I am excited to run a D&D 5e Monster Hunter Campaign for my players, but I don't know how I should go about it. It is set in the Monster Hunter Universe (specifically the New World from Monster Hunter World) with MH Monsters and all that jazz. I want to know how to fit a good story into a campaign like this, and how I should go about it. Would it be a exploration or traveling campaign, or should it be a more traditional Monster Hunter experience? I also want to know how to best implement the gameplay elements of MH into D&D 5e rules without breaking everything. Thanks for the help!
Well, I'd say if you're playing to a group of friends who want a Monster Hunter experience, it'd be best to use a setting similar to the games... focus on a central hub with lots of options for hunting targets. Do not include any found magic items... but make sure that anything the players would want can be crafted from monster parts. It would be hard to capture the gameplay feel of MH, with creatures that make predictable, but devastating attacks. I'd say maybe give creatures more resistances, so the party has to attack intelligently to get through combat.
Read up on Chases from the DMG and plan to allow the hunt to go through multiple locations.
For a little more realism or difficulty, you could impose some restrictions on spellcasting as well (limited spells, reduced ranges, fewer slots). One way might also be for every spell to have a consumed material component that must be purchased or harvested
I am currently running a homebrew campaign where i started with the frigid woe then set them off to an island that was so treacherous that no one could enter and leave alive. They have to find ruins to complete the story of why there are so many weird creatures around and why the forest is so different. They encounter mh monsters along the way until they find the cats. Once there they are told the story of the island and in sylvan only can they learn that the gods have taken shapes of monsters on this island to protect it from the world. They then must gather bounties to get armoured to fight these creatures. Each time they defeat one of the gods they get rewarded with a gem that they can take to the temple. Only when all gems are found can they take on the monster of the deep and release the island of the curse and secure the antidote.
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I am excited to run a D&D 5e Monster Hunter Campaign for my players, but I don't know how I should go about it. It is set in the Monster Hunter Universe (specifically the New World from Monster Hunter World) with MH Monsters and all that jazz. I want to know how to fit a good story into a campaign like this, and how I should go about it. Would it be a exploration or traveling campaign, or should it be a more traditional Monster Hunter experience? I also want to know how to best implement the gameplay elements of MH into D&D 5e rules without breaking everything. Thanks for the help!
Well, I'd say if you're playing to a group of friends who want a Monster Hunter experience, it'd be best to use a setting similar to the games... focus on a central hub with lots of options for hunting targets. Do not include any found magic items... but make sure that anything the players would want can be crafted from monster parts. It would be hard to capture the gameplay feel of MH, with creatures that make predictable, but devastating attacks. I'd say maybe give creatures more resistances, so the party has to attack intelligently to get through combat.
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Read up on Chases from the DMG and plan to allow the hunt to go through multiple locations.
For a little more realism or difficulty, you could impose some restrictions on spellcasting as well (limited spells, reduced ranges, fewer slots). One way might also be for every spell to have a consumed material component that must be purchased or harvested
I am currently running a homebrew campaign where i started with the frigid woe then set them off to an island that was so treacherous that no one could enter and leave alive. They have to find ruins to complete the story of why there are so many weird creatures around and why the forest is so different. They encounter mh monsters along the way until they find the cats. Once there they are told the story of the island and in sylvan only can they learn that the gods have taken shapes of monsters on this island to protect it from the world. They then must gather bounties to get armoured to fight these creatures. Each time they defeat one of the gods they get rewarded with a gem that they can take to the temple. Only when all gems are found can they take on the monster of the deep and release the island of the curse and secure the antidote.