Guest Post: How to be a great player in the Mythras roleplaying game

My friend Antalon from the Mythras forums wrote an essay on how to be a great player in the Mythras roleplaying game. Here goes:

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I Game Master nearly exclusively. I am, however, a bad player. By this I mean that when I am let loose as a player, I just act an arse! Almost instinctively I look for ways to disrupt, betray and connive against my fellow players and the Game Master’s world, plot or adventure. (What inner trauma this reflects is for a different occasion!) As I consider my own behaviour, it got me thinking about how the players I have now, and over the years, have played at my table, especially with Mythras

Some of my sessions in recent years have been nothing short of a triumph… so I’m a great Game Master then? No. There is a lot of discussion and advice ‘out there’ about what it takes to be a good – or great – Game Master. I’m firmly coming to the view that a Great Game is absolutely a collective effort: Great Players maketh the Game Master! Players have as much or maybe more responsibility for the success of the game as the Game Master – this is, if you look for it, well established advice. There is also a plethora of good player advice generally, essentially boiling down to respecting each other: don’t be an arse like me when playing!

So, how do we help players be great at Mythras specifically? Here, I set out my observations and preferences for player behaviour that mark the difference between a successful – that is, engaging, satisfying, surprising, dramatic, and funny – and unsuccessful game. My views also reflect recent experience with players that are new to Mythras, and fairly new to roleplaying in general. My hope is that I can improve my own behaviour as a player, whilst also easing the introduction to Mythras for others, and help players make their Game Master great!

In brief, players should:

  • Be driven, be passionate!
  • Play with the other players.
  • Focus on the described scene and their character motivations.
  • Enable other players to voice their action without undue debate or barracking!

Be driven, be passionate! The Passion mechanics are, technically, an optional rule. But just use them! Getting players to express what make’s their character tick, and what drives them to ‘adventure’, is the first ‘way in’ for a player and Game Master to know what the character and the game world is about. Playing to their passions makes the players invested in the game and makes decision-making much easier: passions ‘tell’ the player what actions or reactions ‘fit’ a situation.

Finding the right way to express the passion can be difficult. There are two ways around this. First, be flexible, and allow passions to be ‘re-expressed’ as the character’s personality solidifies in the player’s and gaming group’s mind. Second, set some thematic guidelines for choosing passions. Discuss what your table wants from the game and what is suitable to reflect the themes of the adventure or campaign setting. For example, for a Monster Island game I asked players to propose three passions based on an ambition or personal goal, a vice or dependency and fear or superstition. From this, across the players, I got “love to create mayhem”, to “total faith in Sarnai” (one of the other player characters), to “loyalty to companions” amongst others. This was not necessarily quite what I anticipated, but it got the players invested, started a discussion and, somehow, this eclectic mix of passions worked!

However, this experience of such varied passions made me conscious that care is needed to ensure passions are not too contradictory, either with each other or between different player characters. Passions could risk outright intra-party conflict. None of us want to condone the “that’s what my character would do” argument! Share choices of passions with the other players, and if they are not working, discuss it and fine-tune. However, there is a balance. Passions should – perhaps ‘must’ – aim for ‘dramatic tension’ between player characters: think about the best weekly TV drama, it is the tensions between the recurring characters that make it worth watching! 

Play with the players. A feature of play nowadays is often reliance on video-calls or virtual tabletops. This has exacerbated the practical and real-world social difficulty many players face if – in character – they challenge or engage with each other’s characters. How many times have your players watched passively whilst another player declares – unilaterally – they are “stabbing the prisoner in the face”? This is not a Mythras-specific issue. But, the singular thing that moved my games from okay or good to Great was how, by mutual consent, players focused their attention on each other. In this way, they gave ‘permission’ for each other to respond to or interrupt one another’s actions. Sometimes the interruptions could not prevent an action occurring, but this fuelled the in-game drama. In this player-to-player focused game I found that I too, as Game Master, had ‘permission’ to invite interaction between players, to open opportunities for intra-party drama. It also shifted the focal point of attention from me as Game Master to a shared, inclusive, and animated dialogue. If players act true to their character’s passion where everyone feels welcome to respond to character action, then drama follows, and the game group reinforces positive engagement.

Focus on the described scene and your character motivations. The core mechanic of Mythras is a very simple ‘roll equal to or under’ on percentile dice. But system challenges do exist. Two examples are Mythras-centric: the expenditure and accounting of Action Points (especially combing with movement); analysis-paralysis of combat special effects. With modest effort a reasonable level of system-mastery can be achieved. But players do not need to master Mythras to be an excellent player! What players need to do is listen to the Game Master’s description of event, listen to other player’s choices and their descriptions, then describe what they – the player character – want to achieve and how this could happen. What the player wants to achieve is often informed by their passions. The Games Master’s job is then to translate, or suggest, how to reflect this action with game-mechanics. Focus on the drama and visceral responses, do not allow outcomes to be framed as an optimisation choice. New players in particular find it much easier to simply be narrative: “I leap forward and try to drive the bandit back with the savagery of my attack, I want to stop them threatening Sarnai who is trying to cast healing magic!”, which could be handled as a Press Advantage or Bash special effect. Surely all I’ve done is just describe roleplaying? Yes. But the art of listening and description is an art to be nurtured!

Enable other players to voice their action without undue debate or barracking! This is advice to me as a player and a Game Master. Having established ‘permission’ for player-characters to interrupt, this does not mean that you – as a player – should interrupt. When it is another player’s go, it is for them to state their action. Do not comment, criticise, suggest, scrutinise, analyse or otherwise pass judgement on another player’s choices. I realised what a difference this made when I noticed one of my groups patiently allowing each player to voice their actions on their turn without commentary. The outburst of the player that interrupts saying “No! You should do …”  We did not debate this concord. It just happened. And I found that this simple act of respect for each other hugely strengthened trust between players, and the success of my game. It also facilitated in-character interruptions. To be clear, I do not intend that your character passively accepts the actions or consequences of another player-character, remember play with the players and be passionate. The desperate cry of “No!” invites a response between players: “I stab the bandit in the face anyway, and then grin savagely at Sarnai!”. Or, a player shouts-out to the Games Master “Wait, Layla needs to stop this!”, leading to an adjudication of the drama between characters (“Okay, make an Opposed Combat Style roll, if you beat Muammar, then you managed to parry his stab to the bandit’s face!”). But, what if a player asks for advice? In this case, wherever possible, describe your own character’s perspective and their motivations: “what special effect is best?”… “Well, Layla wants to get out of the fight quickly, so she would want you to help us escape… what could you do to help?”. Questions on the rules should be answered by the Game Master.

So, in the end, I’m not sure if this is really very Mythras specific? But, it does not matter. I think these are the things that I should do when playing. I want my players to do this, as it will make my games successful. Our shared responsibility, as players and Game Master, is to make the game a success. Whenever I play, this is how I think I can contribute to that goal.

New Mystic Order for Mythras – Order of the Claws of the Dragon

Here is a Mystic order I did for my character in my friend Antalon’s campaign – Ormsfell Range.

Order of the Claws of the Dragon

Martial school of mysticism – Dragons in human form

Mythos and History

The Order of the Dragon’s Claw has an ancient and revered history steeped in the pursuit of Draconic Knowledge. Founded as a martial school of mysticism, this organization embarked on a quest to harness the hidden wisdom of dragons. Their journey began with the discovery of a cryptic Draconic script, a language believed to contain the very essence of dragons.

There are areas in the document that current wisdom in the cult cannot decipher or might have gotten wrong due to misinterpretations thruout past 1000 years or that are deeper mysteries known at higher levels in order or a bad combination of above

The order’s founders unearthed a profound method that involved the emulation of dragons in human form through the acquisition of Draconic Knowledge in the script, strict physical regimen and mystic enlightenment. They recognized the importance of Dragon’s Claws, the embodiment of the dragon’s strength, and a strict physical regimen to unlock their true potential. This revelation became the cornerstone of their mission: to become as dragons in human guise and safeguard the ancient secrets of Draconic Knowledge.

Nature

The Order of the Dragon’s Claw is deeply woven into the fabric of society, playing a colorful and meaningful role that extends beyond their mystical pursuits. They are renowned for their commitment to the protection of knowledge and their unwavering loyalty to those they serve. 

In addition to their scholarly and martial pursuits, the order has become known for training trustworthy bodyguards, offering their services to protect scholars, nobles, and leaders who seek their assistance. This unique connection to society allows them to make a significant impact despite their relatively small numbers. They are sought after for their integrity, discipline, and their unwavering dedication to safeguarding their charges. 

Who Can Join

Membership in the Order of the Dragon’s Claw is not open to all. Potential initiates must meet specific and demanding criteria to be considered:

– A deep-seated commitment to the preservation of knowledge and the pursuit of Draconic Wisdom.

– A willingness to undergo extreme physical and mental testing, demonstrating their resilience and ability to survive the path to emulate dragons in human form.

– Proficiency in martial and mystical disciplines, showcasing their dedication to the order’s ideals.

– A proven ability to keep the order’s secrets and uphold its values.

Joining the cult

For those who are deemed worthy and successfully initiate into the Order of the Dragon’s Claw, their journey is marked by several significant milestones:

1. Initiation: Initiates undergo a solemn initiation ceremony, where they take the Oath of the Claw, pledging their dedication to the order’s mission and values.

2. Extreme Training Regimen: Joining the cult means embarking on an arduous and relentless training regime that encompasses physical, mental, and mystical aspects. This includes mastering the Path of the Dragon combat style, deciphering the Draconic script, and honing their connection to Draconic Knowledge through extreme physical and mental tests.

3. Progression: Members advance through the ranks from Aspirant to Sage, with each level unlocking new insights, abilities, and responsibilities. Each step of the journey is marked by even more demanding tests of endurance and dedication.

4. Ongoing Service: Joining the cult means a lifelong commitment to the order’s cause, which includes the protection of knowledge, the acquisition of Draconic Knowledge, and the offering of their skills as bodyguards when called upon.

5. Access to Mysteries: As members progress, they gain access to the inner mysteries of the order, including unique gifts and abilities associated with Draconic Knowledge.

Consequences of leaving or betraying the organization

Leaving the Order of the Dragon’s Claw is a choice that comes with consequences, as the knowledge they possess is both a gift and a responsibility. Apostates are encouraged to tread cautiously, for the path they leave behind may lead to unforeseen challenges. The organization, however, does not view them as adversaries, understanding the complexity of their decisions.

Organization

– The Awakening of Scales: An annual event celebrating the order’s founding, marked by rituals that pay homage to dragons.

– The Claw’s Ascension: A ceremony where members reflect on their progress toward emulating dragons.

A drawing of a monster's claw

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– The Dragon’s Breath: A meditation retreat where members seek to connect with the essence of dragons.

Ceremonies of the organization

– Dragonfire Offering: Members make symbolic offerings to honor dragons and seek their blessings.

– Rune of the Wyrm: Inscriptions of Draconic runes on weapons and armor, a protective and empowering ritual.

– Oath of the Claw: A solemn pledge, taken by new members, to uphold the values and goals of the order.

Organisation Home Base

– The Wyrm’s Sanctum: A hidden monastery nestled in the heart of remote mountains, where the deepest teachings are imparted.

– The Scales’ Repository: A treasury of ancient scrolls and tomes containing knowledge about Draconic script and lore.

– The Dragon’s Roost: A temple in a bustling city, serving as the public face of the organization.

Areas associated with organisation

– The Ormsfell Mountains: A range known for its dragon legends, where the order hopes to conduct new research and seeks mystical sites.

– The Library of Wyrm’s Wisdom: A repository of ancient scrolls and texts, carefully guarded by the order.

– The Temple of the All-Knowing: A place of worship and reflection, maintained and protected by the order.

Known members of the cult

Vestio – Follower of the Dragon. Exceptionally fit member of the order unwaveringly dedicated to the order and its mission with a fear of illness getting in the way of progression in the order. 

Ignacio Kharma – Claw of the Dragon at Dragon’s Roost, Vestio’s rival within the order with uncanny ability to manipulate people. 

Master of the Stick – Highest ranking member of the order at the Dragon’s Roost temple. 

Membership

Standard

Ranks

  • Aspirant
  • Follower of the Dragon
  • Claw of the Dragon
  • Master
  • Living Dragon

Members often adopt names inspired by dragons or their attributes, a testament to their commitment to Draconic Knowledge.

Restrictions

Members are encouraged to collaborate and share their findings within the cult, avoiding any restrictions on revealing their knowledge.

Tradition: uses only weapons and armor made of wood, leather or dragon bone (it is just ordinary bone armor)

Skills

Meditation

Mysticism

Cultural Combat style (Quarterstaff, Cestus, unarmed, Bone Dagger)

Endurance

Lore(How to be a Dragon)

Willpower

Insight

Benefits

The organization may offer some or none of the below benefits for its members according to theirrank.

Members receive training in the Path of the Dragon combat style and cult skills. 

Path of the Dragon (Quarterstaff, Cestus, Unarmed, Bone Dagger) with the below traits. 

AspirantDragon Slamallows use of bash special effect with all weapons in combat style 
Follower of the DragonDragon Tailopponent’s resistance to Trip special effect is one difficulty grade harder.Cost: 3 experience rolls plus one for every already known trait in the style 
Claw of the DragonDragon SenseSame as blind fightingCost: 3 experience rolls plus one for every already known trait in the style 

Protection

The order offers protection to its members, promoting a sense of security

Material Aid

Access to resources and equipment made from materials associated with dragons

Social Status

Members enjoy a respected and esteemed status in society for their role. 

Magic

Cult members may learn folk magic but can use no other disciplines other than mysticism. 

AspirantProud to be part of the cult. Folk Magic: Heal, Vigour, Calm, Protection ,Magnify,   
Follower of the DragonInvoke Formidable Natural WeaponsThe hands and feet of the mystic are treated as size Large for the purposes of attacking and parrying in combat 
Follower of the DragonEnhance Initiative 
Follower of the DragonAugment Endurance 
Claw of the DragonEnhance Damage Modifier 
Claw of the DragonAura (Intimidate)Can be used to present a particular aspect to those who behold him. Overcoming the mystic’s aura requires an opposed roll of Willpower versus the mystic’s Mysticism roll for invoking the trait. The aura affects all things within a radius of the mystic’s POW in metres.  
MasterInvoke Pain ControlThe mystic is inured to pain and able to work through its effects. Endurance rolls when experiencing any kind of injury are considered to be automatic successes.Has to accept a geas
MasterSpecial Effect Dragon’s ClawDragon’s Claw – May learn (5 XP) a new Special Effect called Dragon’s Claw that allows them to penetrate a number of points of worn or natural armor equal to 1/20th their Mysticism skill with their unarmed attacks using their cult combat style. They need to possess in their person a piece of a Dragon’s Claw to use this.  
MasterAugment InsightNeeds to have Lore(How to be a Dragon) at 70. Needs to have a dragon scale to use the gift. 
Living DragonMay have a gift maybe Alacrity. The Gift requires a roll, and an expenditure of Magic Points. Needs to have a dragon scale to use the gift.   

Return of the Magic

Consumption:

Breathing the smoke from a fire with the Drake Flower (have to find it first) 1MP per shot. Meditation roll required to succeed. 

Each shot adds one difficulty grade. If fail then delirious for an 1d3 hours

1MP per hour if one has supply of Dragon Claws (at least x ENC present)

Gifts

Alacrity for Sage. Gifts associated with Draconic abilities and knowledge, granted as members progress in their pursuit of emulating dragons. First gift received as a respected master or sage

Return of the Magic

Consumption:

Breathing the smoke from a fire with the Drake Flower (have to find it first) 1MP per shot. Meditation roll required to succeed. 

Each shot adds one difficulty grade. If fail then delirious for an 1d3 hours

1MP per hour if one has supply of Dragon Claws (at least x ENC present)

Gifts

Alacrity for Sage. Gifts associated with Draconic abilities and knowledge, granted as members progress in their pursuit of emulating dragons. First gift received as a respected master or sage

Divine Intervention

None

Allies and enemies

Friendly with the God of Knowledge, who appreciates their dedication to preserving wisdom.

Engaged in alliances and collaborations with various powers, depending on their goals and interests in acquiring Draconic Knowledge.

Source

Created for Antalon’s Ormsfell campaign by Hannu

Here is the link to the pdf

Here is a link to the Mystic Calculator for Order of the Claws of the Dragon talents