titles could be used to tell stories of their own, and right now I think that is missed.
  • Random Tile cards – A lot of players are looking for less decisions made by the players.  Having cards for all the tiles in order to randomize what the next tile is would have been a win for many.
  • Hunting Pack Deck – Now that chapter quests are going away, I’d have liked to have seen random “events” happen with hunting packs.  Have defined numbers, defined races.  Perhaps something to make some of the packs unique.  I could see this as a table to roll on as well (which I will probably end up doing here), but cards are a more expandable solution.  Once again, this is more support for those players wanting the game to make the decisions and not the players.
  • Myth Stickers – Yes, this isn’t a gameplay item, but it could have been nice for storage.  Labels and artwork to put on miniatures cases and such to mark what’s in each case would have been another low cost, but very usable component.
  • Novice Hero expansion – An extra two novice cards per hero could have added variability to each hero before making the jump to journeyman.  I know a lot of players are all about advancing as fast as possible, but there is also an audience for slow growth. More novice cards could help make that possible.  I’m worried the 3 swaps/2 title rule is going to have journeyman heroes 3 quests in, which in my mind is far to fast.  (Thats part of the logic of title trees too…slow things down.)

1 – Monster Variations

Looks like this will still be relegated to the lands of fan content, but I see this as the biggest missed opportunity for the official game of Myth.  While there was a lot of focus on adding additional monster groups to the game (expanding from 7 to 15), the much cheaper and efficient option of alternate types for current creatures wasn’t addressed.  There are a lot of versions I’ve seen to do this, but here are several of the easiest ways to address things:

  • “Elite” Monsters – This mechanic used in fellow coop dungeon crawler Shadows of Brimstone would adapt very easily to the world of Myth.  The idea is that each monster type would have a series of upgrades available to them to make stronger versions of the base creature.  I believe the best way to adapt this to myth is with a chart with 6 upgrades, each matched up to a fate symbol.  You could create elite versions of a creature with a single fate roll against the die, or you could have even stronger versions using 2 or more rolls on the chart, and then applying all the results.  This example is for the crawler:
Symbol_Faith Armored
The armored carapace of these crawlers is harder than normal.
TN +1 to hit this creature.
Symbol_Rage Aggressive
These crawlers attack much more fiercely than is typical of their kind.
Roll +1d10 on all attacks.
Symbol_Arcane Hive Mind
These creatures act more intelligently in numbers.
Roll 1 FD before moving any creatures of this type. On a darkness roll, treat them as intelligent instead of instinct for the turn. Add 1 FD each time this ability is added.
Symbol_5  Camoflagued
This creature’s coloring blends with the surroundings.
This creature is hidden in shadows. It can not be targetted at range, and requires a TN 4 check to see each time a hero tries to attack it. (Failure counts as a miss.) Increase the TN by +1 each time this ability is added after the first.
Symbol_6 Agile
This creature is faster than most of it’s kind.
Add +1 to Movement of this creature
Symbol_Darkness Potent
The venom of this creature is extra deadly.
Roll +1 FD for the poison skill.
    • Alternate monster cards.  Instead of the generalized “elite” method of giving variations of monsters, another simple approach would be issuing additional monster type cards that use the same models. They cold have alternate color schemes (which is optional, but could be nice) and alternate abilities.  My vision of it, would be each type would have it’s own card.  As an example of how this could work, I’ll use grubbers:
Type Color Scheme Change Summary
Grubber (Plains Grubber) Green Skin As per standard
Cave Grubber Black (or dark blue) skin Ambushers
Cave Grubbers are experts at ambushing their enemies.
Cave Grubbers are always considered a shadow spawn. When placed for a lair or a patrol, they should be placed adjacent to heroes according to priority instead of adjacent to the lair or in the normal setup zone.
Living in Darkness
Cave Grubbers live in the darkness, and have developed a closer connection to it.
During the refresh phase, the AP meter advances one more than normal while a cave grubber is on the current tile.
Mountain Grubber Red Skinned Hardy
Mountain grubbers are tougher than others of their kind.
Mountain Grubbers have 2 vitality and roll 2d10 to hit with their crude weapons.
Swamp Grubbers Brown Skin Hallucinogens
Swamp Grubbers rub various mushrooms on the spikes of their clubs causing a dazing effect.
Heroes hit by a Swamp Grubber get +1 to all TN numbers for combat and non-combat actions during their next hero phase. Multiple hits don’t stack.

These of course are just examples. Some are stronger than others and even stronger versions might be better.

  •  Alternate lairs – lair upgrades can be handled just like minions.  Perhaps a lair has built in defenses, like being surrounded in a deadly gas (working like an ill-fated spawn each time there is a spawn), or oozing acid to damage each adjacent hero, or having more vitality than normal.  A lair could have a different spawn that replaces all “normal” spawns.  Maybe it creates shadow spawns so the minions constantly ambush adventurers, or automatically use heavy spawns.  Perhaps it double spawns every darkness cycle.  They could have these as constant abilities, or they could use fate recipes with each spawn to make the modifications.

My last hope for this one is that modules will include rules along these lines, which would leave only a couple races that aren’t addressed.  If that opportunity to add in these low cost, high versatility options passes, then I don’t think there is another crack at official rules until 2017/18 with a Master campaign.  I do realize some races will have some upgrades coming with commanders, but I think commanders are only a partial fix.  I believe 1 or all of the changes above would get much more mileage out of races, especially core races.

 

 

Finally opened up my boxes

Within a few weeks I received my second shipment of Myth (actually, my shipment, my wife’s shipment, and my son’s shipment) and several other games.  At almost the same time, Xia arrived at the door.  A couple weeks later, my wife got her copies of Shadows of Brimstone.  (My son and I are still waiting on our sets.)  During this period, I’ve also changed jobs with a ton of time devoted to work (including nights and weekends).  As a result, I haven’t gotten to spend the time I’d like to on board games.  Xia hasn’t gotten opened yet, and I finally got my Myth sets unboxed, although they haven’t been sorted.

So what do seven captain sets look like?  (I bought eight, but the set I play and paint isn’t in the picture.)

MythStash

 

 

8 Months has Gone by Fast

It’s been almost 9 months since the end of the Myth kickstarter, which also makes it 9 months that this site has been up.  I wanted to reflect a little bit on this Myth website in the period before Myth has even come out.

We’ve had over 1100 users sign up, and are approaching 8000 posts.  I have to say both those numbers are far beyond where I’d have imagined them when I decided I needed to get some forums up.

Evidently Heroquest is still in people’s minds.  A thread about HeroQuest and Advanced HeroQuest was the most read, with over 40,000!!! hits.  The most popular thread among Myth topics was Duncan’s Trickster Pledge Mini-Boss.  That was probably helped quite a bit by Duncan actually being an active participant, so I can’t thank him enough.  The next most popular was actually Questions for MERCS, which also got help by appearances from the MERCS team, who I also can’t thank enough for their support.

One user has spent over 8 days of his life on the forums.  No, he can’t have that time back.  Good thing he’s not only a good contributor, he’s also one of two people brought on to keep the piece (or more likely…to delete the spam that plagued the site a bit a few months back.)

So…where to we go from here…

Once Myth clears customs, this place should explode.  Game play.  Rules discussions.  Stories.  I expect to see things get even more busy around here.

As far as what the site is doing:

Contests – Voting for the first contest is underway at http://www.landsofmyth.com/Forum/index.php?topic=572.msg7829#msg7829.  Pick your favorite captions, to help someone win some additional Myth miniatures.  More contests will come in the future.

Mythwiki.org – I’ve registered Mythwiki.org, and have been getting things going.  Hopefully I can get a lot done for it while on planes the next couple weeks, and the work in progress can be found at www.landsofmyth/wiki/.  I hope that this will make for an easy way for people to access game information from rules to storylines, etc.  This is a big project, and although I hope to do a lot of the work, I hope some of the fans out there will become contributors as well to make the wiki the most complete place to get Myth information.

Happy Holidays

Happy Holidays from Lands of Myth!

First, I want to wish everyone a Merry Christmas.

It’s been great seeing this community build since the Myth Kickstarter earlier in the year.  We have grown to over 1000 users, and have over 7000 posts in the forums, meaning about 1 in every 5 myth players have joined the community already.  We’ve been even more fortunate to have support directly from the MERCS team, whether it’s been answering Q&A’s, or directly interfacing with fans on the forums.  I can’t thank Mercs or all of the Myth fans out there enough for helping to make this site this successful.

With Myth coming out soon, we are having our first contest to celebrate.  We’d like to have everyone caption the photo below.  The contest is in the forums with the rules.  http://www.landsofmyth.com/Forum/index.php?topic=572.0

 

Slaughterfield Videos

The long awaited Slaughterfield video went up, giving us a bit more of an introduction to that game mode, and more importantly letting us see the Brigand, Skald, Spriggan, and Trickster in play. It also gave us a sampling of the rat and Cyclops enemies.

Wave 1

Wave 2

Wave 3 (To be continued)

The game will be completed some time after the holidays, but we have a number of learnings from the video already.

Brigand –   Suicide run is as effective as expected, especially with a hustle card also in hand.  The ability to share bonuses from hiding in shadows was a nice buff I wasn’t expecting though.  Being able to hide at opportune times is huge.

Druid/Spriggan –   I hope that the expansion kickstarter scheduled for August/September next year includes a model for the summoned elder (treant).  We already knew the item summoning would be a big part of the Spriggan, but the battlefield manipulation like entangling and confusing enemies is a nice direction where I don’t think any other characters excel.  This character seems very strong early on with summoned items, but I wonder if it will scale well as others find bigger treasures to fill their item slots.

Skald –  Skald has become far more important in my mind.  I think I’d prefer a Skald in my party over an apprentice.  It provides decent buffs, and has the ability to manipulate treasure draws, which is a huge advantage, that can affect multiple acts of a quest.  Of course in Slaughterfield as a competitive mode, the Skald seems terrible.  This character seems to be more support oriented than any other heroes by far.  Of course, reciting your epic poetry is a big bonus playing this character as well.

Trickster – Still hard to figure this one out, even with the game play.  Looks like he can be effective with some nice devices, but combos seem so random.  I think it may be harder to try and create any cohesive strategy with this character.

Slaughterfield Items – These are REALLY strong, especially since you can pick one that will best fit your character.  They are the best items I’ve seen (having looked through some of the blue and green decks at GenCon), which isnt’ surprising.

The Game – I understand that this is a cooperative/competitive mode of the game.  I’m wondering if I’d prefer a variation of pure cooperative, so that you aren’t subtley trying to undermind your team.  Due to the play order rules, I think I’m not a fan of the competitive mode.  I may be convinced otherwise later, but I think I may house rule this with the team going for the greatest sum of victory points instead of individual scores.

The third wave video really illustrated one of the core concepts in Myth.  Manage the monster types.  Leaving 3 monster types out on the board creates a lot of AP for the darkness.  Try to wittle down the number of monster types as quickly as you can.  You will be generating enough AP with your cards, best not to give out free AP by leaving extra monster types out on top of it.

Rats and Cyclops – It’s probably good we will be getting the base boxed set to start, allowing us to get used to priorities of orcs and bugs before we start adding in more variations.  It might just be me, but Rats and Cyclops seem to be deadlier than the two base races by a pretty good amount.  Dodge can be a game changer when it cancels a killing blow that was costly to set up, and multiple ranged attacks can drop a party fast.

The First Myth Unboxing

I plan to do my own unboxing in about a month or so, but this was such a huge milestone for the game, I wanted to comment on it right away.

The component look great on film.  Great color throughout, from counters, to boards, to cards.  Looks well packed, and has me even more excited to get the game in my hands.

We should be about 6-8 weeks away from a detailed review of everything in the box.  Hope everyone else loves this as much as me in the meantime.

 

Convention Tour Changes

Due to the delay in the game actually getting into our hands, I’ll need to scale back things for a much less ambitious convention tour this year.

 

ShadowCon

Shadowcon – January 3 and 4.

Although I still plan on attending Shadowcon, any Myth related events have been cancelled, so no Myth 101 will be possible.  Still looking forward to seeing people there for other gaming events.

MidSouthCon

MidSouthCon – March 21-23

Although the base game will be in my hands at this time, I won’t likely have time to have everything painted, and won’t likely have the expanded items from the game.  I still believe that some Myth 101 and possibly Slaughterfield makes sense to get things going.

OriginsLogo

Origins Game Fair – June 12-16

This one is pretty expensive for me to get to, so I’m probably going to pass on Origins this year.  Although I will have everything, I won’t likely have everything painted, and won’t have playtested things for custom events.  With this so close to GenCon, I’m going to skip the travel expense.

Gencon

GenCon – August 15-18

I’m still planning on going to GenCon this year.  However, I’m going to push back “Rings of Ia” for 2015.  I just think the painting and the playtesting to make sure custom elements are balanced won’t get enough attention with the shortened timeline.  Myth 101, Slaughterfield, and some “Rings of Ia” preview/playtest events might make sense.

Playtest Notes from the French Translation Team

We’ve been lucky enough to hear from several people involved with the game in the US over the course of this year.  However, Myth will be a worldwide hit, with translations into several languages right from the start.  We were lucky enough to have one of the French translators for the game post a review in our forums with some thoughts on the game through some playesting.

http://www.landsofmyth.com/Forum/index.php?topic=507.0#msg6451

“Hello first you should know i am involved with the mercs team i am biaised but this translation is not a paid job so i hope you will believe me if i am saying i will try to be as honest as i can.

You should know i am french and i don’t speak english enough, i will make english errors, please forgive me.

After a lot of work on the translation some part of the translation team met in Paris to test the game, we played 12-15 hours over the Week End, we tested some “free questing” at the beginning with 3 players, it was an epic fail, we lost to Yardu the Undead Giant who appeared after the wrong darkness event. He can be brutal.

The day after we played the first and last act of the 2nd Story. We fought Terror at the end. We tried almost all traps (one quest added 3 traps on the next tile).

My first impression is the game is really smooth, you never wait long since everybody more or less play at the same time. Most of the time monster activation is easy to determine, the game have some simplification that make game faster, for example monsters who are already in a fight does not move and stay were they are. We tested all monsters but the Sycline, they are REALLY different from each other, i was playing the archer against a Rath mob, my very low Threat at the time was not an advantage. All characters feels really different from each other, that si what sold me the game at the beginning. IT seems very hard to play without the Acolyte.

This game will feel very strange at first for a lot of player i think. The first thing is the number of choices the player must make about the game difficulty. For example some tiles have wandering monsters (a band of monster not tied to a lair they won’t receive reinforcement), some tile force you to have one, some offers you the possibility to have one, but even if you have to add one it’s size can be from 3 to 8 monsters, YOU will have to choose that, adding more monster make the game more difficult, and offer you the possibility to gain more treasure but the difficulty is growing faster i think. It is the same with the choice of wich monster using to populate the Tile, some are really stronger than the others, i wanted to try as many as we could but i often listened this kind of comments : “oh no we are not in great shape if you add them we will loose”. It is not a bad thing but it is something kinda new in the strict boardgame world. I bet we will see very soon after the realease some random table to choose the number of wandering monster, monster’s type, number of lair and all the other choices you have to make.
The other thing that felt a little strange was the unique structure of the game turn, at the beginning i was frustrated with my hand, i thought “i don’t have the cards i need i won’t do a thing this turn, i will lost my turn”. That was really wrong, you have to understand if you don’t play you don’t activate the darkness, it is not a standard we play then monsters play structure. All the game finesse is in the management of these 25 cards, you know you will have the cards you want you don’t know when but you can try to optimise your chances to get them. IT is best if you don’t play the 2 point card in a suboptimal situation (just to kill one minion for example). You have to let the other players shine while you wait for your time. The threat system support that, if one player is at 10 you trigger a very very bad event, if your threat goes to high you should calm down to let it diminish. I really appreciated this innovative mechanic,  i am a big fan of Descent V1, but often it is best to give everything to the leading character it is stragically more efficient. But it is not at all the case here. A lot of other small rules are very nice, i have a very good feeling about the game.

Now the downside of this “review”, Brian said 1 or 2 hours per Act, even if it was our fist play we knew the game pretty well, and with no slow players. It took us more than 6 hours to make 2 acts. So even if we optimize this it will be 2 or 3 hours per act, no less. It is not a big problem for me but it is a point you have to be aware of. You can do “free questing” outside a story, but to be honest it does not feel as interesting.
The other little bad side of the game is there is a lot of questions during the game, not really about the base mecanic (some points will have to be clarified in a FAQ when the game will go public but i know as a fact Mercs will be supporting the game very very well for example they will make available a document explaining how to use EACH hero card) but they wanted to make a very very immersive game with cool stories. That is not a bad thing but there is question in a lot of quests since they are all changing the game. I imagin Brian writing  a fictive story (not in the game):
“And now it would be cool if a giant dragon come into the tile and ravaging everything”. He wrote it, the quest is extra nice, but when you do it you have no idea what to do when the dragon arrive if you are under him, are you pushed, does he damage you if you are under etc. This is a dumb example but i hope you will understand what i am trying to explain. This problem is less important in a cooperative game than in competitive games like Descent, but sometimes you tell yourself “i hope we are playing it the way it was designed”. I think this game will have one of the biggest FAQ ever, but it is maybe the price to pay to have such a rich and immersive game. Once again the bases of the game are well designed, it works well, it is more a problem with the little details at the end.

I hope i did not make you eyes bleed too much with my poor english. And i hope this reflect well my feelings about the game (my french review was way easier to write).”

Q&A With Keith Lowe

I haven’t done a Q&A here at Lands of Myth in a while, but I am hoping to make up for it a little bit as we close in on the first boxes of MYTH shipping.  Today, I’m very excited to have a question and answer session with Keith Lowe, who I had the pleasure of meeting at GenCon.  Everyone who fell in love with the game is familiar with Keith and his artwork, but for those who don’t know Keith yet, he is the artist for MYTH, so you’ve seen his work, and will be seeing a lot more.

Lands Of Myth: Myth has obviously been a bigger success than you probably expected coming out of the gates.  Has it had much impact on your life since the kickstarter ended?

Keith: Absolutely. I left my graphic design position at BradyGames of almost 8 years to pursue MERCS full time. It was a big decision, but an important one. There was such work to be done, that there simply wasn’t the time to try to continue doing both.

 

LoM: Concept art obviously played a big part in the game and the kickstarter.  Could you tell us how the art process worked in the infancy of Myth before the kickstarter?

Keith: It was a bit of a mixed bag. Brian and Kenny had already some great ideas about the different classes as a jumping off point. We picked some traditional classes from that list to work on initially, but we also made a point to explore other ideas, like Brigand as a rat. Having creatures as heroes helped us be more open to try different things early on. For the baddies, we asked ourselves questions. “What are really great fantasy monsters? How can we give them a different flavor, make them unique but familiar?” When executing the monsters, I worked all of a monster group at that same time. So for example the Grubbers, Muckers, and Orcneas were all done together, to keep them cohesive as a group. The other thing I really wanted to push was story telling in the way the monsters looked. We do that in MERCS but I really wanted to make that a major focus with Myth.

 

LoM: We recently learned you were the artist for the first edition of Incursion.  With a little research, I saw you also worked on Secrets of the Third Reich.  Could you tell us a little bit about those projects?

Keith: Board Game Geek has me tagged as working on SOTR, but I never actually worked on it. I’m not really sure how it happened 🙂

 As far as Incursion though, Jim Bailey reached out to me not long after we launched the MERCS website. This was sometime late in 2008. My job was primarily to illustrate the characters based off of concept art already finished, and in some cases miniatures in progress. I hadn’t done very much contract illustration work up to that point, so I felt like it was as a really good learning experience for me. I got to understand a little bit what it is like to be a freelancer. The art was fun to do, and Jim was an easy client to work with. We continued work off and on throughout the initial Incursion box release and into the SNAFU expansion as well. Eventually I had to discontinue, as MERCS was demanding more and more of my time.

 

LoM: Outside of MERCS, MYTH, and the two projects mentioned above, what other projects (even non-gaming) could fans of your art look up in order to find more of your artwork?

Keith:  I spent a long time as a graphic designer for BradyGames and learned a ton there. I did designs for nearly a hundred books and strategy guides. I had a unique opportunity to work on game properties I loved when I was a young man. If you want, you can check out some of my old book designs on my insanely outdated website…

 Beyond that, just little things here and there for friends and family. MERCS was a hobby for a long time, and I did the work during my free evenings. It just so happened that it was a business as well. I’m very fortunate in that my hobby has become my career.

 

LoM: Your art in both Myth and Mercs has a very distinctive style to it.  Who were your biggest inspirations as you developed your style?

Keith: I appreciate that. I think every artist hopes their work feels somewhat unique. I’ve had a great many influences. Cartoonist Bill Watterson from Calvin and Hobbes when I was young. Comic artists like Jim Lee and in recent years penciler Cary Nord. The great American illustrators NC Wyeth, Howard Pyle, and JC Leyendecker. My college professor Ron Mazellan. Concept artists like Feng Zhu, Syd Meab, Sparth, Madryk, Craig Mullins. The list could go on…

 

LoM: What was your favorite piece of Myth art to design?

Keith: Wow that’s tough. I’ll have to say the Skeleton Boss, he felt unique and fun right from the get-go.

 

LoM:  If you had to pick one miniature that’s been sculpted, which one do you think best caught the spark of the original concept art?

Keith: I about went nuts when I saw the Acolyte’s final sculpt images. He really captures the flavor to me.

 

LoM: Was there a reason you decided to go with sculpted miniatures over 3D graphic design?  (This was a question a player had way back in May, that I’m circling back to.)

Keith: In terms of our business as a whole, we’ve had the most success with traditional models. From an artist standpoint, I also find it easier to see a models details, know they are at actual size, and can usually expect them to translate that way. Basically it becomes a what you see is what you get situation.

 

LoM: The box cover art is obviously the biggest, most in depth piece of art that’s been released for Myth.  Are there other pieces you’ve done for the game that are that elaborate?

Keith: Right. The cover art was a priority early on to try to capture the look and feel in one big image. Nothing as elaborate as the cover has been illustrated yet, but I very much hope to do some more in the future.

 

LoM: How much unreleased (unleaked) art should we expect to see for the first time when we open up our game box?

Keith: If you weren’t able to catch us at GenCon, you will see loads of great new stuff. The Realm tiles look much sexier now than they did on the initial KS page. Fantastic item art from a super talented young artist Jonathan Duncan. He did an amazing job of on concepts and matched the style right on. Beyond this there is all the punchboard art, and last but not least, all the completed hero card art. We’ve posted bits and pieces of stuff on the KS updates from the core box, but the lions share we haven’t shown outside of GenCon.

 

LoM: 2014 (and probably 2015) is likely to have a number of expansions following the release of the game.  How much new art do you expect to have to produce with each new expansion?

Keith: I’ll be in pretty solid shape for a while once I finish up the stretch goal work, which I’m actively working on now. Beyond that I’d love to do some more group illustrations with the expansion heroes.

 

LoM: Any final words for fans out there before the home stretch towards release?

Keith: I’m super pumped and I hope you are too! Thanks for taking this adventure with us 🙂

I’d like to thank Keith for taking time out of his busy schedule between continued work on MERCS, a hectic convention schedule, and getting MYTH finished to answer some questions for us.  It means a lot.

For anyone interested in seeing more of Keith’s work, be sure to check out Keith Lowe Art.

Lands of MYTH 2014 Convention Tour

As a game that can be played in under two hours, MYTH is excellent for conventions. I’ve got big plans (and 11 months to prepare) for GenCon and Myth next year, but I definitely plan to try and use Myth as a convention game at other events as well. I haven’t been a big convention attendee since I’ve lived in Memphis, but I plan to be better about it this coming year as I warm up for the Summer Convention season with Origins and GenCon.

ShadowCon

Shadowcon – January 3 and 4.

This should be right after the release of the kickstarter boxed sets, and before all the additional material comes out.  I plan to mostly stick to MYTH 101 style games, introducing new people to the game building up for it’s mainstream release.  I may even break it down into “demo” games where it will last under an hour per game in order to get more players through, with the possibility of one or two full games towards the end of the convention.

MidSouthCon

MidSouthCon – March 21-23

MidSouthCon will be after the full kickstarter components arrive, so it will be the first opportunity to show off some of the expanded MYTH world.  I hope to have a full set painted, and some 3D terrain to run custom scenarios at this point as well.  However, since this should coincide with the full release of the game, I’ll likely stick to mostly MYTH 101 style scenarios.

OriginsLogo

Origins Game Fair – June 12-16

Origins is on my wish list, but I’m not sure I’ll be making this convention yet.  If I can make this con, it would be to introduce more custom scenarios to playtest them for GenCon.  I’d expect MERCS to be in attendance, so the demos can be left to them, but I’m sure there will be plenty of time to get some standard MYTH games in, as well as some kind of Myth meet and greet.  I’ll make sure to update as we get closer on whether we’ll be running Lands of Myth events at this con.

Gencon

GenCon – August 15-18

This is the big event being planned for, with the introduction of the full “Rings of Ia” scenario, Myth 101 sessions, and pickup games.  We are definitely hoping to schedule a meet and greet session, and we’ll see what other events we can come up with by August.