I’m trying to wrap my head around how the story ties into the Mythics and how that choice affects everything afterward. On one hand, the WotR module exists and dictates the broad stroke of the story and campaign, history and objectives, big bads, etc. The practical way to tie a game into this dynamic would be to make the Mythics into special classes and have them all go through the same quest and motions. Reusing maps and assets, less material that’s used exclusively for one Mythic, cut down on work at the expense of novelty, etc. That’s how the average isometric title would handle this.
However, Owlcat have promised us that each Mythic plays differently, and they all have different ethos and concepts behind them, so (presumably) while the locations and broad quests and locations would remain the same, what each Mythic does there is different. At a particular fortress, for instance, an Angel might encounter an enemy general to slay, the Lich might go to the grave site of a powerful entity to raise and bind, the Dragon might redeem the enemy general (or find someone else who can be redeemed), and so on; same locations, different objectives tied to the Mythics and classes. Does this sound like a valid direction given what we’ve heard so far? If so, it feels like the sort of roleplaying story that would turn unique pretty quick, especially if it starts early.
That said, it raises the question of what some of the Mythics will do in these places. The Lich’s goal is to experiment on the undead and shed his own mortality, the Azata’s is to purify, the Aeon’s is to the reset the balance of things. But what is the Trickster’s purpose and main goal? What purpose does he serve in the larger scheme of things? And what about the Legend? Will he have all the opportunities of some of the Mythics (to kill the enemy and avenge the dead - Angel - or to redeem - Dragon) without having the benefits? Choose any path without restrictions? Or will he have a different goal altogether to reflect that this is a mortal out of his league?