Myth & Mire RPG
Player’s Guide
A Tabletop Roleplaying Game of Wonder, Trouble, and Truth
—for young adventurers and the long-lived alike—
Ready to Go Deeper?
When you're done here and want to expand your horizons—or stir the pot a bit—we've got two next steps waiting for you:
The Storyteller’s Handbook A warm guide for those who shape worlds, ask questions, and follow curious paths.
What is this game?
Myth & Mire is a simple, story-first tabletop roleplaying system set in the world of Loria—or any world you like. One person plays the Storyteller (DM) who describes the world and runs the adventure. Everyone else creates characters and plays them through choices, dice rolls, and imagination.
It’s made to be learned in minutes, playable for years, and open to anything you can imagine.
How do you play?
You talk, pretend, roll dice, and solve problems together.
The Storyteller describes what’s happening. You say what your character tries to do.
If the outcome is uncertain, you roll a die—usually a d20—to see what happens.
Add your bonuses. Higher is better.
Combat, exploration, magic, puzzles, friendship—this game covers it all with simple rules and rich possibilities.
What makes it different?
- Minimal rules. Deep stories.
- Play as anyone: a frog-knight, a grumpy herbalist, a wandering cloud.
- No rule lawyering—just creative choices and shared fun.
- Built-in balance without tons of math.
- Expands easily with adventures, monsters, and magical oddities from Loria, or any world you dream up.
Core Ideas
- You have four stats: Strength, Dexterity, Intellect, and Presence.
- You pick a Form (what you are) and a Class (what you do).
- When you try something tricky or dangerous, roll a die and add your stat bonus.
- Hit Points show how hurt you are. If you lose them all, you’re in trouble—but stories have room for miracles.
- The Storyteller keeps things fair, fun, and flowing.
“There’s no wrong way to imagine—only more paths through the fog.”
—Griswold Cain
Character Creation
Step 1: Choose a Form
Your Form is your body or being—what you are. You might be a foxling, a tree child, a lizard, goblin, a shadow with legs, a halfling or something entirely new. Forms change how you move through the world, but they don’t need to change the rules.
You and your Storyteller (DM) can come up with simple ways to balance your form together.
Step 2: Choose a Class
Your Class is what you do. You must choose one. Each class gives you a special ability or bonus. Choose something that fits your spirit.
- Guardian – Defender of others. +1 when protecting a friend.
- Rogue – Clever and quick trickster. +1 when causing mischief or escaping.
- Seer – Knower of things. +1 to any fact, riddle, or puzzle.
- Strider – Fast and aware. +1 to travel, stealth, and terrain.
- Binder – Attuned to magic, spirits, or memories. +1 to anything mysterious.
- Brute – Big and bold. +1 to strength and smashing.
- Gallant – Charmer and leader. +1 to convince, calm, or rally others.
You can only have one class, but you can play it your way.
Step 3: Assign Your Stats
Distribute the numbers 1, 2, 3, and 4 between the following attributes:
- Strength — Muscle and might
- Dexterity — Agility and reflexes
- Intellect — Knowledge and thinking
- Presence — Charm, heart, and willpower
Your bonus is your stat minus 3.
(So 3 = +0, 4 = +1, 2 = –1, 1 = –2, etc.)
You’ll add this bonus when rolling dice.
Step 4: Choose a Trait
Pick one unique Trait—a special ability or magical quirk that makes your character different from others.
Traits are not usually items (though your Storyteller might allow it if it fits your story). Think of it like a strange talent, a gift you were born with, or something you picked up along the way. You can make up your own. Here’s some examples:
d10 Trait Options
1. You can vanish into shadows once per day (even if someone’s watching).
2. You always know which way is north and how far you've traveled.
3. You can speak to frogs, and they always tell you the truth.
4. When frightened, your fingertips glow and reveal invisible things.
5. You can breathe underwater for up to five minutes.
6. Once per rest, you can reroll any 1 you roll—but you must take the second result.
7. You can leap twice as far as others your size.
8. You instinctively know if food or drink is poisoned.
9. You can mimic any voice you’ve heard for at least a minute.
10. You can fall 3 stories without taking any damage.
Make it fun, make it meaningful—and try to keep it balanced. Your Storyteller can help you shape it fairly. Bonuses from your stats, class, and skills can sometimes stack, so think about whether your character is a bit good at many things, or truly great at just one.
Step 5: Name and Describe Yourself
Give your character a name, a few words to describe them, and maybe a sketch or symbol.
Then you’re ready to play.
At the Edge of the Map...
If you've read this far and your fingers are twitching for more—there is more.
- The Storyteller’s Handbook — for those who run the tale.
You don’t need either. But they’ll be waiting when you’re ready to stir the soup a little deeper.