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December 06, 2025

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EDÉN RPG

Hombres de las Cavernas con Armas Láser: Secretos Bizarros que Hacen de 'Edén' un Juego de Rol Genial, creado por Gabriel Soriano y con ilustraciones de Raúlo Cáceres.

Edén representa un mundo de ficción que es verdaderamente original. Algunos que somos un poco más frikis, pero que no le damos mucho al coco más allá de seguir el manual de juego, nos movemos entre los carriles de siempre: fantasía épica, sci-fi dura, aventuras prehistóricas... Si juntas dos de estos, tienes un "pastiche" (o sea, una mezcla) que puede ser un desastre incoherente (casi siempre) o, con la dosis correcta de locura, una joya inolvidable (casi nunca...).

El juego de rol "Edén" es esa joyita. Suena a chiste de película de serie B: ¿hombres de las cavernas en taparrabos disparando a aliens con pistolas de rayos? Se hizo en Cowboys vs Aliens y fue un rollo de campeonato. Lo fácil es pensar que es solo una broma superficial. ¡Error! Detrás de esa fachada delirantemente kitsch se esconde un universo profundo, sólido y alucinante que te va a volar la cabeza.

Aquí tienes unas cositas curiosas que he visto en este manual y que hablan de este universo que es más raros que un dinosaurio con patines:

La Estética de "Mala Película" es la Mejor Parte (¡Y es Intencional!)
Lo que parece "cutre" o de bajo presupuesto es, en realidad, un homenaje brillante. "Edén" no está intentando parecer realista. Al contrario, abraza con orgullo sus influencias pulp, como si dijera: "Sí, soy una carta de amor a esa imaginación sin complejos de los cómics y el cine de los 60".

El escritor Jesús B. Vilches lo resume perfectamente, capturando esa vibra:

Edén está poblado por cavernícolas de portada de Conan, conviviendo con dinosaurios de cartón piedra de las películas baratas de los 60, y con tecnología de papel de aluminio y grandes botones rojos de la utilería de Barbarella. Los platillos volantes son de contrachapado, y cuando vuelan, ¡se les ve la cuerdecita!

Este enfoque es lo mejor. En lugar de buscar un hiperrealismo aburrido, "Edén" se regocija en la artificialidad para forjar una personalidad única. Es la prueba de que se puede ser "casposo" y, a la vez, tener una construcción de mundo inteligente y detallada.

El Primer Contacto: Cuando el Protocolo Falla ante una Flecha
El juego toma el clásico "primer contacto" Trekkie y lo explora desde dos ángulos opuestos, mostrando lo increíblemente distinta que es la mente primitiva de la mente avanzada.

Desde el lado Cavernícola (Ala y Koz): Cuando una nave se estrella, es solo una "gran ostra". El alienígena es un "animal con cabeza de melón". Para la chamana Ala, es un milagro que debe pintarse en una cueva. Su mundo es instinto, mito y supervivencia.

Desde el lado Alienígena (53L3N1T4): Al despertar, su mente solo piensa en lógica: calcula el 7% de probabilidad de sobrevivir y evalúa siete protocolos de actuación. Su protocolo incluso le prohíbe usar la fuerza contra "hembras fértiles". Nota de Valentín:el nombre del alien es SELENITA, por si no veis la broma de Gabriel Soriano ;-)

La ironía es deliciosa: mientras el alienígena está analizando los datos, el cavernícola Koz (movido por pura intuición primaria) le dispara una flecha. El ser avanzado, cuya mente es puro análisis, es incapaz de procesar su propia muerte, solo registrando con curiosidad científica su impulso primario de huir en su último aliento. La lógica pierde contra la flecha y el taparrabos.

Los Dioses Sumerios (Anunnaki) son los Verdaderos Jefes (Explotadores)
La historia de la humanidad en "Edén" no es evolución, es esclavitud cósmica. El juego se inspira directamente en los mitos sumerios para dar un giro trágico y épico a la prehistoria.

Resulta que los Anunnaki (una raza alienígena) llegaron a la Tierra buscando oro y metales preciosos. Para no ensuciarse las manos, su científico estrella, Enki, tuvo una idea brillante: crear bioingeniería humana. Nos crearon mezclando su ADN con el de un primate nativo para que sirviéramos como "mano de obra en las minas".

El trato no fue de amor divino, sino de servidumbre:

"Yo os enseñaré a... hablar, escribir, danzar, recitar poesía y cantar. Y vosotros, a cambio, solo tendréis que adorarme como el dios que soy."

Esto lo cambia todo. Los "hombres de las cavernas" son en realidad los descendientes de esclavos genéticos. Sus "dioses" son, de hecho, sus señores y explotadores alienígenas. Esto transforma una simple aventura prehistórica en una épica saga de rebelión contra los propios creadores. ¡Mucho más profundo de lo que parece!

El Mundo es un Buffet Libre de Culturas Pulp (¡Con Magia Vudú y Pirámides!)
Lejos de ser una jungla aburrida, "Edén" es un planeta gigantesco y lleno de contrastes, con culturas humanas detalladísimas, cada una sacada de un subgénero de la ficción de aventuras:

Los Reinos Negros de Aphros: Tribus de piel oscura y chamanes con magia vudú. Hay una guerra constante entre los hombres de la sabana y feroces amazonas de la jungla. ¡El canibalismo persistió incluso después de aprender a cultivar!

Las Altiplanicies de Aztlán: De inspiración mesoamericana. Hogar de guerreros que practican la reducción de cabezas y hacen sangrientos sacrificios humanos en la cima de pirámides a sus dioses Anunnaki.

El Imperio de Mu: De inspiración asiática. Lucha contra los Reptilianos ("xilianos"), que usan una droga llamada "sueño negro" para controlarlos.

Los Yermos Helados de Thyïlea: El equivalente nórdico. Guerreros formidables que recibieron de su dios el conocimiento de la forja y la magia rúnica, usándolo para realizar incursiones marítimas violentas.


Los Aliens son un "Quién es Quién" del Terror y la Sci-Fi
La amenaza extraterrestre no es una única raza aburrida, sino un panteón de iconos de la cultura pop que te resultarán familiarmente espeluznantes. Es el crossover de tus pesadillas favoritas:

Aklos (El Icono Lovecraftiano): Seres que perdieron su cuerpo y ahora habitan medusas gigantes en el fondo del mar. Adoran a Hastur, un ser colosal formado cuando la raza entera unió sus mentes. Una conciencia tan vasta que colapsó en un sueño eterno, ¡convirtiéndose en un dios durmiente!

Protomorfos (Los Xenomorfos): Insectoides con "mente colmena" que viajan en meteoritos. Claramente inspirados en Alien, ven toda forma de vida como simple comida para su colmena.

Hierofantes (Los Cenobitas de Hellraiser): Descritos como "exploradores de las regiones del más allá". Para algunos son demonios, para otros ángeles. Experimentan con el dolor y el placer buscando almas para su plano de existencia. ¡Me gusta pensar en ellos como en un híbrido entre Gallifantes y Pinhead!

Conclusión: ¡Edén mola un montón!

Este juego es mucho más que un caos de géneros. Es un universo rico, coherente y deliberadamente construido que bebe con una sonrisa de las influencias más frikis y disparatadas. Al abrazar la estética pulp, crear una historia de origen cósmica y poblar su mundo con iconos de la cultura pop, logra ser familiar y extrañamente original a la vez.

Es un mundo donde los mitos sumerios, las películas de monstruos de cartón piedra y el terror cósmico son la misma cosa. Y sí, ¡Mola un montón! (Ya lo he dicho, ¿no?).

Por cierto, una final de propia cosecha. La ilustración de la portada está genial y me gusta mucho, pero las ilustraciones del interior son MARAVILLOSOSAS (todas ellas de Raúlo Cáceres). Me recuerdan mucho a la obra del autor francés CAZA.

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December 04, 2025

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The Troubleshooters RPG

The Troubleshooters is a roleplaying game that has successfully pulled off a daring heist: using the best elements of classic 1960s and '70s Franco-Belgian comics and bringing them straight to my tabletop. Honestly, I think it's wonderful that a game exists just to let me channel my inner Tintin or Spirou! It’s all about snappy dialogue, sleek cars, nefarious plots, and daring escapes—but with a refreshingly simple set of rules.

The game uses a wonderfully simple system to determine if I succeed at that complex lock-picking or fast-talking a diplomat:

Declare My Action: I state what I’m doing (e.g., "I'm cracking the safe").

Roll the Dice (d%): I roll percentile dice (two ten-sided dice) to get a result between 1 and 100.

Compare to My Skill: I check the relevant Skill value on my character sheet (called a "Passport"). If my roll is equal to or lower than my Skill value, I succeed!

The Karma Twist: If I roll doubles (like 33 or 77), something extra happens:

Success + Doubles: Good Karma! I succeed with an extra benefit and gain a Story Point.

Failure + Doubles: Bad Karma! I fail, and something extra goes horribly wrong. Perhaps I manage to start a fire while failing to pick that lock.

Failure Pays: My Secret Weapon is Trouble

I need to forget everything I know about being cautious. The Troubleshooters practically rewards me for making a mess of things. This is all thanks to Story Points, the game's secret weapon for influencing the narrative and creating that classic comic book "plot armor."

The best part? I earn these points not by being safe, but by embracing the chaos:

Lean into My Flaws: My character has a "Complication" (a flaw, a code of honor, a bad reputation). When this flaw gets my character into interesting trouble, I earn Story Points.

Get Captured! The biggest payout in the game comes from surrendering or being knocked out and taken prisoner by the villains. This awards a massive 9 Story Points—more than enough to stage a glorious, over-the-top escape later. The game is designed so that fighting to the death is rarely the best or most fun option.

I can spend these points to do amazing things, like Flip a Roll (swap the tens and ones digits of my dice roll) or even Add to the Scene (e.g., spending points to declare, "Hey, wait a minute, I remember I stashed that grappling hook in the chimney!").

Action, Not Lethality

The combat in The Troubleshooters is designed to feel like a high-octane brawl from a comic panel—dynamic, exciting, and generally non-lethal. Characters rarely die unless the player deliberately tries to make it happen.

Instead of death, losing a fight means being knocked Out Cold or, more likely, being captured and tied to a chair while the villain delivers a long, complicated monologue. Remember, that monologue is the cue to start spending those 9 Story Points for a daring escape!

In a hobby often dominated by the grim and the gritty, I find The Troubleshooters to be a technicolor breath of fresh air—a vibrant, optimistic game where the biggest rewards come from diving headfirst into the nearest, most ridiculous predicament.

I can now grab my passport and my trench coat and be ready for adventure!

You can get Troubleshooters on this website.
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November 30, 2025

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Mythic Game Master Emulator Second Edition


I came across a book called Mythic the same way many solo role-playing enthusiasts do: through the endless scroll of YouTube recommendations. I was looking for ways to play tabletop RPGs without a group, and every video pointed toward this one incredible system.


I tracked down the First Edition—the one with the distinctive red cover—which was a complete role-playing game in its own right, including full character creation. But the key feature that drew a huge community of solo players was its ability to be played entirely without a Game Master (GM).

The true genius of Mythic—across both the first and Second Editions—lies in the admirable, clear, and logical mind of its author, Tana Pigeon. Her work provides a structured way to answer every question and generate every twist a GM normally would. For those interested in a quick start, the system's core was even distilled into a one-page abridged version that appeared in issue 25 of the Mythic magazine.

The second edition is truly a transformative tool, allowing one person to run a full, detailed adventure with almost any rule set out there, from fantasy to sci-fi. It takes on the critical job of the GM, providing world reactions, plot twists, and adjudication of outcomes.

The core engine of Mythic is built on three fundamental pillars, all of which are governed by one crucial element: context.

The Three Pillars of the Mythic Engine

1. The Context: The Secret Sauce
The Context is the collective established truth of your adventure. It's every detail, choice, and consequence that has happened up to the moment you make your next decision. It's a continuous feedback loop: every new detail you generate is added to the context, and that new context then informs your next roll.


2. Fate Questions: Resolving Uncertainty
This is the component you'll use the most. Fate Questions are how you resolve every uncertainty, replacing the need to ask a human GM, "Is the guard asleep?" or "What happens when I open this door?"

The Process: You form a clear Yes/No question and then consult the Fate Chart.

Assigning Odds: You must first assign the odds, which is your gut feeling on how likely a "Yes" answer is. These odds range from Impossible to Certain, with the default being 50/50 if you have no idea.

The Chaos Factor: Once you set the odds, you roll a percentile die (d100). This is modified by the Chaos Factor (CF), which usually starts at five but can go up or down. The CF dramatically shifts the likelihood of getting an extreme outcome.

The Answers: The chart gives four possible answers: Yes, No, Exceptional Yes, and Exceptional No. The Exceptional results are where the narrative pivots, forcing a significant, context-driven twist.

For example, if you set the odds of finding a hidden safe as Very Likely:

A simple Yes might mean you find an empty safe.

An Exceptional Yes might mean you find the safe, and it’s unlocked, containing the critical info and a note addressed to you from the villain!

The Principle of Expectation
For Mythic to work, your questions must come from a logical expectation based on the context, not just what you want to happen (wish fulfillment). If your character is a shipwreck survivor, you can ask, "Do I find fresh water nearby?" but you can't ask, "Does a luxury space yacht land in front of me?" That's a desire, not an expectation. You must build up the context through smaller successful questions to make a yacht's arrival plausible.

3. The Lists: System Memory and Plot Generation
To store and organize the context, Mythic uses two simple but clever organizational tools called The Lists:

Threads List: This tracks your character's goals and quests, such as "Deliver the meds to Kepler 452b."

Characters List: This is much broader than it sounds. It tracks important NPCs, but also active elements of the adventure, such as significant locations ("The Deep Jungle"), factions, or repeating concepts ("Mysterious Signal Interference").

The lists are not just filing cabinets; they are randomized plot generators that come into play when you roll a Random Event.

4. Random Events: Introducing Surprise
A Random Event is the system forcing a surprise on you—something your character didn't directly cause. It has two parts:

Event Focus: This determines what the event is about (e.g., something bad for the Player Character, an NPC action, or a sudden move toward a quest thread).

Event Meaning: You generate two descriptive words from the Meaning Tables: an action and a description/element (e.g., Betray and Weapon).

Interpreting the Event: If you roll NPC Action focused on The Gang, and the meaning is Betray and Weapon, you must interpret it using the context. Maybe the gang is double-crossing their supplier in a back alley weapons deal, and you stumble upon the crime scene, creating a new quest thread.

The "I Don't Know" Safety Valve
It's vital to remember the "I Don't Know" Rule. If the interpretation is too forced, impossible, or just doesn't fit the established tone (e.g., rolling Dance and Satellite in a hard sci-fi game), you are allowed to drop it and let the event fizzle. The goal is flow and fun, not torturing yourself to make sense of every roll.

Scenes: Framing the Action
The Scene is the core block of play. It could be a brief combat, an hour of searching, or even months of character training. The flow of the adventure is governed by scene types: Expected, Altered, and Interrupt.

Expected Scene: You decide what your character logically wants to do next.

Test the Expected Scene: You roll a d10 against the Chaos Factor.

If you roll high (above the CF), the scene happens as you expect.

If you roll low (equal to or less than the CF), your expectations are subverted, and the scene becomes Altered or an Interrupt.

Altered Scene: The main idea remains, but a complication is added. You expect to enter the archives, but instead, they are flooded and covered in a weird glowing fungus.

Interrupt Scene: This is a total break—a sudden, dramatic diversion, often triggered by a Random Event. Your PC expects to review security footage, but an old enemy suddenly bursts through the door, forcing an immediate fight.

Advanced Techniques and Variations
The true mastery of Mythic comes from using its advanced variations to customize your experience.

1. Handling the Player vs. PC Knowledge Dilemma
This is the biggest hurdle for solo play: how to stay immersed when you, the player, know a secret your character doesn't (like knowing a loyal NPC is a spy). Mythic offers three solutions:

Embrace Omniscience: Step back and enjoy the cinematic tension. Watch your character trust the spy, knowing the betrayal is coming. You become the audience for your own story.

Treat as Unreliable Facts: The player knowledge is just a rumor. Until your character finds actual, in-game proof, the betrayal remains a suspicion in the wind.

Role-Playing Opportunity: Give your character a chance to earn the knowledge. If the player knows there's a trap, the PC makes a Perception check. If they succeed, the player's knowledge is justified; if they fail, they walk right into it.

2. Adjusting the Chaos Factor
By default, chaos is... chaotic. But you can choose variant Fate Charts (Mid Chaos, Low Chaos, or No Chaos).

No Chaos is a great choice for certain genres, like tightly plotted mysteries or social thrillers, where too much randomness can derail the plot. In this mode, answers are based purely on the odds you set, rewarding careful planning. It makes chaos a genre lever.

3. Peril Points
These are a blunt instrument for narrative control. You can spend a Peril Point to prevent a story-killing consequence, such as a sudden, senseless death (e.g., a fatal fall). It turns the fatal fall into a dramatic near-miss—the PC is hurt but grabs a railing at the last second. It doesn't negate the consequence; it just negates the premature end of the story, safeguarding your emotional investment.

4. External Materials as Game Elements
This is a brilliant technique where you take a sourcebook (a book of mythology, a historical atlas, a monster manual) and literally put it on your Characters List, giving the book agency.

When a Random Event calls for an active element and rolls the sourcebook's name, you randomly roll a page number and line number in the physical book.

You then read that entry and interpret it into your current scene.

This method injects a level of detail you couldn't have planned and stops you from falling into your own predictable patterns, as the twist comes from a source entirely external to your own brain.


The Final Verdict
Mythic is not just a pile of random tables; it's a structured, iterative feedback loop. Every element—question, event, and scene—generates new context, immediately feeding back into the system to raise the stakes and define the path forward.

The unique benefit is total freedom. You become the sole architect and primary audience, allowing you to explore epic or intensely personal themes you might never get a whole group to commit to.

As you reach the climax of your own Mythic adventure, you'll be faced with the final stylistic choice: Do you use the full weight of the context you've built to ensure a high-stakes, cinematic showdown (like ensuring the Lich Breezos uses his most anticipated attack)? Or do you let the dice fall purely where they may, leading to a truly randomized, potentially anticlimactic conclusion? The beauty of Mythic is that the control—and the narrative—is entirely yours.

If you want to try Mythic, you can find it here.
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