Back in the 20th Century I joined a group known as the National Association for the Advancement of Role Playing Games—NAARPG. I got a list of members in the mail, and one of the names was that of E. Gary Gygax.
Time passed and soon enough I started seeing ads in Dragon Magazine for a new RPG, to be called Dangerous Dimensions. That was later changed to Dangerous Journeys and soon after the first module—as Gary called them—was released.
I got a copy of Mythus when it was released and pored through it. I found it interesting with lots of good ideas, and a lot of mistakes. By and large those were thank to the fact the job of preparing the manuscript for publication was rushed. The Gygax style of writing didn’t help any, for he did tend to go on and on to some degree, and rather liked his extensive vocabulary.
In that I like getting things right I went through the first chapter of Advanced Mythus—chapter10—and wrote a few questions. A couple hundred, in long hand.
Gary wrote back answering my questions. He also let the folks at the old GDW know about me and they ended up hiring me as an independent consultant for Mythus. A bit later I became the official rules lawyer for the game.
Then things went bad for those involved with DJ and Mythus. In the end the old TSR wound up owning the whole thing, and that wound up in the hands of Wizards of the Coast when they took over TSR.
About when that happened WotC decided to adopt the open source movement in software, adapting it to RPG mechanics. Encouraged in this by court decisions regarding such as Monopoly and Mythus.
Since the mechanics of a game can’t be copyrighted I decided to produce my own version of Mythus, using Gary’s mechanics, but putting the description etc into my own words. So after much too long a time you’re getting this.
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