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Explore Mythic Worlds With The Mythras Role-Playing Game
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<blockquote data-quote="John Luther" data-source="post: 7734440" data-attributes="member: 6924374"><p>The Design Mechanism (TDM) is supporting the Mythras rules with an excellent array of quasi-historical settings: Mythic Britain, Mythic Rome, and Mythic Constantinople. Upcoming is Mythic Greece (exact release date yet to be announced). Luther Arkwright (adventures across parallel universes, not so much time travel) and Clarence Redd's excellent Mythras Imperative based M-Space (think D100 Traveller) show it is as adaptable to science fiction as it is fantasy. The upcoming Mythras based "After the Vampire Wars" will bring modern horror to the mix of settings options. And then there is the wonderful "Monster Island" setting, by Pete Nash and Friends, for weird pulp fantasy play, and the above mentioned Classic Fantasy to bring some realistic feel to D&D tropes. </p><p></p><p>The Mythras rules are more of a tool kit than something to be used as presented (although it can be that). For example, cults aren't really a thing in Luther Arkwright. Each of the settings books adds some new rules as well as flavor.</p><p></p><p>One can get a sense of the rules through their free pdf "Mythras Imperative" (available from the TDM web site and the DTRPG/RPGNow sites).</p></blockquote><p></p>
[QUOTE="John Luther, post: 7734440, member: 6924374"] The Design Mechanism (TDM) is supporting the Mythras rules with an excellent array of quasi-historical settings: Mythic Britain, Mythic Rome, and Mythic Constantinople. Upcoming is Mythic Greece (exact release date yet to be announced). Luther Arkwright (adventures across parallel universes, not so much time travel) and Clarence Redd's excellent Mythras Imperative based M-Space (think D100 Traveller) show it is as adaptable to science fiction as it is fantasy. The upcoming Mythras based "After the Vampire Wars" will bring modern horror to the mix of settings options. And then there is the wonderful "Monster Island" setting, by Pete Nash and Friends, for weird pulp fantasy play, and the above mentioned Classic Fantasy to bring some realistic feel to D&D tropes. The Mythras rules are more of a tool kit than something to be used as presented (although it can be that). For example, cults aren't really a thing in Luther Arkwright. Each of the settings books adds some new rules as well as flavor. One can get a sense of the rules through their free pdf "Mythras Imperative" (available from the TDM web site and the DTRPG/RPGNow sites). [/QUOTE]
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