Organized Play: Difference between revisions
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[[Guild Campaign Modules]] | [[Guild Campaign Modules]] | ||
== '''How to MC for the Guild''' == | == '''How to MC for the Guild''' == | ||
Revision as of 12:48, 9 March 2024
What is MythCraft Guild?
MythCraft Guild is the official “organized play” system used to play MythCraft campaigns in an official capacity. Organized play allows you to journey between game stores, conventions, and other official venues as you level your hero up.
Unlike a home game, MythCraft Guild follows specific rules and regulations that both players and MythCrafters (MCs) must abide by.
How to MC for the Guild
Below are some basic guidelines for MCing, specifically for MCing in a public setting with one or more strangers at your table. To register as a Guild MC, see the “Registering for the Guild” section.
What does the MC Do?
As the MythCrafter (MC), you have many responsibilities. You adjudicate the rules, play the main villains, portray a whole cast of supporting characters, and are in some ways the adventuring party’s number one fan. Understand that MCing does take more preparation than simply playing the game, and you have a few more responsibilities than your players do. Remember that MythCraft Guild games are designed to be completely self-contained within a 4 hour window, so show up prepared, having completely read the module you will be running, and keep everything moving at a timely rate.
Organized Play
This adventure is structured with the intent of being used for organized play: gameplay conducted in specific, controlled, public environments, such as at a participating game store or convention. As such, the MC Guidelines presented below are different from the guidelines set out for running a home game.
Maintain a Safe Space
This guiding principle is key to your success as a MC for Guild events. Remember that you will likely have people at your game table who are strangers to you and to one another. It is critically important to maintain a safe space for your players.
Everyone is Welcome. This is self-explanatory. MythCraft is for anyone and everyone.
Sensitive Topics. You likely don’t know the lived experiences of the players at your table. Before running a session, consider taking two minutes to ask if there are any phobias or triggers that your players would prefer for you to avoid. If these would come up in a session (such as having to fight spiders), feel free to reflavor those encounters to avoid any triggers (such as using the stats of spiders, but calling them rats or snakes and describing them as such). Making small adjustments to stats (such as removing a spider’s web attack) is permissible.
Racism, sexism, homophobia, and sexual violence have no place in MythCraft’s official lore and should never be included in your organized play games.
No Real-World Issues. As necessary, remind people to refrain from any real-world discourse on politics, religion, and other contentious topics.
Aggressive Players. If a player makes belligerent, bigoted comments or otherwise makes other players feel unwelcome, you may involve your event organizer, who may ask the problematic player to leave.
Other Guild MC Guidelines
Here are a few rules of thumb to help you MC a Guild event successfully. When you find that you stray from these principles, simply correct course and keep the story moving!
Move the Spotlight Around. Put the spotlight on each character at least once in a given session, paying special attention to the quieter players to be sure they get a chance to shine. Remember that this may be the first time someone is playing MythCraft! Give them a good interpersonal experience.
Keep the Story Moving. You want to be sure the story progresses every session. If you don’t know a rule, make a decision that feels reasonable and keep the game moving forward. Make a note to look up the official ruling later on - then you’ll know for next time!
No House Rules. This is an adventure to use in organized gameplay. To ensure that the rules are applied fairly across multiple tables, do not use house rules. You should only use your own rulings when referring to the above principle, “Keep the Story Moving.”
You’re Not the Ally. In organized play, you must roll your dice out in the open. Sometimes, you will score terrible hits against your players, and that is okay. It’s part of the cycle of emotional highs and lows that make TTRPGs what they are.
You’re Not the Enemy. While you aren’t on the players’ side, you also aren’t directly opposed to them. You aren’t in a competition with your players. You are often in an antagonistic role in a collaborative story that all of you should be invested in. Think about how individual monsters and villains would act when playing them, not how you might act in those creatures’ positions.
Heroes and AdventurersThe terms “hero” and “adventurer” are used interchangeably in MythCraft campaigns. They refer to the characters played by the other players at your table - not the NPCs under the control of the MC. |
Legends of MythCraft
All Legends of MythCraft (vol. 1) characters are Guild compatible. It’s a good idea to have character sheets of a few Legends on hand to offer to new players if you are running a level 1 session.
Adventure Logs
Make sure you have a few Adventure Logs on hand in case your players need them.
Registering for the Guild
Players do not need to register to join the Guild.
MythCrafters should go to this link to register for the MythCraft Guild.
Participating locations should go to this link to register for the MythCraft Guild.
Note that a game session is only valid in the MythCraft Guild if both the MC and the location are registered.