Project Description

If you’ve never played a live-roleplaying game before you’re probably wondering what all the buzz is about. I grew up playing Dungeons & Dragons starting with the 3rd edition basic set in 1977. Throughout my childhood, I’d pretend to be an adventurer exploring the wooded swamp behind my home fending off the imaginary skeletons and trolls with my shield and meat-tenderizer mace. I had some pretty cool adventures on my own. Ask me about the owl or the buried treasure sometime.

While I adventured I always imagined what if…

What if I could create a live D&D game where others could play together? In 1982 Mazes & Monsters came out and that got me thinking something like that could be done. I was still a kid and “the dream” remained just that until I heard about the IFGS (International Fantasy Gaming Society) and realized it could be done.

I still had no idea where to begin.

Around 1989, my best friend and I met some new friends (Brian, Howard, and Jim) who were running a live roleplaying game called, “The Adventure Game.” This game became part of the foundation of my live-gaming point of view emphasizing simplicity and roleplaying.

This was just the beginning.

From the Adventure Game, we discovered The New England Roleplaying Organization (NERO) run by Ford Ivey. They’d just been featured on a show called PM Magazine and their game was booming with hundreds of players. The people made the game exciting, but the growing complexity of the game pulled me in another direction.

I left playing and NPCing at NERO to help start Legends Roleplaying. Bill and Tom’s philosophy was rule simplicity and they stuck with that. It made it easy to roleplay when you didn’t have to worry about numerous rules. I ended up playing at Legends for years and eventually retired my character because it was too powerful for the game.

After Legends, I became one of the creators of Fantasy Quest along with Brian and Glen. It was a fun game, but differences in opinion led me in another direction. After a few years, I decided I needed to strike out on my own with a game I created.

Say hello to Mythical Journeys.

Mythical Journeys (MJ) was born in autumn of 1996 doing what I’d hoped it would: raising the bar on live role-playing games. Thanks to the people involved, it became one of the most talked about games and “the standard” many other games gauged themselves on. It was a crowning achievement, but the game was released before the rules were even finished. Ouch.

During MJ’s first 10 years the rules were worked on by a rules team and became increasingly complex.

After MJ’s first 10 years it became a game deep in legend and lore giving players quite a bit of history to explore. A new team was selected to revise the rules for MJ II and the rules became overly complex. While some people prefer this level of complexity, my preference is a simple rule system that doesn’t detract from roleplaying or intimidate new players.

Over the 20 years of MJ, I played and NPC’d at 17 different games trying to understand what made live RPGs more fun. I interviewed players and cast at MJ and other games to see what they likes and what they wanted to see going forward. 

Some people enjoy complex rules and the challenges they create. I’m not one of them.

During the 10 years I spent interviewing players and NPCs, I created concepts and ideas that would be used in the creation of Myth. I looked at issues live games were facing and figured out simple ways to address them. My goal with Myth was to go back to the basics of live roleplaying without losing sight of the innovations we discovered along the way.

Myth is the realization of the dreams I had has a child, but it has become more than that. It is a community of friends who share a passion for quality live roleplaying. It is a place where we can escape to and relax for several weekends each year.