We are planning on running a MOoT campaign in the near future and I want to write my players a "Player's Guide" with important information about Theros, the gods, the races etc.
Do you have any tips or ideas on what information I should give them and what information I should keep for them to discover?
Any important stuff that would be nice for the players to know beforehand.
A bit of shameless self promotion, but if you want to listen to me discuss this while doing work, we actually just recently made an episode about MOoT recently.
I will give you a summary of thoughts here though!
Tell: Give each player a Supernatural Gifts, and encourage them to select one of the gods that are available (if their Supernatural Gift doesn't deny following a god). This will help make the characters really cool.
For characters following Gods and wanting to take advantage of the Piety system, develop a system where your players can keep track of their own advances with piety, and something you can check after a session is over. That way you're not overanalysing every action or sentence spoken by each player for the time you're playing, and it keeps players mindful of their own character's actions.
For setting information, I'd give them as much information as you're comfortable with, but I'd hit at very least of the big concepts. The main cities, landmasses, common realms like The Siren Sea, and The Realm of the Awakened. Maybe some of the more "spiritual" realms, you can hold some more of your information close and reveal information as the game continues.
Keep: Do not explain Mythic Encounters! This is one of the coolest parts of this book, and I think something that should be in more of mainstream D&D. Make a lower level Mythic encounter for your players for their first boss monster based on the information from the 3 monsters at the back of the book. Mythic Encounters can be a ton of fun and I think adds a lot of suspense and excitement to a session. Just imagine what your players will say that after giving your "How do you want to do this", you let them say their deal, and then say "Well, as this creature's Mythic Action...". I can just hear the gasps and the "Um- WHAT?" from my players...
Magic Items: A lot of the specific magic items in this book are really neat, but I'd advise giving whispers about them and not revealing how cool they are until they've been given / have earned these items. Write down some rumors or ideas about these items.
That's all I got for now! Though, I have written player guides before, so if you want a copy on G-Drive just to help with formatting and such, let me know.
Rollback Post to RevisionRollBack
< Fighter Doc on the DumpStat Podcast!Click the Image to give us a listen.
All the things you mentioned are kind of what I thought, so thanks for confirming my thoughts.
And you are absolutelly right, the Mythic Encounters are amazing. They give me Dark Souls boss fight vibes with their phase two. Any ideas on a low level base monster to turn into a mythic one? My first thought would be the Fleecemane Lion. I love the idea of the legendary lion terrorising the lands as in Hercules.
And a copy of a players guide would be amazing.
It will be my first non pre written adventure campaign, so all the help is appreciated
For your mythic encounter, I would say besides the typical (regains 45 hitpoints), I would add some sort of ultimate ability that they could use as a Mythic/Legendary action. Maybe a Bite and toss attack where the creature has to DC13 Dexterity saving throw or be tossed in any one direction after the damage occurs. Either that or a roar attack that is a DC14 wisdom save AND does psychic damage. There's a lot you could do there!
Hey guys,
We are planning on running a MOoT campaign in the near future and I want to write my players a "Player's Guide" with important information about Theros, the gods, the races etc.
Do you have any tips or ideas on what information I should give them and what information I should keep for them to discover?
Any important stuff that would be nice for the players to know beforehand.
Thank you very much!
Heya!
A bit of shameless self promotion, but if you want to listen to me discuss this while doing work, we actually just recently made an episode about MOoT recently.
I will give you a summary of thoughts here though!
Tell: Give each player a Supernatural Gifts, and encourage them to select one of the gods that are available (if their Supernatural Gift doesn't deny following a god). This will help make the characters really cool.
For characters following Gods and wanting to take advantage of the Piety system, develop a system where your players can keep track of their own advances with piety, and something you can check after a session is over. That way you're not overanalysing every action or sentence spoken by each player for the time you're playing, and it keeps players mindful of their own character's actions.
For setting information, I'd give them as much information as you're comfortable with, but I'd hit at very least of the big concepts. The main cities, landmasses, common realms like The Siren Sea, and The Realm of the Awakened. Maybe some of the more "spiritual" realms, you can hold some more of your information close and reveal information as the game continues.
Keep: Do not explain Mythic Encounters! This is one of the coolest parts of this book, and I think something that should be in more of mainstream D&D. Make a lower level Mythic encounter for your players for their first boss monster based on the information from the 3 monsters at the back of the book. Mythic Encounters can be a ton of fun and I think adds a lot of suspense and excitement to a session. Just imagine what your players will say that after giving your "How do you want to do this", you let them say their deal, and then say "Well, as this creature's Mythic Action...". I can just hear the gasps and the "Um- WHAT?" from my players...
Magic Items: A lot of the specific magic items in this book are really neat, but I'd advise giving whispers about them and not revealing how cool they are until they've been given / have earned these items. Write down some rumors or ideas about these items.
That's all I got for now! Though, I have written player guides before, so if you want a copy on G-Drive just to help with formatting and such, let me know.
Thanks for your reply.
Nice self promotion, I will listen to it :D
All the things you mentioned are kind of what I thought, so thanks for confirming my thoughts.
And you are absolutelly right, the Mythic Encounters are amazing. They give me Dark Souls boss fight vibes with their phase two. Any ideas on a low level base monster to turn into a mythic one? My first thought would be the Fleecemane Lion. I love the idea of the legendary lion terrorising the lands as in Hercules.
And a copy of a players guide would be amazing.
It will be my first non pre written adventure campaign, so all the help is appreciated
Thank you very much!
For your mythic encounter, I would say besides the typical (regains 45 hitpoints), I would add some sort of ultimate ability that they could use as a Mythic/Legendary action. Maybe a Bite and toss attack where the creature has to DC13 Dexterity saving throw or be tossed in any one direction after the damage occurs. Either that or a roar attack that is a DC14 wisdom save AND does psychic damage. There's a lot you could do there!
Here's a copy of the player guide. This was for a west marches campaign set in Seaton, the major city near Saltmarsh. You're welcome to basically copy/paste, change as much as you like for your own game as long as you don't claim it as originally your work. ;) https://docs.google.com/document/d/1b955UTkrsfumo3W3SfGXWsYbDOydVUqI2B1ajQv8OkI/edit?usp=sharing