Thursday, May 28, 2026

Conan vs Sticky Notes

The dawn was a thin red smear on the horizon, like hot blood wiped across a steel blade. Towers of glass and concrete rose on either side, their windows catching the first light giving the impression the city watched him with a thousand unblinking crimson eyes.  Once again, due to circumstances beyond his control, Conan was late for work.

He took the on-ramp as if it were the narrow causeway to a besieged keep, fast, wheels squealing, engine coughing and wheezing. The highway yawned before him, six wide rivers of asphalt, each one choked with cars and trucks that moved faster than his pickup could manage, each guided by men and women who trusted in the painted lines as if they were runes of protection, nearly oblivious to the dangers whizzing around them.

Conan’s pickup grumbled, faithful as an old worn out warhorse. He gripped the worn leather wheel until his knuckles blanched. In his ear, a small voice from the dashboard whispered directions in a ridiculously pleasant tone, like a sorcerer’s charm meant to lull the wary.  Not few were the crashes that occurred because that sweetly intoned voice periodically gave false directions. Conan ignored it.  There was no time to pay attention to Judy, his name for the dear machine.  The roads were littered with the results of her occasional hallucinations.

A gap opened in the far lane. Conan signaled, and began to merge. The traffic surged and hissed around him, like a herd of wild beasts, with horns blaring, and tires screeching. And then, as if conjured by the spite of the road, the youth appeared.

He was scarcely more than a boy, beard still patchy, cap backwards like some tribal mark. His machine was low, bright, and absurdly loud.  He came darting through the lanes, cutting between the sedans with the arrogance of a high prince who believed himself immortal. The boy’s face was lit by the pale glow of a screen, his eyes not on the road but on the tiny world in his palm.

Conan’s nostrils flared. He felt the old instinct in his bones, older than cities, older than law. Not quite mysticism, perhaps, but close.  Danger, it warned out of the corner of his mind.

The boy swerved, too late, too sharp. His car clipped the rear corner of a lumbering van. The van fishtailed like a wounded ox. A chain of horns erupted, red lights flaring across the spectrum, a cacophony of outrage and fear. Tires screamed. Metal struck metal with a sound like shields splitting.

The van spun. A smaller car struck it and crumpled, folding and cracking as if made of plastic. A black sedan lurched across the lanes, sliding into the side of a jeep. Cars began crisscrossing lanes in a panic. The herd stampeded.  

Conan did not pray. He did not panic. He glanced to the left and right for a brief calculating moment, and then moved.

He wrenched the wheel, not with the delicate corrections of a timid driver, but with the brutal certainty of a man steering a stallion through a battlefield. He watched the angles, the momentum, the blind spots where death hid. His foot hammered the brake, then eased up, and then hammered again, as if he were taming a beast with heel and rein.

A sedan slid sideways in front of him, its driver’s eyes wide and empty, mouth shaping a sound that never became a word. Conan slipped behind it by inches, the way a knife hisses as it slices the air without hitting the flesh. A puff of smoke curled from someone’s tires like incense from a brazier.  To almost everyone the scene was a blur.  Everyone except Conan.  

For one heartbeat, the world narrowed to the width of a spear-shaft. Conan’s truck shuddered as something heavy struck the road behind him; debris, perhaps, or only the echo of a disaster further down the line. Then the space opened, and he was through and surged away from the wreckage behind him.

In his mirror, the boy’s bright car skittered to a stop, unharmed, as if the gods favored fools. The boy raised his hands in outrage at the ruins around him, as though the carnage were an inconvenience inflicted upon him by lesser men.  He was furious at all those damn stupid cows that made this happen.

Conan growled low in his throat, a sound that might have been laughter if it contained any mirth.  It didn't.

“Civilization,” he muttered. “Aye. A fine gleaming civilization you have here.  Well done.”

He drove on. He was late and needed to make up for lost time.

The steel-and-glass fortress of his employment rose from the city like a polished tomb. Conan parked his pickup among the other vehicles.  There were rows upon rows of them, packed so tightly that a man could scarcely squeeze between their flanks. Jeremy Williams and Tod Roberts were rolling in too, both carrying their satchels like men shouldering shields, faces already drawn with the weariness of an endless siege.

Inside, the air was bone-chilling cold.  It was summer, so that was expected. Conan grit his teeth as he passed the security gate.  He presented his badge and entered the gray maze of cubicles. The walls were low, the ceilings high, a landscape designed to make a man feel both exposed and insignificant at the same time.  The decor was bleak with gray artwork and fluorescent bulbs.

He reached his own cell and stopped.

His cubicle wall had been… adorned.  Again.  As usual.

Bright square sticky notes in a dozen colors clung to the fabric like exotic fungi. Some were scrawled with imperatives: ASAP, blocker, urgent!!! Others bore strange commands: “Circle back,” “quick win,” “ship it.” A few had been slapped on at odd angles, overlapping, as if the scribe had been drunk or possessed.

And pinned at the center, like a trophy taken from a dead enemy, was a printed notice:

“Wrike Project Management System is being decommissioned as of this morning.  Please refer to management for project details.”

Conan stared at the words, feeling a coldness in his gut that no air-conditioning could explain.

Jeremy leaned over the cubicle wall, eyes hollow. “They killed it,” he said. “Upper management. Said the system was ‘too complex’, but we can translate that to 'too expensive', most likely.”

Tod appeared behind him, clutching a coffee like a man clinging to the last warm ember in winter. “They want us to do the project off the wall,” he whispered, as if speaking too loudly might summon something.

Conan touched a sticky note. It peeled away too easily, like dead skin.

“A council of imbeciles,” Conan said slowly, “who throw away the map in the midst of war.”

Jeremy gave a humorless laugh. “They said it promotes collaboration.”

Conan looked at the wall again. The notes fluttered faintly in the draft from a vent above, shifting, trembling, as if alive. He felt the faintest prickling at the back of his neck, the same sensation he’d felt on the highway a moment before steel began to fly. It was absurd, of course. A man could not be wounded by a mere piece of paper.  Could he?

And yet…

He imagined, with sudden clarity, how the day would go: a note falling unseen to the floor; a task forgotten; a deadline missed; an executive’s wrath descending like an axe. He imagined the project, a mission-critical enterprise system, collapsing under its own weight, not from lack of skill, but from lack of order, like an army routed because its generals preferred feasting to strategizing.

He sat down heavily into his creaking swivel chair.  Screens glowed to life, vomiting fresh plagues: servers buckling, permissions stripped, programs gone mad. The ticketing system, the new Task Master of this age, spat demands at him in endless succession.

And now, above it all, the sticky-note wall loomed like a crude shrine.  In between putting out technical fires, he was to work on Project Mohawk's absurdly complicated infrastructure based on whatever he could surmise from the sticky-note parade.  Great.  

Conan fought as he always fought. He did not wince or complain. He did not plead. He hunted the miscreant code through tangled lines, strangled it, and threw its corpse to the void. He patched one breach only to see three more open. He spoke calmly into meetings where management argued about feelings instead of outcomes.  His tone never wavered.  And when his advice was ignored, as ever it was, he went back to his desk and kept up the slog.

At midday, sent out on a simple errand for provisions, Conan stepped into the parking lot and found another combat zone.

The sun beat down on black asphalt that shimmered in the heat. Vehicles prowled the lanes between rows, moving with the stealth of predators. Some did not roar at all but were silent machines that glided without warning, like ghosts.  The electric car. Silent and dangerous, like a viper of glass and steel. He paused for an instant.

A woman backed her massive SUV out of a space without looking, trusting her tiny screen and a beeping charm to save her. The beast surged toward him with a sudden lurch.

Conan sprang aside, boots scraping gravel, and slapped a palm against the vehicle’s rear quarter with the casual force of a man stopping a door. The driver’s eyes widened with surprise.

“Sorry!” she mouthed, though her lips formed it as an afterthought, and the word was forgotten as soon as it was formed. 

Then, a low-wheeled shopping cart, loose and rattling, slipped out of the grasp of an aged shopper and began rolling downhill with malicious purpose toward a row of parked cars next to Conan. Without a thought he lunged, caught it by the handle, and wrenched it around before it could strike. The cart shuddered, resisting, as if it possessed a will of its own. Conan cursed it, and rattled it with two hands until it stopped moving.  The elder came and took the cart from the giant's paws, muttered a minuscule gratitude and continued his rattling journey down the lot.

A gust of wind swirled grit and plastic wrappers across the asphalt in a spiraling dance. Conan watched the trash whirl like a tiny storm and felt again that faint prickle, that hint of something watching from the beyond the edges of ordinary things. Perhaps it was only exhaustion. Perhaps it was the city’s way of speaking.  He glanced in the direction but saw nothing but shimmering cars, trash, and... wait.  A crow.  When he spotted it, the crow lifted itself into the air with a single 'Caw' and flew between two cars and vanished.  He raised an eyebrow, grumbled and made his way to the box-store to get the office supplies he needed.

He returned to the fortress with his provisions intact. The sticky notes had shifted.

Had someone moved them? Had the vent done it? Had his mind, worn thin by some strange sorcery, invented the change?

Conan did not know. He only knew that one note, reading "deploy at 4"now hung by a single corner, trembling like a man on the edge of a cliff ready to jump.

He pressed it flat with two fingers and secured it firmly to the cubical with a thumb tack. Then he went back to war.

By the time the sun sank and shadows crawled once more through the canyons of the electronic city, Conan was exhausted. His eyes burned. His throat was hoarse. His hands shook with the after-tremor of a hundred small battles. He rose from his chair like an old soldier rising bloody and broken from mud, and trudged out into the hot twilight. His trusty pickup waited patiently, and grumbled as usual when he started her up.

The neon glow of Ma’s Carbuncle called to him like a hearth-light. The smell of black bread and mystery meat lifted his spirits as he pushed through the front door.

Within the all-hours joint, the air was thick with fumes from iron skillets and bubbling cauldrons. At one booth a grim-faced truck master was speaking of “routes” as if they were raids into hostile territory, and barked orders at the grime covered men sitting with him. At the counter, weary analysts were sniffing at smoky potables.  One was muttering something about an upcoming tax audit.  The others ignored him and were stuffing their churlish faces.

And there she was.  Sonya the server.  She moved through it all with the sharp grace of a blade dancer, ever bright and filled with sardonic vitality. Her copper hair was just catching a ray of crimson sunset, as her bright and amused eyes, like emeralds, settled on Conan as he made his way past the baboons.

He took his regular perch. Sonya arrived as if summoned, sliding a plate before him piled high with dark steaming meat on dry black bread. His favorite. She set down a cup of blackwater that steamed like a cauldron of witch’s brew.  He gazed at it with bemusement.

“Your favorite,” she said, brows flat, lids half lifted. “Let me guess.  Rough day at the office.”

Conan grunted, and tore into the meal as if it had insulted his ancestors. “Technology is but the blade. It is the hands that wield it that doom us.”

Sonya leaned closer, just enough that Conan caught the faint scent of perfume behind the coffee and fryer oil. “What did they do to you this time?”

Conan swallowed, then jerked his head toward an invisible wall only he could see. “They cast away the great ledger of our tasks,” he said. “The one that tracked our battles and our burdens and informs us of where the next battle is to take place. Instead, they are pasting scraps of colored paper on the walls like children making offerings to a rain god.  We're expected to maintain the same level of productivity.  Most cannot.”

Sonya’s lips twitched. “Sticky notes.”

“Aye,” said Conan darkly. “the paper ghosts of productivity lost.”

She laughed, quick, sharp, and controlled, like a woman who would not give the world too much satisfaction. “And you survived, yet again.  Wonderful.”

“I survive,” Conan said. “That is what I do.”

Sonya refilled his blackwater with the casual authority of a queen granting mercy. "You're still my hero, Conan," she said.

“Your words make the darkness a mite brighter,” Conan replied, almost grudgingly, as if the compliment were a coin he did not often spend, and a slight concern that the spirits of malice might hear them and do mischief.

Sonya’s eyes narrowed with practiced suspicion, but the corners of her mouth rose despite herself. “Careful, Conan,” she said. “Talk like that and I might start giving you free refills.”

Conan snorted. “Do not insult me.”

Her whiplike tongue had found its mark, as always. She drifted away to tend to the crowd of miscreants, and fend off some accountants who had mistaken her patience for interest.

Conan ate until the shaking in his hands eased. Outside, the traffic howled and screeched its everlasting cacophony, and the city’s lights flickered awake, filling the skyline with the only stars it knew.

When he finally rose, his body felt heavy with fatigue, his shirt splattered with dark meat-sauce and coffee. He stepped out into the night. The air was cooler now, but it did not feel refreshing.  The drones above buzzed incessantly with their night deliveries, occasionally whirling into buildings and crashing to the ground, or showering sparks for unknown reasons.

He drove home down the lanes of peril, wary as any man crossing a haunted wood. He thought of the boy on the highway, unharmed amid wreckage, mocking the crowd of people whose lives he disrupted, and it made him clench his jaw with righteous indignation.  He thought of the sticky notes trembling on his wall like nervous omens. He thought of the parking lot’s silent chariots and rolling traps.

Perhaps there were mystic powers governing this world. Perhaps there were none. In the end, it mattered little. The danger was real either way.

Conan the Programmer / Analyst arrived at his tiny dwelling-hole gritty and tired, and as he shut the door behind him, he could not help but feel that tomorrow the city would awaken hungry again.  By Crom… it always did.

Outside a crow caw'd in the distance.

Thursday, May 14, 2026

Mythos Machine vs World Anvil

Worldbuilding software has become increasingly important for writers, game masters, and indie creators who want to organize large amounts of setting information without losing track of the details. Two tools that stand out in this space are World Anvil and Mythos Machine, but they are not trying to solve exactly the same problem. Both help creators develop fictional worlds, yet they differ in philosophy, structure, and intended use.

World Anvil is best understood as a broad, flexible worldbuilding and publishing platform. It is designed for users who want to create rich lore, structure that lore into articles and reference pages, and present the result in a polished, accessible format. Mythos Machine, by contrast, is more than a worldbuilding tool in the traditional sense. It is a genre-neutral world creation system tightly integrated with the Elthos RPG rules, allowing creators to build worlds, define their own setting elements, and immediately use those creations in play.

That difference shapes nearly every aspect of how the two systems feel. World Anvil excels as a general-purpose environment for writers, game masters, and hobbyists who want a strong organizational framework for fiction or campaign material. Mythos Machine is built around a more unified workflow: create the world, define the game content, organize the campaign, and run the RPG inside the same system. In other words, World Anvil is primarily about documenting and presenting a world, while Mythos Machine is about building a world that can be played as a game.

One of the most important distinctions is how each system handles structure. World Anvil gives users tools to create articles, timelines, maps, characters, organizations, and other worldbuilding assets in a highly modular way. It is well suited for people who want flexibility in how they organize information. Mythos Machine uses a more explicit hierarchy, where worlds can contain places, campaigns, adventures, events, and experience gains. That structure is especially useful for game masters who want their worldbuilding to connect directly to campaign flow and gameplay progression.

Mythos Machine goes even further by integrating character generation and management into the same system. It allows the GM to create custom races, classes, skills, mystic powers, armors, weapons, and equipment, then organize them into stores that can be made available based on location and other conditions. This makes the tool feel like a living game system rather than a static reference database. World Anvil certainly supports campaign management and character notes, but its core focus is not on being the rules engine that drives play.

Another major difference is genre support. World Anvil is broadly genre-agnostic in the sense that it can be used for fantasy, science fiction, horror, historical settings, and more, but it is fundamentally a flexible content organization tool rather than a rules framework. Mythos Machine is also genre-neutral, but in a more integrated way. The user can define the elements needed for any genre — whether that means new weapons, armor, races, classes, or powers — and those elements are built to fit naturally into the Elthos rules system. That means a GM can create a completely original setting in almost any genre and begin playing it immediately without translating the world into another format.

Publishing is another area where Mythos Machine distinguishes itself. Beyond internal world creation and gameplay support, it also includes a world publishing model that functions as a marketplace. GMs can create complete worlds and offer them for sale through the system, and buyers receive the entire world package, including campaigns, weapons, armors, characters, history, and other linked elements. It also includes a Print World option, allowing users to export parts or all of a world as PDFs suitable for publishing on DriveThruRPG. That makes Mythos Machine not just a creation tool, but also a distribution and productization platform.

World Anvil has its own publishing strengths, especially in terms of presenting a world publicly and making lore readable and attractive. It is very much designed for sharing. But its model is different. World Anvil is about publishing world content as a reference, archive, or immersive setting guide. Mythos Machine is about publishing a world as a complete, playable product. That distinction matters for creators who want to sell a finished RPG world rather than simply showcase their setting.

The practical choice between the two depends on the creator’s goals. Someone writing a novel, developing an encyclopedia of lore, or building a campaign reference site may find World Anvil the better fit because of its polish, flexibility, and broad appeal. Someone who wants a fully integrated RPG environment, where worldbuilding, mechanics, character creation, campaign structure, and publishing all work together, may find Mythos Machine much more compelling. It is especially attractive for GMs who want a direct path from concept to playable campaign.

In that sense, the two tools represent different philosophies. World Anvil is a worldbuilding platform first, with campaign support as part of a larger creative toolkit. Mythos Machine is a world-to-game system first, with worldbuilding as the foundation of a complete roleplaying ecosystem. Neither is inherently better in every situation, but they serve different creative priorities.

For many creators, the question is not which tool is objectively superior, but which one matches the way they work. If the goal is to organize and present a setting with maximum flexibility, World Anvil is a strong choice. If the goal is to create an original world and immediately transform it into a playable RPG using built-in rules and content structures, Mythos Machine offers a more integrated solution. The distinction is subtle at first, but once understood, it becomes clear that these tools are aimed at different parts of the worldbuilding process.

Thursday, April 30, 2026

On Homebrew RPGing

Way back in 1977 I got my first taste of Role Playing Games with a homebrew system created by my friend Erik Tannen. At that time he told me all the Gamemasters in our town were Homebrewers, creating both their worlds and rules based on their individual proclivities and insights. It was ok, he said, to use D&D as a basis for rules, but everyone was strictly Anti-Gygax. The reasons for this were:

1. TSR was in the business of creating rules books. Therefore, we immediately understood that this would result in new editions, with rules changes, and expansions in order to compel Gamemasters and Players to “upgrade” with new editions purchases over time. This would become an ongoing cost which none of us were particularly eager for. Especially since we also understood that the rules books would get increasingly more expensive over time. How did we know? Well, duh. We knew.

2. Another thing we realized was that the new editions would become increasingly more complex. The game started out with relatively simple rules. But it would not stay that way. Instead of consolidating and simplifying the rules they would expand, and expand and expand. Why? Well, obviously, so that more rules books purchases would be necessary. That was, after all, their chosen business model. We simply understood the implications and were like “naahh, no thanks, you keep it.”

3. But more importantly, we also knew that the rules changes would be world-history-breakers. History that was based on older rules that worked before would no longer work, and so those histories would fragment. In addition world assumptions would either have to change with each edition, or you would have to create new worlds to fit the new assumptions within the rules (such as what spells exist, and how they work, etc.). This was a deal breaker as far as we were concerned.

4. Rules Books creates Rules Lawyers. We despised Rules Lawyers immediately, and with a purple passion. It put the game instantly in the wrong modality for what we wanted out of it. Even that early on, in 1977, we wanted worlds that engendered long campaigns and epic stories about heroes. We wanted players to be able to immerse themselves in those worlds, the way we felt when a great GM, or author, would draw us into the scene, the history and the characters of their world. Rules Lawyering instantly killed that immersion. And we hated it. Consequently, we didn’t want Rules Lawyers at our tables. And therefore we really didn’t want Rules Books. We had rules. But we didn’t publish them to the players. It was strictly GM Fiat, and that was that. Over time we might give players more insights as to the rules so they could make informed tactical decisions, but we never wanted them to focus on the rules. We wanted them to play their characters as Characters, not pieces on a wargame board. That was our chosen style of play, and we had a strong preference for it.

5. OD&D rules were imperfect. We had rules design ideas that we preferred that we felt fixed those imperfections. Or we had design concepts that we thought better expressed our metaphysical interpretation of the world, or better embodied concepts of mysticism, or combat, or economics. We had lots of ideas. And we wanted to employ them because the original rules chaffed on our nerves.

For these reasons we had a town full of Homebrewers. And boy, after all these years, am I glad! Over the years those homebrew systems, never published, and many long forgotten, were so creative and fascinating. I remember one of my friend David Kahn’s concepts was a magic system that used numerology as the basis for spell casting. He had key metaphysical assumptions such as:

0 = Nothingness / the Void
1 = Unity
2 = Stability
3 = Energy / Transformation
5 = Disruption
6 = Harmony (2x3)
7 = Positive Luck
etc.

This is an incomplete list, but it gives you the idea of what he was shooting for. He used this foundation to create spells with a numerological basis. It was very satisfying to play, I can tell you.

In other cases Gamemasters also created their own worlds. And these were equally creative and fascinating. There is no record that I know of for most of them, unfortunately, and those tales of adventure, perils and victories are likely never to be heard again in this world. Yet at the time, they were the most fabulous things we ever experienced. It was glorious.

That said, not every Homebrew was great. Some Gamemasters were lazy, or thoughtless, or had no creative spark, or on a tyrannical power trip. But those games tended to die quickly. The ones that were great, however, lasted for decades. And damnit if they weren’t works of art. Oh yes, they were.

On Feb 6, 1978, my birthday, I launched my own Homebrew game system, Elthos RPG. The rules were modular, and designed to allow me to build any kind of world I could imagine without having to add new charts. At the time I didn’t realize that this design would vastly simplify my later efforts to program my system into the Elthos RPG Mythos Machine, which I began designing in 1993. The rules in 2006 took a new direction as I did a major simplification when I started the Literary Role Playing Game Society of Westchester. The rules did not change in concept or overall design, but they distilled down to a mini-system that was based on 1d6 and I called it “The One Die System”. It is this system that Mythos Machine is currently based on.

My first world was was Telgar, a gigantic world in some unknown solar system. The first campaign was “The Iron Legions of Telgar”, and it went on for several years while I was in middle school and then high school. After high school I went to college for a year and then dropped out to spend the next decade hitch hiking around the country, and wherever I went I brought my trusty bag of dice. Since my Elthos Rules were designed for modularity and simplicity, I had no problem running games off the top of my head. And so the World of Korak was born in those years. It featured some very interesting story arcs, and the most notable was the existence of a northern wall, beyond which lay the wilds and the enchanted lands. It was mostly, however, a story about a border town, and it’s woes and travails living along the wall. Great stuff, and we had a fabulous time. Later, when I landed back in civilization, I created the world of Elthos proper, and gave it a low-fantasy casting. Magic was subtle, and player characters tended to be low level. But the adventures were fabulous and the stories that came out of it really tickled us pink. Finally, one of my players suggested I try a Sci-Fi campaign, and so “The Way of All Flesh” was born in 2018 with the first Mars expedition. The rest is history, as they say. All of it’s been glorious fun.

To learn more about Elthos RPG and Mythos Machine I invite you to visit:
https://elthos.com

To read my Actual-Play Prose Story writeups for my campaigns starting in 2009, I invite you to visit:
https://elthosrpg.blogspot.com/p/elthos-rpg-play-test-stories.html

Long live Homebrew RPGs!
Long live Homebrew GMs!
Long live Homebrew RPGs!
Long live Homebrew GMs!


Tuesday, April 28, 2026

2026 - A Deep Cleansing for Mythos Machine

It’s been a busy 2026 so far here at Elthos HQ. If the Mythos Machine were a physical engine, for most of the year you would have seen the floor would covered in oil, bolts, and spare parts I realized I didn’t actually need, or wanted to remodel for better efficiency.

From wrestling with the "ghosts" in Microsoft SQL Server to streamlining how GMs manage their worlds, this spring has been all about database coherency, data cleansing, and UI polish. Here’s the breakdown of what’s been happening under the hood.

The Great Database Scrub

I’ll admit it: I’m a bit of a neat freak. Over the years, a few inconsistencies crept into the database schema. While it wasn't breaking anything, it was making future automation look like more of a headache than it should be.

  • Coherency Update: I renamed 19 columns across 7 tables and updated all related stored procedures. Everything is once again "nice and neat and clean and shiny."  Now while in a single sentence that makes it sound like an easy task.  Not so, friends!  Not so.  It was a trail by blood and fire.  But in the end, with clever SQL methods I invented for this purpose, I finally managed to not only update the database and make it squeaky clean, but I updated both Test and Production with the changes (also not as easy a task as it sounds from a distance).  Done! 

  • The SQL Server "Identity Jump" Saga: A while back, maybe a year ago or so, I went down the rabbit hole of why IDs were jumping by 1,000 or 10,000 after server reboots.  It annoyed me that these jumps effectively meant I would have fewer rows available in my database tables.  I blamed fiendish Microsoft for "stealing" my table's maximum sizes.  Those bastards.  However, my "fix" (using RESEED) actually created a subtle bug with orphaned records in cross-reference tables. Lesson learned: I’ve removed the re-seeding, fixed the orphaned record logic, updated all tables involved, and testing shows everything is now perfectly aligned.  Meh, ok.  You win this round Microsoft!  Bastards.

Making Life Easier for GMs

The goal of the Mythos Machine is to do the number crunching for you so you can focus on the characters and story of your World(s). We’ve made a few quality-of-life updates to that end:

  • Adventure Group Filtering: In Player Mode, GMs with dozens of NPCs were getting buried in a single long dropdown list. You can now filter characters by Adventure Group, making it much faster to find the right sheet in the heat of a session.

  • Weapon-Skill Cloning: Fixed a bug where cloning a world into a new genre would occasionally miss weapon-skill combinations. It now correctly pulls from your specific world parameters rather than defaulting to the Elthos base world.

  • Information Screen Revamp: We’ve moved player functions over to the Player Mode page, leaving the Info screen cleaner and more focused.

AI & Technical Tweaks
  • AI Image Generation: Our AI host changed their backend, which broke the "Place AI Image" generation tool. I’ve refactored the code, and your world-building visuals creation thingie is back online.  Nice.

  • The "Body Things" Logic: Previously, if you removed a metal shield while the "Body Things" store was selected, the shield would get "sold" into the body store (which made for some very confused merchants). Now, natural items are simply dropped instead of cluttering up the biological inventory.  After removing a Body weapon or armor from a character I then found that I had to go delete the darn thing from the Body Things store.  Meh.  Now it's much cleaner and less confusing.

  • Session Management: To counter some aggressive ISP timeouts, I’ve shortened the "keep-alive" heartbeat to 4 minutes and 20 seconds. I am hoping this will help prevent timeouts from ending your session prematurely.  Time will tell.  Haha, get it?  Time will ... um ... okay, never mind.

It feels good to have the machine running lean and mean again. These foundational fixes pave the way for some much larger automation features I have planned for later this year.

Happy Gaming!

To learn more about Mythos Machine (and you definitely should), please visit my website where I talk about Elthos RPG and Mythos Machine at length.

https://Elthos.com

Wednesday, December 31, 2025

Two New Elthos Meta-Game Supplements

Here are my two new Elthos Meta-Game Supplements!  I really wanted to get them on DTRPG in time for the new year (2026) and here they are!  :D

Elthos Meta-Game Elkron-Player Strategy Guide (Free)

The Elkron-Player Strategy Guide whispers as you play: What is your Elkron's purpose?

This is the Strategy Guide for Players of the Elthos Meta-Game, offering inspiration for the journey. It provides thoughts and considerations on defining your Elkron's divine nature through alignment and element, crafting a mythic trajectory across the Five Ages, and designing Seeds of Destiny that echo the great classical themes, from the ancient Sumerians through to modern fantasy such as Tolkien's Silmarillion. While the Elthos Meta-Game Core Rules decide which Elkron prevails, this guide intends to help ensure that the bards, priests, and chroniclers of your Shared World will remember the story your Elkron told about themselves throughout the game.

https://www.drivethrurpg.com/en/product/550606/elthos-meta-game-player-strategy-guide

Elthos Meta-Game GM-Referee Strategy Guide ($18)

The GM-Referee of the Meta-Game is not merely the arbiter of rules. You are an architect of mysteries, a keeper of cosmic secrets, and the conductor of an epic that will echo through the ages.

This guide is for your eyes only. It is a forbidden tome that transforms your role from neutral referee into something far more profound. Within these pages lie the hidden contexts, the philosophical foundations, and the strategic tools you need to elevate your Meta-Game from mere collaborative world-building into genuine mythic drama.

Learn how to engage your players in the creation of your new Shared World's mythos. Discover what lies beneath the surface of the Cosmic Wheel, and how the Elkron's perspectives are formed by their dance across the Orphic Sphere. Master the art of pacing revelation, orchestrating drama, and Gamemastering the epic conflicts that will make your Shared World unforgettable.

This is not a rulebook. This is the philosophic context that will help you guide your Elkron-Players through a story worthy of the gods themselves. Your players should not read this. Hence the intentionally high price point in the Elthos Book store. The goal is to let the GM-Referee know the book exists, but put up enough of a barrier to mitigate the chances that the Players will download it and spoil the surprises in store for them. If you are going to be a Player in the Meta-Game, and not the GM-Referee, do yourself a favor and do not read this book. It would be a pity to spoil the game for yourself.

The Elthos Meta-Game Core Rules are required to use this guide.

Note: if you as GM-Referee cannot afford this book, but you intend to run the Meta-Game, do not worry. Just reach out to me and I will be happy to send you a complementary copy of the GM-Referee Strategy Guide for free to whatever return email address you provide. No strings attached.

https://www.drivethrurpg.com/en/product/550957/elthos-meta-game-gm-referee-strategy-guide

Friday, December 12, 2025

Introducing Elthos Meta-Game

 Elthos Meta-Game Core Rules Book

Now available on DTRPG!

Elthos Meta-Game Core Rules on DriveThruRPG

The Elthos Meta-Game is a collaborative world-building RPG where GameMasters unite to create a shared World governed by a common pantheon of Elkron (Zodiac-bound deities / powers) they personally embody. As divine architects, GMs wield Kismet (cosmic essence) to shape the world's terrain, races, and prophetic quests across five Ages, from primordial creation to the apocalyptic God War.

The primary objective: forge a cohesive shared world where your Elkron's history, mythologies, alliances, and rivalries provide the foundation for interconnected RPG campaigns to be Gamemastered by the Elkro-Players during the Age of Heroes. Seeds of Destiny, divine wagers on heroic quests, link the outer meta-game to inner campaign play, ensuring every adventure enriches the collective mythology.

Whether running quick dice-driven sessions or epic multi-year sagas, this system delivers deep world-building with mythic coherence with exhilarating game play. The 66-page PDF includes complete mechanics, hex maps, and appendices.

Gather your fellow GMs, ascend as Elkron, and craft legends together!

Thursday, July 17, 2025

Elthos RPG Overview


Elthos RPG: Core System and Mythos Machine Briefing

This briefing document summarizes the core tenets and key mechanics of the Elthos Role Playing Game (RPG) and its supporting web application, the Mythos Machine, drawing primarily from the Elthos Core Rules Book, Elthos.com website, and related materials.

I. The Elthos RPG: A Flexible, Story-Oriented, "Old School" System

The Elthos RPG is presented as a highly distilled, light-weight, and flexible tabletop role-playing game designed to "minimize grunt-work and maximize creativity." Originating as a "homebrew" in 1978, it carries a distinct "Old School" flavor, aiming to simplify and address issues found in early D&D systems.


A. Core Philosophy:

  • Simplicity and Fast-Action Play: The system prioritizes "simple-to-run, fast and exciting game play" by utilizing "tiny-numbers math." The default "One Die System" (ODS) uses a single 6-sided die for most actions, keeping "number-crunching required during play as minimal as possible."
  • Creativity and GM Empowerment: Elthos is explicitly "designed for Gamemasters who want to create their own Worlds of any genre or setting you can imagine." The rules provide a framework and examples, but the "creative aspects of World Weaving [remain] safely in your own hands where it belongs."
  • Flexibility and Customization: The system is "entirely customizable," allowing GMs to "configure your Worlds in an enormous number of ways" and define their own "Elements for your Worlds (Weapons, Armors, Skills, etc) with your own internal custom rules." It is explicitly "genre-neutral," capable of handling "From Troglodytes to Space Marines."
  • Balance of Story and Wargaming: Elthos seeks to "balance the story aspect with wargaming style tactical challenges for those who want both in their game." While encouraging "Descriptive Narratives" to enhance immersion, it also offers "Optional Rules" for more tactical combat.
  • GM Adjudication and "Do What's Fun": The system does not attempt to "create an individual Rule and/or Chart for every possible thing." Instead, it relies on the GM to make "appropriate judgment calls wisely" and "retro-fit the events and circumstances so that they make sense in the context of the World." The overarching principle is "do what's fun."

B. Core Mechanics: The General Resolution Matrix (GRM) and One Die System (ODS):

  • Single Resolution Mechanic: All questions of success and failure, including combat, non-combat skills, and mystic powers, are resolved using a "single General Resolution Matrix (GRM)."
  • Difficulty vs. Skill Level: The GRM determines the "Chance To Succeed (CTS)" based on the relationship between a Character's "Skill Level" (or "Attack Level" in combat) and the "Difficulty Level" of the task (or "Armor Class" in combat).
  • 1d6 Default ("One Die System"): By default, players roll a single 6-sided die. A roll equal to or higher than the CTS value indicates success. A "6 is always considered a success, while rolling a 1 is always considered a failure."
  • Optional Dice Systems: For a "more nuanced gaming experience," the rules include "Optional Dice System for using two, three, or four 6-sided dice." These systems have different GRM Roots (e.g., 7 for 2d6, 11 for 3d6, 14 for 4d6).
  • Tiny Numbers Math: Most numeric lists and modifiers range from 1 to 6 (for 1d6 system), making calculations quick. Even small differences in levels or requisites have a significant impact.
  • "ODS Bound" (Optional): This optional rule limits key variables like Attack Levels and Armor Classes to a range of 1 to 6 to keep in-game math "ultra-light" and ensure "a good old lucky shot isn't always possible" for weak characters, and strong characters can still fail.

C. Character Generation Highlights:

  • Races: GMs can create their own races, each with typical levels, requisite ranges (Strength, Wisdom, Dexterity), and movement points. Player characters typically choose from "Human," "Dwarve," "Elve," and "Halfling."
  • Requisites (ST, WS, DX): Characters have three core requisites (Strength, Wisdom, Dexterity) ranging from 1 to 6, each providing a bonus (-2 to +2) that affects damage, life/mystic points, or armor class. Requisites can be generated randomly, assigned from a point pool, or allocated.
  • Adventure Classes: Characters select a class (Thief, Fighter, Spell Chanter, Cleric) or a "Freeman" class (no requisite requirements, but skills cost double). Multi-classing is possible.
  • Character Level: Represents proficiency and confidence, increasing with "accumulated (successful) Experiences." New levels grant skill/mystic point improvements and additional Life/Mystic Points.
  • Heritage & Starting Money: Determined by a 1d6 roll, influencing starting wealth and social status.
  • Skills and Mystic Powers: Learned by spending "Skill Learning Points" (SLP) and "Mystic Learning Points" (MLP) gained at each level.
  • Primary Skills: Class-specific, used at Character Level +1, and earn "Prime Experience."
  • Elective Skills: Can be learned by the class, but earn "Elective Experience" (less than prime).
  • Unlearned Skills: Used at 1st level (or 1/3 Character Level with optional rule).
  • Mystical Skills (Heroic Feats & Kung Fu): Allow for the expenditure of Mystic Points to augment skill effects.
  • Armor System: A detailed system where armor affects not only "Armor Class" (chance to avoid being hit) but also "Dexterity Modifier" (DXM), "Damage Absorption" (DAB), and "Movement Modifier" (MOV).
  • Trade-offs: Wearing heavier armor increases damage absorption but typically reduces dexterity and movement, impacting attack level.
  • Key Terms: ACM (Armor Class Modifier), DXM (Dexterity Modifier), DAB (Damage Absorption).
  • Customization: GMs can configure armors, including their ACM, DXM, DAB, and MOV values, within the Mythos Machine. The tutorial highlights how selecting different armor types (leather, chain mail, plate mail) involves strategic choices for players balancing defense against mobility and attack efficiency.
  • Weapons: Categorized by type (Light, Medium, Heavy, Mystic) with associated Damage, Damage Bonus, Attack Level Modifier, and cost. Ranged weapons have optimal indoor and outdoor ranges.
  • Life Points & Mystic Points: Calculated based on Character Level multiplied by Strength or Wisdom requisites, respectively. These represent physical and mystical endurance. Negative points lead to detrimental effects, including unconsciousness and even death/brain death.
  • Mystic Attack Level (MAL) & Mystic Armor Class (MAC): Determined by Character Level + Wisdom Bonus, used for resolving mystic combat.

D. Combat & Skills Usage:

  • Narrative vs. Tactical Combat: GMs can switch between descriptive "Narrative Combat" and more detailed "Tactical Combat" using maps and defined rules.
  • Experience Gains: Awarded for successful skill and power use, and for defeating opponents. Calculations are provided for both combat and non-combat experience, with an "Experience Gain Multiplier" to moderate advancement speed. Combat experience is generally shared among the victorious party.
  • Recuperation & Channeling: Life and Mystic Points recuperate over nights of sleep. Characters can "Channel" Mystic Points into Life Points (and vice versa) in emergencies, but with potential negative consequences for negative Mystic Points.
  • Mystical Powers: Spells (for Spell Chanters) and Miracles (for Clerics), powered by Mystic Points. Mystic Powers have properties like Range, Duration, Effect, Geometry, and Cast-Time, all customizable by the GM.
  • Flexibility in Casting: Mystics can "shape the casting" by adding "Bonus MP" to increase a power's MAL, Damage, Range, or Duration.
  • GM Crafting: GMs are encouraged to create new mystic powers by defining their properties and assigning a "Power Level."
  • Alignment System (Hidden): A "math-based Alignment System" is mentioned as secretly embedded in the core rules, influencing "Avatar Powers" granted for high alignment scores.
  • Tactical Combat Rules (Optional): Detailed rules for movement, zones of control (ZOC), positional attack level modifiers (PALM), total defense, and shielding, designed for map-based combat. ZOC is particularly significant for controlling space and forming "Extended Battle Lines."
  • Critical Hits & Fumbles: Resolved by rolling additional dice after an initial 6 (Critical Hit) or 1 (Fumble), leading to enhanced success or catastrophic failure. Optional rules can modify the likelihood of these events based on character level.
  • Disengaging & Subduing: Rules for attempting to escape combat or subdue an opponent without killing them.

II. The Mythos Machine: The Digital GM Companion

The Mythos Machine is a "browser-based web application" that complements and supports the Elthos RPG, providing a "comprehensive and fully integrated Gamemastering Toolbox and World Weaver's Studio."

A. Key Features and Mission:

  • Game Prep Services: Seamlessly integrated with the Elthos rules, it handles "number crunching," helps "structure your World's places, campaigns and adventures," and acts as a "record keeping butler."
  • World Creation and Configuration: Allows GMs to "create, configure and maintain your Worlds Online" in any genre, populating them with custom "Weapons, Armors, Races, Classes, Items, Spells, Cultures, and other 'Things'."
  • Character Generation and Management: Players can "easily generate their Characters" according to the GM's world configuration, "maintain the ongoing histories of their Adventures, and keep notes." The Mythos Machine "performs all of the Elthos RPG calculations required to do so."
  • Time-Saving and Organization: Aims to "Save time. Focus on the creative aspects of your game. Keep a searchable record of all characters, places, campaigns and adventures in your worlds. Have fun!" It is described as a "great organizer and time saver."
  • Sharing and Community: GMs can "share your creations with other GMs on the system if you so choose," fostering a "Mutual Collaboration Society."
  • Evolutionary Service: The Mythos Machine is "intended to continuously improve over time, so what it does today is likely only a glimmer of what it may do tomorrow."
  • Not Required for Play: While a valuable asset, the Mythos Machine is "not at all required for you to enjoy the Elthos RPG," as the Core Rules Book provides everything needed for "Pencil & Paper Tabletop RPGs."

B. Two Core Aspects of the Mythos Machine:

The World Weaver's Studio:World Building: Enables creation, configuration, and population of worlds with custom "Things" (Races, Classes, Equipment, Cultures, Currencies, Skills, Mystic Powers, etc.).
Story Tracking: Allows creation of a "hierarchal tree of Places, Campaigns, Adventures, Events" to record game stories and determine experience gains.
The Gamemaster's Toolbox:Character Management: Supports online character generation, assembly into "Adventure Groups," and "Auto-Generate entire Adventure Groups by Race, Class and Level."
Print Reports: Provides "Print Reports" for adventures, characters, and combat trackers, usable for "local or virtual use."

III. Key Themes and Important Ideas:

  • GM-Centric Design: Elthos strongly emphasizes the Gamemaster's role as creator, adjudicator, and storyteller. The system provides tools and a flexible framework, but the "World Weaving" is firmly in the GM's hands.
  • Simplicity vs. Nuance: A recurring theme is the balancing act between simplified mechanics (e.g., ODS, tiny numbers) for fast play and optional rules (e.g., multi-dice GRM, tactical combat) for greater detail and nuance. GMs are encouraged to tailor the complexity to their group's preferences.
  • Narrative Focus: Despite its "old school" wargaming roots, Elthos encourages "Descriptive Narratives" from the GM to enhance player immersion and bring the world to life, moving beyond mere statistical reporting. The concept of "Retrofitting Dice Rolls to the Story" reinforces this.
  • Customization is King: The extensive customization options for races, classes, equipment, and especially mystic powers highlight the system's adaptability to any genre or setting the GM envisions.
  • Digital Assistance for Traditional Play: The Mythos Machine serves as a modern digital companion designed to offload tedious calculations and record-keeping, making the GM's life easier without forcing a digital-only playstyle. It streamlines the "grunt-work" so GMs can focus on creativity.
  • Strategic Player Choice: The design, particularly in combat and armor selection, aims to encourage "Smart Play" by making players consider trade-offs and seek tactical advantages. The armor system tutorial perfectly illustrates these strategic decisions.
  • Community and Collaboration: The Mythos Machine's "Mutual Collaboration Society" and "World Things Trading Post" suggest a vision for a shared ecosystem of creative content among GMs.

In conclusion, Elthos RPG offers a streamlined, customizable, and GM-friendly system for tabletop role-playing, heavily supported by the Mythos Machine to facilitate world-building and game preparation, all while promoting a balance between flexible rules and immersive storytelling.