Post edited 10:22 am – November 15, 2009 by Tyrion Alb
Interesting
http://www.mythic.wordpr.com/p…..page9.html
From someone else (not me):
At the heart of the GM Emulator's decision making process is a grid of percentages called the Fate chart. The Y-axis is the Likelihood of affirmative with 50-50 in the middle, 'Absolutely' on one end and 'No way' on the other. The X-axis is of the current Chaos Factor. Chaos is a measure of control the characters have over the in-game fiction.
You could ask a question such as, Is this area being patrolled by bad guys? Seems very likely and the chaos factor is 6. Look that up on the grid and you'll find a range of 3 numbers. The low number is the Extremely Yes threshold. The main number is the Yes percentage. The high number is the Extremely No percentage threshold. Let's say that the number range is 08-70-98.
A roll of 8 or under could mean that it is heavily patrolled. 09-70 could mean that it is normal for the general feel of the fiction or a regular "# of appearing" determination. A roll of 71-97 could mean that the area is not being patrolled at all or so light that it's easy to move through the area. A roll of 98-00 could mean that there's not a soul around.
A series of Yes/No questions can be asked pretty much in the vein of asking a real-life GM. This is cool and all but you may be asking what's the big deal. A lot can be winged by rolling a d6. That's true and we still used the tried and true d6 a few times when it was easier to do so. For us what really makes Mythic useful is that supports random idea generation. For example, in-game we ran into a solitary goblin. One? That was peculiar so we asked the Emulator if there was anything special about the downed foe. The result was that there was. We didn't know what. So we rolled on the Event Focus and Event Meaning tables and we came up with with a result that we interpreted as that he was a courier taking a message to a human back at the settlement.
Something else that makes using the Fate chart interesting is the Chaos Factor. If at any time we would have rolled doubles and the 10s die was equal to or less than the current chaos factor then a curveball happens in the game. You then randomly roll to determine what it is. It could even be a twist that involves characters that are not in the current scene.