One thing I've neglected to mention: creating Heroes is supposed to be a group activity. Part of this comes down to the Mistborn series idea of belonging to a (thieving?) crew. Instead of being a party of adventurers who go out righting wrongs and looting dungeons, there is the expectation that your group has a common cause that they are trying to achieve, a primary target, and a preferred method of action. This will likely inform the types of Heroes the players will create.
Chapter Four (Creating Your Own Stories) is a gold mine of adventure preparation and design. It may seem kind of formulaic (and it is, to an extent), but it also knows how to ask the right questions so you can be prepared to keep things moving.
The next chapter examines Destiny and Tragedy. Remember these elements of character creation? This chapter looks at how to handle these two narrative hooks in your games, with advice on encouraging players to explore these important facets of their characters. The advice is also useful when developing subplots for your adventures.
While its nice for players to have writeups for the characters from the novels, and its nice for Narrators that want to include such central characters in their games, the Rogues Gallery that makes up the next chapter gives even more help to get a new Narrator started with their stories and adventures. This chapter makes the distinction between three types of NPCs: Villains, Extras, and Allies. Basically, villains are named enemies, extras are "mooks", and allies are like friendly villains. This chapter is full of writeups for all of the various NPCs a crew might encounter.
Compared to many other role playing games such as Dungeons and Dragons, the Mistborn Adventure Game has a light focus on rules and a strong focus on storytelling and player character development, using a semi-theatrical approach. Items are called "Props," and there are separate combat rules for dealing with enemies that have names and enemies without names, termed "Extras" (and are much easier to plow through). One striking gameplay mechanic is the rule that player characters will gain experience and strength more quickly if they suffer serious setbacks (and survive), even if they may also be temporarily or even permanently crippled by the experience. This both encourages pushing the limits of a character and aids richer storytelling as characters grow and develop through their adventures.
Another exciting adventure from the number one New York Times best-selling series! The darkest secrets are the hardest to bring to light. Sylvestri Yarrow is on a streak of bad luck with no end in sight. She's been doing her best to keep the family cargo business going after her mom's death, but between mounting debt and increasing attacks by the Nihil on unsuspecting ships, Syl is in danger of losing all she has left of her mother. She heads to the galactic capital of Coruscant for help but gets sidetracked when she's drawn into a squabble between two of the Republic's most powerful families over a patch of space on the frontier. Tangled up in familial politics is the last place Syl wants to be, but the promise of a big payoff is enough to keep her interested...
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