This past weekend marked the beginning of our new campaign and a new game system. As I mentioned in my prior posting, we’re moving to a less “tactically challenging” game. The system I’ve selected is Myth & Magic from New Haven Games (aka M&M). The game isn’t officially released until late September but a pre-release is available. Myth & Magic started as a retro-clone of 2nd Edition AD&D but has become more than that. In a manner similar to Castles & Crusades, M&M looks something like a pre-3rd Edition D&D re-envisioned with modern sensibilities. I definitely prefer M&M’s BASE20 system over Castles & Crusades SEIGE Mechanic and over the d20 approach of ever escalating skills and difficulties. We’re going to be giving the pre-release a run until the September release. It is my understanding the upcoming release has a lot of things added to the game and some things reworked. We’ll re-evaluate if we’ll continue with Myth & Magic after that release.
We rolled up characters on Saturday. It took longer than I had hoped but that is largely because none of the players had ever seen Myth & Magic. I hadn’t shared what we would be playing until after we were into the character creation process. Two of the players also decided that they’d play two characters and that contributed to things taking a bit longer. The range of Ability Scores, as one might expect with 3d6, is pretty wide. Rachel got pretty lucky with her rolls while others did not.
The roster of PCs includes the following.
- Aram, a Dwarven Cleric (played by RJ)
- Eoin, a Human Barbarian (played by RJ)
- Finch, a Halfling Thief (played by Todd)
- Isabel, a Half-Elf Ranger (played by Rachel)
- Mookatel, a Half-Orc Fighter (played by Todd)
- Rithor, a Human Wizard (played by Franklin)
The campaign will be using the Vault of Larin Karr as the “base” upon which I’ll be adding a variety of different things. Some of these will be homebrewed but others will be a mix of 1st, 2nd, and 3rd Edition published adventures. This mix is intentional…I want to see how easy it is to convert materials from the different editions to Myth & Magic. I was going to start with the 3.5 “classic” adventure, The Crucible of Freya and the lead-in, The Wizard’s Amulet. However, Franklin immediately recognized it because he has run both in the past…so I’ll be making some definite changes.
Each character received one or two rumors about Quail Valley or the village of Fairhill. These were basically reasons for them to be wanting to travel to Quail Valley and so when a wizard was looking for some traveling companions to head to Fairhill (a village just a day or two from Quail Valley), it was a good “in” for each character to agree to the trip.
Below is the session log from Rachel.
My GM comments are in [italics and brackets.]
Note: There are spoilers for The Wizard’s Amulet and possibly The Crucible of Freya below.