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Mythic Odysseys of Theros Reviews
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<blockquote data-quote="Shardstone" data-source="post: 8004728" data-attributes="member: 6807784"><p>Most useful book in 5E for anything that isn't monsters or player options. It gives you good outlines for running adventures in the Underworld, nautical adventures, and adventures with meddling gods. Ravnica and Wildemont don't really teach a DM how to run a campaign in their worlds, they just give you the worlds straight up. Meanwhile, Eberron and Theros teach you how to run a game in their worlds. The difference between Eberron and Theros is that Theros doesn't have D-tier art and it feels a lot more FOCUSED. Eberron is BIG. Lots and lots and lots of space in that world. Theros is big too, but it has a thematic focus to it that Eberron loses at times.</p><p></p><p>In other words, Eberron gives you a little guide for noir or a little guide for pulp, but Theros gives you a BIG guide for odyssey's, and that's exactly what I wanted from the book.</p><p></p><p>The only other book this useful in 5E (without counting player options or monsters) is Ghosts of Saltmarsh, which is the 2nd best book in 5E not counting Xanathar's or the core 3.</p><p></p><p>EDIT: I'm glad Theros isn't just Zeus and stuff. That'd be pretty lazy and uninspiring. I have a bunch of books on greek myths. I don't need a D&D book to teach me about the myths I already know. The fact that this isn't 100% greek and is infact a fantasy world means that they could do new things, and novelty is important to a person like me. Rehashed material can be rehashed by someone else.</p></blockquote><p></p>
[QUOTE="Shardstone, post: 8004728, member: 6807784"] Most useful book in 5E for anything that isn't monsters or player options. It gives you good outlines for running adventures in the Underworld, nautical adventures, and adventures with meddling gods. Ravnica and Wildemont don't really teach a DM how to run a campaign in their worlds, they just give you the worlds straight up. Meanwhile, Eberron and Theros teach you how to run a game in their worlds. The difference between Eberron and Theros is that Theros doesn't have D-tier art and it feels a lot more FOCUSED. Eberron is BIG. Lots and lots and lots of space in that world. Theros is big too, but it has a thematic focus to it that Eberron loses at times. In other words, Eberron gives you a little guide for noir or a little guide for pulp, but Theros gives you a BIG guide for odyssey's, and that's exactly what I wanted from the book. The only other book this useful in 5E (without counting player options or monsters) is Ghosts of Saltmarsh, which is the 2nd best book in 5E not counting Xanathar's or the core 3. EDIT: I'm glad Theros isn't just Zeus and stuff. That'd be pretty lazy and uninspiring. I have a bunch of books on greek myths. I don't need a D&D book to teach me about the myths I already know. The fact that this isn't 100% greek and is infact a fantasy world means that they could do new things, and novelty is important to a person like me. Rehashed material can be rehashed by someone else. [/QUOTE]
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