Mythic Story Structure
The key to running a successful mythic campaign or adventure involves a little more planning than a typical game. The five-part monomyth structure — Contact, Awakening, Journey, Return, Life Afterward — provides a framework that scales from a single session to an entire campaign.
The Monomyth
The structure of a mythic game is drawn from the concept of the "monomyth," outlined in Joseph Campbell's The Hero with a Thousand Faces. This pattern appears throughout countless modern and ancient mythological tales, from the Bible to The Lord of the Rings. GMs are encouraged to read up on the monomyth in detail and examine other stories that use this pervasive narrative structure.
Many mythic stories follow a five-part structure. This structure isn't set in stone — GMs should improvise details to suit the campaign. The steps represent story ideas that might reveal themselves over one or more encounters.
Contact
At the start of the campaign, the PCs should be normal adventurers, developing and advancing without the aid of mythic power. This gives them a chance to experience life as mundane heroes, struggling to earn enough gold to keep themselves fed, and allows them to explore the normal world.
When the PCs first come in contact with something truly wondrous, the mythic campaign starts in earnest. They learn that there's much more to the world around them than they first realized. This can take the form of some great, emerging danger that the PCs cannot hope to defeat as they currently are — perhaps an incredibly powerful dragon threatens the land, a long-dead god returns, or the tarrasque reawakens. The PCs are drawn into this story as their lives are forever changed by this unchallengeable threat.
Awakening
The next step is for the PCs to receive the aid they need, in the form of mythic power. The actual means by which the PCs receive this power may vary (see Mythic Themes), even between PCs in the same game. By the end of this part of the story, the PCs have had their moment of ascension and are now mythic. They are not yet ready to face their primary challenge, but the first steps down the path to victory should be revealed.
Often, the source of the power gives them a clue to their journey. After receiving aid, the PCs must leave their old world behind — make this a painful choice. Present their first major challenge here so they can fully grasp the power they now command. Mark this point with some sort of loss or setback, to emphasize the gravity of the situation.
Journey
The journey can be nearly any length — from the middle of one session to dozens of sessions. The PCs, now enhanced with mythic power, must contend with various trials and dangers. Three common types of tests define this phase:
At the end of their journey, the PCs find their ultimate goal just within reach. Achieving it should be their most difficult test yet — some foes are there to cull the unworthy, others are agents of evil set to destroy the PCs. The final step in the journey should include a reward the likes of which the PCs have never seen.
Return
The trip back can be just as perilous as the journey out. The heroes are at the height of their power, but beset on all sides by those who would see them fail. Their enemies should be aware of the quest and use every means to end the PCs. Mythic characters have the tools to brush aside lesser threats, giving them a chance to fully appreciate their power.
During the return, the PCs might travel by different means than before — the planes, a magic carpet, a more direct route. They're leaving the mythical world behind, returning to the mundane. They should get a sense of that transition, and of returning home changed.
At the conclusion of the mythic game, the heroes face their ultimate foe. This final encounter will be their greatest challenge — one that might even claim their lives. When the conflict is over and the threat has been dealt with, the PCs' journey is finally complete.
Life Afterward
The GM and players must decide what happens to the PCs' power once all is well again. Do they transcend ordinary life to continue down the path of a mythic hero, facing even greater threats? Do they find their mythic power fleeting, leaving them with the difficult task of returning to a mundane life? Many of these decisions will be guided by the needs of the story and your campaign.
If this was only a short mythic session, the transition will be simpler than if it was at the end of an arc lasting many months. If mythic power was a central theme of the entire campaign, this might be its logical end. The next campaign might take place in the same world, years or generations later, where the players' previous characters have faded into legend.
Elements of a Mythic Adventure
Beyond the story structure, a wide variety of elements can give your campaign a mythic feel. A mythic adventure should contain some of these, though not necessarily all at once.
The World's Reaction
Amazing powers and impressive foes are only part of a mythic story. The world's reaction to such heroes is also a significant part of making a campaign actually feel mythic. NPCs in a mythic game should have a sense — possibly vague, possibly unmistakable — that the PCs are marked with grandeur.
- Visible always: a glowing brand or faint aura
- Visible when using power: manifests only during mythic acts
- Subtle: felt rather than seen — others sense it without knowing why
- Progressive: subtle at lower tiers, pronounced as tiers increase
Regardless of approach, the world should never mistake mythic characters for normal people.
- Never "tasked" or "ordered" — even rulers address them as peers or supplicants
- NPCs don't waste mythic characters' time with trivial favors
- True powers (angels, demon princes, kings) recognize the potential and are polite now
- Mythic power is alienating — looked at with reverence, fear, or resentment, never familiarity
Mythic characters are, in some ways, the ultimate outsiders — saving a world they don't quite fit in anymore. This alienation is a feature, not a bug: it underscores the weight and cost of their extraordinary nature.
The Importance of Failure
In a mythic game, failure can play an important role in motivating the characters. Failure doesn't need to mean death — it can mean the PCs' efforts weren't enough to solve all problems before them. They might win the battle, but find that the town was destroyed around them, or someone close to them died during the conflict.
This failure is a story opportunity. It can be used as motivation to continue on their journey, even against loss and extreme adversity. It also illustrates that the PCs' enemies have power similar to theirs, and that challenges ahead will test the heroes' limits and resolve.