The Foundry

Where Dreams Become Brews


System Spotlight: Monster of the Week

Hello everyone, and welcome to another System Spotlight! Today I’ve got a pulpy game full of mysteries and monsters, so let’s split up, gang, and Investigate a Mystery on Monster of the Week by Evil Hat Productions!

MotW is a mystery solving and monster hunting RPG inspired by shows like Scooby-Doo, Supernatural, The X-Files, and Buffy the Vampire Slayer. You play as a team of investigators out to solve mysteries and fight evil, usually in short, self-contained or “episodic” adventures strung together into a larger campaign, each surrounding a new mystery or monster, hence the name.

Character Creation

You start by picking one of several “playbooks”, each based on a popular archetype or trope from the genre, such as The Chosen, The Spell-Slinger, The Mundane, The Wronged, or The Monstrous. Think of them like classes in other RPGs. Each playbook has everything you need to make and play that character until their inevitable death or retirement, including character advancement.

Then you pick one from five attribute arrays. There are five attributes (Charm, Cool, Sharp, Tough, and Weird) and each array has some strong attributes and some weaker attributes, with the others being in between.

From there, we can start getting into the real meat of the playbooks by picking moves and other details specific to each playbook. Every playbook has their own set of moves in addition to all the basic moves, which we’ll talk about those later. For example, the Expert has things like “I’ve Read About This Sort Of Thing”, which lets you roll using Sharp instead of Cool when you act under pressure, or the Spell-Slinger has “Shield Spell”, which lets you reduce the damage of an attack when you protect someone. Each playbook has a lot of options so you have a lot to play with.

In addition to the moves, many of the playbook have other special features that are unique to them. For example, the Professional works for an agency that gives you resources in missions, but you have to deal with some kind of restrictions on what you can do, while the Wronged has a background that gives them benefits as well as a connection to the supernatural underworld. Again, there are a lot of fun options.

Finally, you pick from a list of special gear that you can use on missions such as weapons or equipment, then you establish your history with the other characters in your group. This is a fun little activity that really helps to get the group dynamic going. Each playbook has a list of prompts for what each other character could be to you. For example, they could a blood relation, saved you from a monster, act as your moral compass, or maybe you’re really attracted to them. Lots of fun options.

Resolution Mechanic & Moves

MotW is a Powered by the Apocalypse game (huh, two in a row) that uses 3d6 and a few basic moves for pretty much everything. There are 8 moves, each pretty self-explanatory: Act Under Pressure, Help Out, Investigate a Mystery, Kick Some Ass, Manipulate Someone, Protect Someone, Read a Bad Situation, and Use Magic. Whenever you want to do one of those things, roll 3d6 and add any relevant rating bonus or situational modifiers. On a 10+ you do exactly what you set out to do. 7-9 whatever you’re doing is less effective and usually has some kind of downside. But anything under a 7 is a failure and nothing happens. Each move tells you exactly what happens at each threshold, but that’s the gist of it.

Each move also has an Advanced effect that can trigger if you roll 12+, but you have to have taken one of the Advanced Move options as part of character advancement, which we’ll talk about in a bit.

Harm & Luck

Running around fighting monsters and thwarting evil is dangerous, so sooner or later you’re bound to get hurt. Whenever you take damage, you subtract it from any armor you have and mark the remainder as points of Harm. Once you mark 4 harm, you’re Unstable, and at 7 Harm, you’re Dying! If you take any more Harm, that’s the end for you and your character is dead. Thankfully, there are plenty of ways to heal in MotW through downtime and certain moves across various playbooks.

But what if you REALLY need to avoid taking a hit, or you just fumbled an important roll, that’s where Luck comes in. Each character begins with 7 points of Luck. You can spend luck to reduce the harm taken from an attack to 0 or retroactively change the result of a roll to a 12. Here’s the kicker. Your luck is finite and does NOT come back (except in EXTREMELY specific circumstances that shouldn’t be relied on), and once it runs out, you’re Doomed! A Doomed character is at the end of the line and Fate isn’t happy with your existence. The GM, or Keeper, is allowed to make more and more bad stuff happen to you. Results of failure will be worse, monsters will target you more often, any bad, fate-related things in your playbook will begin to happen, and past decision will come back to bite you at the worst time. Doomed characters don’t last long, so don’t let it get to that point if you can help it.

Character Advancement

Ok, so character creation and actual play are pretty straightforward, and that trend continues with your advancement. You gain experience whenever you fail a roll, and once you have 5 experience, you can pick an Improvement from a list in your playbook. These are things like increasing a rating by one, gaining a new move, or taking a move from another playbook entirely. Once you have 5 Improvements, you qualify to take Advanced Improvements. These are even stronger things like gaining 2 Advanced Moves, changing your entire playbook, retiring your character while they still live, or even regaining one of your spent Luck!

Other Stuff

That’s pretty much everything as far as player-facing content goes, but there’s a good bit more for the GM to dig in to. There is advice for creating your own mysteries, stringing mysteries together in arcs, and running downtime and one-shots, an introductory mystery, suggestions for how to customize your game, and a big ol’ list of inspirational material.

Tome of Mysteries and Codex of Worlds

But if you’re looking for more MotW content (official, anyway), Evil Hat published the Tome of Mysteries and, just this last year, the Codex of Worlds. The Tome of Mysteries is just that, a collection of new pre-made mysteries you can run, while the Codex of Worlds is a full-blown expansion with all kinds of fun additions to spice up your game. There are new rules, special team playbooks that the whole group can use, and entire settings to shake up the game, each with their own rules and mysteries! It’s like a 400-page book and a delight to read.

My Thoughts

So, it took me a while to get into playing MotW. It was my first encounter with an RPG that was more narrative focused in its mechanics than D&D and I struggled to wrap my head around it. My friend was running a long-term campaign in it, so I heard a lot of what went on and the kinds of shenanigans the group got up to, and I was curious. Over the years, he ran a couple one-shots, and frankly I didn’t get much out of either. Something about it just didn’t click with me. But this last Halloween, he ran an SCP-themed game using some of the stuff from Codex of Worlds, and that one finally got me. I don’t know if it’s because of my love for the SCP universe or that our one-shot quickly became a four-shot, giving us more time together and less pressure to finish in a timely manner, but that game really made me understand it and appreciate it for what it is. And I like what it is.

So, what do I like? Well for starters it’s dummy simple, something that has become increasingly important for me over the years. The basic resolution mechanic is clean, the moves are clearly defined, but open-ended enough for creative uses, and because you’re mostly going to be rolling 7-9s it keeps the game interesting. And I could just gush about the playbooks! I think they’re my favorite part of the games, easy. They’re stupid simple to use, are completely self-contained, and have enough options to make a wide variety of characters but not so many options as to be overwhelming. You can hand a brand-new player a playbook, and they can be ready to play in 5 minutes, maybe 10. I wish more RPGs had their classes laid out like this (if you know any, let me know!).

Another great thing about the playbooks is that because they’re so well-structured, it makes it easy for people to make their own custom playbooks. There are quite a few custom playbooks made by fans online, and several of them are actually available on the Evil Hat website!

So yeah, I love this game and if you’re into things like Scooby-Doo, Supernatural, Buffy, The X-Files, or The Dresden Files, I think you’ll have a good time too. Anyway, that’s all for now. As always, stay safe, don’t forget to love each other, and I’ll see you again soon.

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