The following is for reading or otherwise relating to the players at a convention game, or to any players who are unfamiliar with the Gods & Monsters roleplaying game. The Adventure Guide should tailor the introduction according to the relative experience of the player group.
Convention introduction for players: Experience
Each of your characters starts the game with 500 experience points. Your characters all know each other either through friendships or through the Stratford Caravan Security. You have all either adventured before on your own, or as part of Stratford.
Action rolls
Every action is a d20 roll under or equal to a target. Reaction rolls and abilities are on your sheet; attack rolls are against 11. To speed things up, you can’t keep trying the same thing over and over again: every action can have one roll by an individual, so choose that individual well; and one roll by a group working together. After the group has used those two rolls to attempt to resolve an action, you can’t try again except by coming up with some new way to tackle the problem—or by coming up with a way of tackling the problem that doesn’t require a roll.
Convention introduction for players: Mojo
1. Each of your characters has some mojo. Mojo can be used on archetypal rolls: if the Adventure Guide tells you that the roll has failed, you can tell the Guide how much mojo you’re willing to spend to make the roll a success. If your bid is successful, you pay the amount of mojo needed, which may be less than the amount you bid. Using mojo on a roll may result in adding or improving fields or skills within fields. If only one mojo is spent on the roll you can also spend an extra to gain a full field plus skill, instead of just a field bonus or just a new skill in the field.
2. Your character gains 50 experience per mojo used on archetypal rolls. If this advances you to 1,000 experience, your character will immediately gain the benefits of second level, which is, mainly, increased verve, that is, archetype-related hit points.
3. Throughout first level, sorcerors may use mojo to gain spells and monks to gain psychic fields and skills.
4. Throughout first level, mojo can be used on equipment or money during play. One mojo provides 30 shillings or its equivalent in equipment that your character has always had.