The Guide
As the Guide, you have a few important responsibilities at the table. You are the one telling the story and playing the characters that are not controlled by the players. You decide when a Stunt requires a roll and ensure that the rules of the game are followed. You also describe what happens after the players’ actions.
This can be quite a (fun) challenge. Below are the rules explained from the Guide’s perspective. Once you have read and memorised these, you should be ready to Guide your own stories.
The rulebook includes several specific play examples are described, along with special considerations for the Guide.

Using the rules
The rules of MythWatch exist to support the story; so that you and your group gets to share an adventure together. In fact, the rules are only meant as guidelines, and you should feel free to decide together to change them as you see fit. What matters most is that the story keeps moving and everyone has fun!
Players do not need to roll for everything. When a player wants to perform an action, you can use these 2 questions to determine whether the action is a Stunt or not.
- Question 1. Is there a reasonable chance that the action could fail?
- Question 2. If the player fails the action (does not meet the Threshold), does the story still continue in a fun direction?
Whenever the answer to question 1 is a no, the player probably should not need to roll dice. Similarly, some actions are simply impossible, so rolling dice would be pointless. Whenever the answer to question 2 is a no, it is best not to let the player roll.
Imagine this: the players miss an important clue because they fail to meet a Threshold. Suddenly the story cannot continue because the players are missing a crucial piece of the puzzle. As the Guide, you want to avoid this. So make sure the story can continue, even if the players fail all Stunts.
Whenever the answer to both questions is yes, then it is probably time to roll the dice!
How to determine a Stunt’s Characteristic, Threshold and result
Players in MythWatch have the freedom to choose what they want to do, which can lead to all kinds of Stunts. Below is a useful step by step method of resolving them.

Turning Points
The guide can call for a Turning Point when the players have achieved a major victory or are preparing for an important obstacle in the story. When the Guide declares a Turning Point, each player may choose one of the following options:
- Recover all Setbacks (including Major Setbacks)
- Recover all Resolve
Safety
Het is belangrijk dat iedereen zich veilig voelt aan tafel, ongeacht ervaring of achtergrond. Onveiligheid kan ontstaan wanneer iemand zich niet zichzelf kan zijn, wanneer humor niet aansluit, wanneer er spanningen ontstaan over spelregels of wanneer een speler gewoon even niet lekker in zijn vel zit. Op deze website en in het regelboek vind je praktische tools zodat iedereen veilig en ontspannen kan spelen.