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Monster of the Week

Monster of the Week is a in which players portray a team of monster hunters who investigate and combat supernatural threats in a contemporary setting, drawing inspiration from television series such as , , and . Designed for 3-5 players, one of whom acts as the Keeper to narrate the story and control antagonists, the game emphasizes collaborative storytelling, mystery-solving, and action-horror encounters structured around episodic "monster of the week" adventures. Originally created by Michael Sands and self-published in 2012 as a PDF, Monster of the Week utilizes the system, featuring a set of core moves that resolve actions through 2d6 rolls modified by character stats, with outcomes categorized as successes, partial successes, or failures that drive narrative progression. Players select from 12 character playbooks in the 2015 edition, such as the Chosen, the Hunter, or the Spell-Slinger, each providing unique abilities, backgrounds, and team roles to foster cohesive group dynamics. The core rulebook includes tools for creating mysteries, sample monsters like vampires and ghouls, and two ready-to-play scenarios, supporting campaigns that can span individual hunts or interconnected arcs. Evil Hat Productions released a softcover edition in 2015, compiling community supplements and expanding the content to 320 pages, followed by further supplements like the Tome of Mysteries (2019) and a revised core book in 2023 with additional playbooks and rules options. The game's flexible mechanics allow for phenomena-based mysteries beyond traditional monsters, and its focus on genre tropes has made it popular for emulating urban fantasy-horror narratives, with ongoing support through digital platforms and expansions like the Codex of Worlds (2023) and more recent releases such as the Hunter's Journal and Slayer's Survival Kit (2024).

Overview

Concept and Inspirations

Monster of the Week is an urban fantasy-horror in which players assume the roles of monster hunters who investigate and confront threats in a contemporary setting. The game's core premise revolves around episodic adventures, where each session typically focuses on a single "monster of the week"—a mysterious or that endangers a community—mirroring the structure of classic formats that blend mystery-solving with action. Hunters collaborate to uncover clues, discern the monster's nature, and ultimately defeat it, often through a mix of research, combat, and creative problem-solving. The setting is modern Earth, where the lurks beneath the surface of , hidden from most of the population but occasionally breaking through to cause havoc. This world emphasizes collaborative storytelling, with players and the game master (referred to as the Keeper) building narratives together rather than adhering to rigid simulations of reality. elements such as vampires, ghosts, demons, and draw from and pop culture, allowing for flexible campaigns that can span small-town mysteries or globe-trotting hunts. The game draws primary inspiration from 1990s and early 2000s television series that popularized the monster-hunting genre. influences the team-based slaying dynamics and high school settings, where young protagonists band together against otherworldly foes. shapes the weekly hunts and familial bonds among hunters, exemplified by the brothers' road-tripping demon confrontations. contributes elements of investigative procedural work and underlying government conspiracies, focusing on unraveling enigmatic phenomena. Additional nods to comic books like and urban legends provide broader mythological fodder for monster creation, enriching the game's tapestry of horrors.

Powered by the Apocalypse System

Monster of the Week is built on the Powered by the Apocalypse (PbtA) system, a tabletop role-playing game design framework originating from Apocalypse World, created by D. Vincent Baker and Meguey Baker and first published in 2010. This foundational game introduced a narrative-driven approach to role-playing, where player actions trigger structured "moves" that resolve with varying degrees of success, including partial successes that advance the story while introducing complications, thereby emphasizing player agency in shaping the fiction. The PbtA system prioritizes collaborative storytelling over traditional simulation, with mechanics designed to support emergent narratives rather than rigid rules adjudication. In Monster of the Week, the PbtA framework is adapted to fit episodic monster-hunting scenarios, with moves serving as triggered actions based on in-game fiction, such as "Act Under Pressure," which players invoke when performing tense or risky tasks like evading a pursuing . Experience gain is tied to progression, occurring when players roll 6 or less on moves or through end-of-session questions assessing story achievements, encouraging risk-taking and character development through setbacks. The "Keeper" role, analogous to a game master, acts as a collaborative who advances the story through prompted moves rather than dictating outcomes, fostering a shared where the Keeper responds to player actions to maintain momentum and elements. Central to the system's core principles is a fiction-first , where resolutions depend primarily on the described actions and circumstances in the story, with statistics serving to inform rather than override the narrative. The harm system further reinforces this by tracking physical and mental damage on separate scales, allowing for nuanced consequences like wounds from combat or psychological strain from encounters, with healing achieved through rest, , or interpersonal bonds that restore stability. Shock effects, often manifesting as acute mental harm, integrate into this framework to simulate the toll of monstrous threats, promoting a balanced portrayal of vulnerability in high-stakes investigations.

Gameplay

Core Mechanics

Monster of the Week employs a resolution system based on the framework, where roll two six-sided (2d6) plus a relevant stat modifier to determine the outcome of actions. A result of 10 or higher indicates a full success, achieving the intended effect without complications; 7-9 yields a partial or mixed success, where the player succeeds but with a cost, risk, or complication introduced by the Keeper; and 6 or lower is a , allowing the Keeper to advance the monster's threat or impose a hard move on the . On a , mark one . Characters are defined by five core stats—Cool, Tough, Charm, Sharp, and Weird—each rated from -1 to +3, reflecting the hunter's aptitude in composure under pressure, physical resilience and combat, social influence, perception and investigation, and supernatural affinity, respectively. These modifiers are added to 2d6 rolls for basic moves, such as +Tough for combat actions like "Kick Some Ass." Progression occurs through experience marks gained on failures or via end-of-session prompts (e.g., marking 1 XP if 1-2 questions are answered affirmatively about the mystery's resolution, or 2 XP for 3-4), with five marks allowing a level up to select improvements like increasing a stat (up to +3 maximum), gaining new moves, or advancing the character's playbook. After five levels, advanced improvements become available, such as adding harm boxes or acquiring a . Harm is tracked on a scale from 0 to 7, representing damage that can include physical injuries or other effects as determined by the Keeper. Harm is marked in boxes on the track when inflicted (e.g., via weapons or monster attacks), with 1-3 harm healing through rest or first aid, while 4 or more creates an unstable wound requiring stabilization rolls or medical intervention to prevent worsening; reaching 7 harm results in death. Gear and weapons feature tags defining their effects, such as "1-harm hand far" for a pistol (inflicting 1 point of harm at handgun range) or "2-harm close loud messy" for a shotgun, with armor tags reducing incoming harm by 1 or 2 points. Central to the game's investigative focus are moves like "Investigate a ," rolled with +Sharp to uncover clues about the threat. On a 10+, the player gains 2 hold; on 7-9, 1 hold; which can be spent one-for-one to ask targeted questions such as "What sort of is it?", "What can hurt it?", or "Where is it going?" revealing narrative details without further rolls. This mechanic drives the monster-hunting scenario by prioritizing clue-gathering and revelation over exhaustive searching.

Hunter Playbooks

In Monster of the Week, hunter playbooks define the archetypes available to , offering 14 core options that shape a hunter's background, motivations, and capabilities in combating threats. Each playbook provides 2-4 starting moves—narrative triggers that grant specific abilities when certain conditions are met—along with an improvement track for long-term growth and a flaw that activates upon spending , such as resurfacing criminal ties or organizational , reflecting the hunter's personal vulnerabilities. These elements draw from the system, emphasizing collaborative through character-driven mechanics. The core playbooks include diverse archetypes like the , a destined guided by ; the Expert, a specialist in lore and practical skills; the Snoop, an investigative or uncovering hidden truths; the Spooktacular, a professional with specialized ; and the Monstrous, a reformed grappling with its inner beast. Other options encompass the Crooked, a former criminal leveraging contacts; the Divine, a holy warrior empowered against evil; the Flake, an intuitive ; the Initiate, a sect-trained ; the , an thrust into the hunt; the , an agency-backed operative; the Spell-Slinger, a combat mage; the Spooky, a attuned to the unseen; and the Wronged, a vengeance-driven survivor. This selection allows players to customize hunters with unique gear, backgrounds, and stat emphases, such as prioritizing Sharp for investigators or Tough for frontline combatants. Key playbooks exemplify the system's depth in role definition and ability customization. The Chosen embodies a prophecy-driven , starting with Destiny’s Plaything (roll +Weird at a mystery's start to uncover future glimpses), I’m Here For A Reason (immunity to fatal until destiny is resolved), and one additional move like Devastating (inflict +1 on attacks) or The Big Entrance (dramatic arrival for support). Spending Luck invokes fate's hand, potentially drawing allies or escalating dangers. The Professional represents a tactical, gear-focused hunter employed by a monster-hunting agency, beginning with Battlefield Awareness (+1 armor in fights, benefiting the ), Unfazeable (+1 Cool for composure), two choices from options like Tactical Genius (positioning advantages) or Leave No One Behind (protect allies), and Deal with the Agency (roll +Sharp for resources amid ). Their vice manifests as bureaucratic hurdles when calling on organizational aid. The Spell-Slinger, a magic-user emphasizing the Weird stat for prowess, requires Tools and Techniques (spells demand specific foci or consumables) and selects three from arcane moves such as Shield Spell (defensive barriers), Go Big or Go Home (amplified effects with risks), or (enhanced perception), with Luck expenditure attracting wizard council scrutiny. Playbooks interlock to foster dynamic team compositions, where complementary roles enhance group effectiveness—for example, the provides inspirational leadership, the supplies investigative expertise through lore recall, and the coordinates tactical assaults. During character creation, each playbook includes prompts to establish bonds between hunters, such as "This hunter pulled you back from the brink of your vice" or "This hunter shares your monstrous heritage," forging narrative ties that influence interactions and offer mechanical edges like bonuses on rolls involving trust or shared history. Advancement occurs via playbook-specific improvement tracks, where hunters mark experience from failed rolls, session reflections, or vice indulgences to level up after five marks. Options include boosting a stat (up to +3 maximum), gaining another move from the current or any other playbook, improving gear, or healing trauma, allowing hybridization like a adopting the Professional's Battlefield Awareness. After five levels, advanced improvements unlock, such as retiring the hunter, creating a second character, or changing to a new playbook entirely, enabling evolution in response to campaign events.

Session and Campaign Structure

Sessions in Monster of the Week are structured episodically around a single mystery, designed to emulate television-style monster hunts where players portray hunters investigating supernatural threats. Each mystery begins with a basic concept—such as an urban legend or a loose end from prior events—and includes a hook to engage the hunters, such as a suspicious death or strange occurrence that draws their attention. The Keeper then populates the mystery with threats, including monsters, minions, bystanders, and locations, and establishes a countdown clock divided into six escalating stages (Day, Shadows, Sunset, Dusk, Nightfall, and Midnight) to represent worsening consequences if the threat is not addressed. This structure encourages a flow of play that starts with the hook to open the case, proceeds to clue-gathering and investigation, builds to confrontations with dangers, and culminates in resolution, often wrapping up within a focused play session. The Keeper plays a pivotal role in orchestrating sessions by creating and managing threats, which are detailed with motives (e.g., a beast running wild or a devourer consuming victims), powers, weaknesses, attacks, and custom moves tailored to the monster's type, such as templates for dragons or vampires. Keepers adhere to an agenda of making the world feel real, playing to see what happens, and rendering the hunters' lives dangerous and scary, guided by principles like infusing into everyday situations and being a fan of the hunters' endeavors. During play, the Keeper uses basic moves—such as separating the hunters, revealing future badness, or inflicting harm—to advance the narrative and respond to player actions, while the countdown clock serves as a tool to escalate dangers dynamically, ticking forward based on events or hunter inaction. At the session's end, the Keeper poses four questions to award experience: whether the mystery was concluded, someone was saved from or worse, something new was learned about the world, or about a hunter; one to two affirmative answers grant one experience mark, while three or four grant two. For campaigns, Monster of the Week extends episodic mysteries into interconnected that form overarching plots, such as recurring villains or escalating phenomena, linking multiple sessions through shared threats and hunter backstories. function similarly to mysteries, with their own countdown clocks and sets of 3-5 threats that build toward a climax, allowing the Keeper to weave a coherent mythology as individual mysteries reveal deeper details. This structure supports long-term character growth via the , where marks accumulated from session-end questions, failed rolls, or playbook-specific triggers enable improvements every five marks, including advancing playbooks or gaining new abilities. Character death is handled narratively, with options for replacement hunters to integrate seamlessly into ongoing , maintaining momentum without derailing the group's progress.

History

Development and Initial Release

Monster of the Week was developed over four to five years by New Zealand-based designer Michael Sands, with the game initially conceived as an original system inspired by the episodic monster-hunting structure of television shows such as and . Sands began adapting the game after playing , released that year by Vincent and Meguey Baker, recognizing its narrative-driven mechanics as an ideal foundation for hacking into a dedicated urban fantasy-horror focused on team-based investigations and confrontations. The design process emphasized accessible rules for TV-like pacing, prioritizing collaborative storytelling, quick mystery resolution, and flexible monster creation to capture the "monster of the episode" format without rigid preparation. Sands conducted extensive playtesting starting in late 2010 with a core group of friends in Wellington, including Scott Kelly, Bruce Norris, Andrew McLeod, Jason Pollock, and Stefan Tyler, refining mechanics through Monday night sessions that highlighted episodic play and hunter archetypes. Additional feedback came from editors like Steve Hickey and playtesters such as Sophie Melchior and Hamish Cameron, with the game evolving over approximately four years into a standalone adaptation of the Powered by the Apocalypse engine. The game launched in June 2012 as a self-published PDF through Sands' Generic Games website (genericgames.co.nz), comprising 144 pages of core rules, playbooks, and Keeper guidance, with print-on-demand options available via 978-0-473-20466-2 for the physical edition and 978-0-473-20467-9 for the digital version. Initial distribution occurred primarily through DriveThruRPG, where it garnered early sales and community interest, supported by a preorder campaign that funded production. Positive feedback from RPG communities, including discussions on forums like RPGnet in mid-2012, praised the game's streamlined elements and ease of entry for new players, though some noted areas for mechanical tweaks in monster balance and advancement. This input prompted iterative revisions by Sands, culminating in the announcement of a partnership with Evil Hat Productions in 2014 to expand distribution and prepare a revised edition. Early adoption included informal organized play at conventions and online groups by 2013, fostering grassroots campaigns that tested the game's episodic structure in varied settings.

Editions and Expansions

The revised edition of Monster of the Week was published in 2015 by Evil Hat Productions, featuring an updated layout, incorporation of errata fixes, and expanded play examples to refine the core rules and enhance usability for players and Keepers. This 320-page softcover edition, 978-1-61317-091-5, served as the primary print version until it went . Core expansions include Tome of Mysteries (2019), a 278-page supplement that introduces new mystery structures, random generation tables for threats and clues, and guidance for Keepers on handling complex campaigns. Complementing this, Codex of Worlds (2023) is a 416-page expansion offering alternate campaign settings such as cosmic or , alongside new character moves and tools for world-building to adapt the game beyond its standard monster-hunting framework. In 2023, Evil Hat released a reprint of the core rulebook, updating the 2015 content with new interior artwork and incorporating 24 additional pages from Tome of Mysteries, including two new playbooks: the Snoop (a detective-focused hunter) and the Spooktacular (a theatrical expert). This 344-page edition, priced at $40 including PDF, became the standard core product. Recent developments include a 2024 BackerKit crowdfunding campaign for two major supplements: Slayer's Survival Kit and Hunter's Journal, which together raised over $162,000 and provided nearly 600 pages of new content. Slayer's Survival Kit adds nine new hunter playbooks, nine team playbooks, expanded weird moves, upgraded gear options, and survival mechanics for high-stakes encounters with new monsters. Hunter's Journal expands all 33 official playbooks with additional story arcs, campaign aids, and tools for character development. Digital versions launched on DriveThruRPG in July 2025, with print editions entering production by late July 2025 and available for general retail shortly thereafter. Supporting media includes ongoing updates to the official Evil Hat website, which hosts free downloads such as consolidated playbook sheets and session aids. Digital tools, including fillable character sheets and VTT-compatible assets, are available on DriveThruRPG. Licensed merchandise encompasses items like the Slayer's Dice set, a custom polyhedral dice bundle themed for monster hunting.

Reception and Legacy

Critical Response

Monster of the Week has received widespread praise from reviewers for its accessibility to newcomers and its emulation of episodic television formats, making it ideal for short sessions or one-shots inspired by shows like and . The game's Powered by the Apocalypse mechanics are noted for their straightforward implementation, allowing players familiar with the genre to quickly grasp playbooks that mirror archetypal characters from media. Reviewers highlight its strong tools for crafting mysteries, including structured monster design with weaknesses and hunter countermeasures, as well as pacing mechanisms like countdown clocks that ensure dynamic session flow without overwhelming preparation. Its inclusive approach to world-building, emphasizing collaborative creativity in a modern supernatural setting, further enhances its appeal for diverse groups. Critics have pointed to some challenges in gameplay balance and Keeper responsibilities, particularly in extended campaigns. The system's moves are often described as "fast and loose," with abstract resolution for investigations that prioritizes narrative momentum over precise rewards for clever deductions, potentially feeling unstructured for players preferring tactical depth. Combat can involve numerous rolls due to granular damage tracking, which contrasts with the game's otherwise streamlined scope and may disrupt pacing in prolonged fights. Certain playbooks, such as the Meddling Kid's unmasking ability, risk tonal inconsistencies when paired with grittier archetypes like the Wronged or Hardcase, complicating long-term balance in multi-arc stories. While prep is generally light and improv-friendly, Keepers may face added load in sustaining variety across repeated monster hunts. Expansions have addressed many of these concerns by deepening mechanical options and providing targeted guidance. The 2019 Tome of Mysteries is lauded as an essential GM resource, introducing new playbooks like the Gumshoe and Hex, Weird-based moves for broader character utility, and sample mysteries that add narrative layers without altering core playstyles. More recent releases, including the 2025 Slayer's Survival Kit and Hunter's Journal, expand with nine additional playbooks (e.g., Action Scientist, Celebrity), team frameworks for collaborative themes like parapsychology, and Keeper advice on integrating mundane lives and custom threats, which improve campaign balance and revitalize extended play. User ratings on RPGGeek reflect this evolution, averaging 7.9/10 for the revised core and supplements, with praise for their role in sustaining engagement over multiple seasons. The game's community remains vibrant, with active discussions on Reddit's r/monsteroftheweek and dedicated servers fostering advice-sharing and playtesting. Fan-created hacks adapt the to varied settings, such as medieval historical via the Medieval Monster of the Week supplement, enabling hunts in olden eras with minimal tweaks to core mechanics. Its influence extends to media, notably powering the The Adventure Zone: Amnesty podcast arc, where it supported a monster-hunting narrative in a rural supernatural setting.

Use in Media and Adaptations

Monster of the Week has been prominently featured in podcasts, particularly through The Adventure Zone's campaign, which ran from 2018 to 2020 and utilized the game's system for a monster-hunting narrative with custom story arcs led by the McElroy brothers. This series significantly boosted the game's visibility within the tabletop role-playing community by blending episodic hunts with ongoing character development, attracting a broad audience to Powered by the Apocalypse-style gameplay. Other notable series include The Critshow, an ongoing that delivers Monster of the Week sessions with a focus on horror-comedy dynamics and high production values. Fan-driven adaptations have extended the game's reach into digital formats, with creators on platforms like developing modules, hacks, and game jams inspired by its mystery-solving structure, including elements suitable for tools like . These community efforts allow for conversions into prototypes, emphasizing procedural monster encounters and narrative branching without official licensing. While no formal ties to exist, the game's episodic format draws inspirational nods from shows like , influencing fan RPG crossovers that emulate its weekly threat resolution in homebrew campaigns. The game's cultural legacy is evident in its role within the ecosystem, where it contributes to handling themes through player-driven fiction and emotional stakes in scenarios, alongside titles like Monsterhearts 2. Academic discussions in highlight its contributions to episodic techniques, as explored in recent analyses of narrative-driven tabletops. events, such as Monster of the Week games at conventions like and SoonerCon since the mid-2010s, have fostered dedicated play sessions and panels. In the streaming era's RPG boom, Monster of the Week has benefited from online content creation, including tutorial series that guide creators in building compelling narratives, such as a 2024 video on crafting exciting monster hunts. Its adaptable, media-friendly structure—praised for supporting serialized adventures—has sustained interest in various play formats.

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