You can find the first release of the core system here. It has everything you need to start playing the game in addition to the Combat and Social Module for more deep gameplay during fights and social encounters. More will be released over time, so keep an eye out!
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Mar 24, 2016Posted in: General Gaming
Feb 16, 2016Posted in: General Gaming
How would you rate this for a completely new person? Do you consider this a veteran type setup, or newbie friendly? Would there be a need / want for someone completely unfamiliar with table topping to come play and see how unintentionally terrible they might stress test / mess up the system?
This intrigues me, but I don't wanna drag everyone else down as I ask some of the newbiest questions and need someone to hold my hand through whacking an ogre with rusty nail clippers.
And lastly, is it tablet / mobile friendly? I spend considerable time on the road, accessing through an iPad.
One of our major focuses is (hopefully) to draw more people into tabletop gaming, so it's actually rather easy to pick up compared to many games of its kind. We've been testing the game with RPG veterans, gamers who don't play RPGs, and non-gamers alike. So far nobody has had any serious trouble picking it up, and when there is confusion about how something works we go back to the rules and try to find a way to present it in a more intuitive way. So there's absolutely no expectation here that anyone should be experienced with these kinds of games beforehand. We are focused on making a system that is easy to learn, intuitive to play, yet difficult to master. The more feedback we have from as many different backgrounds as we can get, the better experience we will be able to provide.
The technology question is a good one. I haven't talked about it in any of the articles posted yet, but we've gone through great pains to design a system that takes advantage of how the human brain works. We're not computers, which means we don't calculate a lot of math or logical operations quickly. Our brains mostly function on pattern recognition and associations between different things, and they do it on their own without any real effort. Because of this, the way our game works doesn't translate very well into code and isn't aided very much by technology. So, for the time being, we're avoiding digital interfaces at the game table. This means that, for now, we don't have any means to play the game over a network. We're both experienced programmers and web developers, though, so we may come out with something in the future or we may just team up with one of several virtual tabletop programs already used for this kind of thing. We'll certainly make it a priority if there's interest in it.
Feb 13, 2016Posted in: General Gaming
Final update for the Minecraft community. I'm well aware that most of you aren't tabletop gamers, but I did want to share it with you all.
The third scenario, Ogre Battle, was released! In it, players get the first opportunity to build characters with the talent system.
I'll leave you with a number of articles about the system:
Jan 22, 2016Posted in: General Gaming
Just a quick update that the second playtest is up. In it up to seven players can take control of samurai defending a village from waves of ninjas. This test introduces the first part of the talent system.
In 3 weeks the 3rd playtest will be released. It will be the first to allow testers to make their own characters.
I'll keep this thread updated on major releases if I see any interest from the community.
Edit: I've updated the What is Myth Maker article on the front page to give a better idea of what our system does.
Jan 8, 2016Posted in: General Gaming
Hello Minecraft forums!
You may remember me from posts like the one above this forum and messages like the ones that used to haunt your inbox.
I retired when I became a father and as I started a new company working on a secret project. Now that project has entered its very first friends-and-family alpha and I wanted to invite the Minecraft community to see what I've been doing since I left! This is the first public message I've made about the game.
Myth Maker is a tabletop roleplaying game similar to games like Dungeons and Dragons, only it's attempting to improve upon almost every aspect of the genre. We've not only focused on making the game more engaging (less waiting) than other tabletop roleplaying games, but have added systems to aid in non-combat encounters, integrate interactive storytelling mechanics, and create systems to eliminate the need for a dungeon master entirely!
If you want to play for free, just click the banner above. New playtests will be available every few weeks that'll add new options and mechanics to the game. As of the first alpha, the core combat system can be downloaded and played with 2-6 players. In the spring we'll be testing the social mechanics. More information can be found at our website.
Other than a close circle of testers, you guys will be the first part of the public to see the game. I'm very excited to be able to share it with you guys. I enjoyed my time on the Minecraft forums tremendously, and hopefully, some of you will enjoy what I've been doing since I left.
Note that you have to register to the site to access the downloads. No private information is necessary, though.
Aug 18, 2014Posted in: Forum Discussion & Info
It sure seems like that, given that almost nobody agreed with the proposed changes in the feedback thread in their entirety, usually preferring something else.
You can't please everyone 100% unless everyone is suggesting the same thing. That being said, a few members did post that they agreed with all the changes such as here and here. Most of the other posts agreed on the changes with small alterations. Not a single post was against the changes.
If you're not taking feedback, fine; but put it into an announcement rather than creating a "feedback thread", so we don't have to waste our time giving it.
If I wasn't taking feedback I wouldn't have made an announcement to get feedback and I wouldn't be responding to your posts now. It's already been pointed out that you wanted even more subforums than were added, so I'm not sure why you're on arguing that 2 subforums is "a billion different sections" and thus "far too many".
This thread isn't constructive for anyone, so I'm closing it now.
Aug 18, 2014The changes to CST aren't necessarily final. As I stated in my post about the restructure, we've read and considered everything the community has posted! We've discussed the issue at great length and these are the changes that we are trying out for now. We're monitoring the forum to see how effective they are before moving forward. This could result in modifying the scope of the new subforum or even the creation of another new one. Please be patient while we try to find what works for this section. You aren't being ignored.Posted in: Forum Discussion & Info
Aug 14, 2014Thanks for your feedback everyone! We've considered everything that's been said and will be making the changes as planned for now. We'll keep in mind the other ideas (like a programming section) if the need arises after the changes.Posted in: Computer Science and Technology
Aug 11, 2014Due to the prevalence of threads geared towards asking for advice on building or buying computers, a new subforum will be created specifically for those topics. All current build threads will be moved to the new subforum and no new topics of that kind will be allowed in the main forum.Posted in: Computer Science and Technology
In addition to the new subforum, the "Computers & Technology" section will be renamed to "Computers, Science, & Technology" and discussion about science will be returned to this forum!
Finally, "General Support" will be renamed to "Hardware & Software Support" for additional clarity.
If you have any suggestions or feedback, please reply to this thread. We want to hear what the community has to say before we finalize these changes!
Aug 11, 2014Sadly, conversation in the PPNS continued to be hostile despite all moderation attempts. There were always certain users who, despite multiple warnings and bans, continued to break the rules time and time again. Worse, rather than simply cease hostilities, the forum became saturated with thinly veiled insults in place of quality debate. As the forums became more geared towards family friendliness, the PPNS refused to improve.Posted in: Forum Discussion & Info
The decision about whether or not to close the PPNS has come up several times now, and each time, I've defended its existence based on the idea that the discussion of important topics is something that should be a part of any community. Unfortunately, with each repeated return to this question, I began to doubt the maturity of the PPNS community and its ability to be the forum that it needed to be in order to find a place to belong on the Minecraft Forums. I do not want this forum to be closed, but I have been pushed into a corner where I can no longer defend it. After considering the current toxicity and its refusal to improve, I've been forced to agree with its closure. I have not been forced by citricsquid, Curse, or any of other staff to arrive where I am today. I know it's hard to accept, but it was the PPNS regulars who forced me into this position.
I'm truly sorry that it came to this. I hope you find another community that is more properly equipped to handle the kinds of topics that the PPNS was created to give voice to.
Jul 11, 2014Posted in: General Off Topic
The Off Topic rules have moved here: http://www.minecraftforum.net/forums/off-topic/general-off-topic/2601570-off-topic-rules
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