<div>I was wondering if anyone here who reads the list/plays P&P has any familiarity or experience with Gary Gygax's post-TSR game Mythus. I think both games share the same essential deep design philosophy; I remember picking up the main rulebook in a gaming store in Pittsburgh and quicky recognizing the fundamental common ground between the two games. </div>
<div>I also remember some genuine surprise that Gygax did a game like that, because I always remembered a few passages he wrote in the AD&D 1st edition Players Handbook about the issue of 'too much detail' and complexity in a heroic fantasy game. My impression, in short, was that he felt anything that resembled complexity didnt belong in his conception of a heroic fantasy game, and quick-play was the big-time order of the day, with basic, big and bold actions being of prime importance. And this was certainly reflected in the 60-SECOND LONG combat round [!], where ONE WHOLE side of the action rolls initiative, make all their attacks, and then the other side all goes. Crazy! A mashed-together confused morass of the strategic and the tactical. A minute might work in a mass-combat portrayal... Oh well, these were the early days... Anyway, I thought it was a little strange because pretty much after that statement of ideas he went into a combat subsystem for those who might be interested that dealt with Weapon Speed Factors and relatively minute sections of time called Segments. It was a sign that he maybe knew how to portray a 'complex/realistic' combat system; but it wasnt until the 2nd edition Players Option stuff that it made any definite changes in this direction, and still not quite satisfying to me. There was still the sappy feel of PCs lining up on one side, and NPCs lining up across from them, and taking even turns swinging at each other. And I never could reconcile a 60-second long combat turn that stipulated one or two 'attacks' with historical research that revealed things like your average good Welsh archer could churn out half a dozen or more aimed shots in 60-seconds. </div>
<div>Anyway, I picked up Mythus in the early 90s, and Gygax was redeemed in my eyes. I actually remember thinking to myself: "He must have read and been influenced by Powers And Perils." P&P already by then had been a personal, 'best-kept-secret' of mine, a game that was valued by 'those in the know', a kind of paragon of a superlative RPG design philosophy. I felt like Gygax had been 'converted' or something.</div>
<div>If anybody has any experience with Mythus, I'd be interested in hearing it, especially if anyone drew any similarities between the two games.</div>