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<blockquote data-quote="pemerton" data-source="post: 8250861" data-attributes="member: 42582"><p>No Myth means <em>no established fiction beyond what is established in play</em>. Genre becomes important.</p><p></p><p>Although the phrase seems absolute - NO myth - I think we can talk in degrees. In my Classic Traveller game there was not just sci-fi genre but the implied backstory of space pirates, and Imperium, etc. In my Burning Wheel game I started the PCs in Hardby and showed them the GH map which establishes forests for the elves, hills for the dwarves, the Bright Desert for the mysterious nomads, etc.</p><p></p><p>A literal no myth game I ran was Cortex+ Heroic Vikings. We started with PCs as Vikings and built everything else from there.</p><p></p><p>No Myth contrasts with (say) Glorantha-based HeroWars/Quest where there is a lot of established backstory and part of the pleasure of play is everyone drawing on it. The closest I've come to this is 4e D&D, and there the myth was much less than in a Glorantha game. DitV is also not No Myth given that the GM needs to set up towns and (like [USER=16586]@Campbell[/USER] mentioned upthread) might have preconceived notions of who is doing what to whom that has caused the problems of sin in the town.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8250861, member: 42582"] No Myth means [I]no established fiction beyond what is established in play[/I]. Genre becomes important. Although the phrase seems absolute - NO myth - I think we can talk in degrees. In my Classic Traveller game there was not just sci-fi genre but the implied backstory of space pirates, and Imperium, etc. In my Burning Wheel game I started the PCs in Hardby and showed them the GH map which establishes forests for the elves, hills for the dwarves, the Bright Desert for the mysterious nomads, etc. A literal no myth game I ran was Cortex+ Heroic Vikings. We started with PCs as Vikings and built everything else from there. No Myth contrasts with (say) Glorantha-based HeroWars/Quest where there is a lot of established backstory and part of the pleasure of play is everyone drawing on it. The closest I've come to this is 4e D&D, and there the myth was much less than in a Glorantha game. DitV is also not No Myth given that the GM needs to set up towns and (like [USER=16586]@Campbell[/USER] mentioned upthread) might have preconceived notions of who is doing what to whom that has caused the problems of sin in the town. [/QUOTE]
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