[Incoming
Myth rules bewilderment post incoming]
So... I'm debating my previous statements, and thinking that the Myth rulebook might be worse than Super Dungeon Explore's. While some of the concepts and layouts and ideas are nicer in Myth's,
at least SDE's book told you how to set up a game, and explained what status effects do!
Seriously, you can be poisoned in Myth, and
nowhere in the rulebook does it tell you how poison functionally works in any clear way.
But let me also be clear, I'm thinking this is going still a really neat experience, despite frustrations with the rulebook. Megacon games released some starter guides and stuff (
such as this super cheesy guide on how a typical game might play out, complete with fake casual gaming group dialogue) and I think it really helped align my expectations.
I like the idea. A freeform game where you can either
- Do a long story quest in a book or created online
- Draw a random quest from a deck that has multiple parts
- Draw random "act" cards which are mini quests to do
- Or just freeform explore and decide "let's go in this room and fight 1 spawn, then go here and see what trap spawns, and here, in this final chamber, let's spawn the boss and see if we survive"
It's going to frustrate people, for sure. Heck, some BGG forums seem to act like a conspiracy is going on or something, but I'm kinda looking forward to how open it is. Uh, I just hope I can get my group into that mindset. This is a co-op game where the host might still have to act as dungeon master.