Monster of the Week

MotW · Monster of the Week TTRPG · Monster of the Week Revised

Monster of the Week

Monster of the Week places you in the role of modern-day hunters pursuing creatures, cults, and urban legends. Sessions resemble a TV episode, featuring cold opens, clue-chasing, and tense confrontations that lead to a climactic battle or a clever banishment. The tone is yours to set, ranging from gritty to campy, cosy to creepy. Our Game Masters customise mysteries to suit your preferred vibes, locations, and content limits, ensuring every table enjoys the right kind of spooky.

It’s easy to pick up and works well with 2 to 5 players, making it ideal for birthdays or team outings. Newcomers can jump in quickly, lapsed gamers will feel right at home, and veterans will find rich character hooks. You can play in person or online. If you enjoy the atmosphere of Monster Hunting, with a hint of urban fantasy or occult intrigue, a professional Game Master will bring it to life for your group.

How to play Monster of the Week

Monster of the Week uses a Powered by the Apocalypse style. You roll two six-sided dice and add a rating. On a 10 or more, you succeed cleanly. On a 7 to 9, you succeed but with a twist. On a 6 or less, the Game Master makes a move that complicates things. You trigger moves like Investigate a Mystery, Act Under Pressure, Kick Some Ass, Protect Someone, or Use Magic by describing what your hunter does.

Each player picks a Playbook such as the Professional, the Spooky, or the Chosen, then selects a few moves, ratings, and gear. Bring your imagination and a readiness to chase clues; that is it. Our Game Masters supply the mystery, suspects, maps, safety tools, and pacing. In person, they handle handouts and props. Online, they set up shared sheets, video, and dice on platforms like those listed here.

For a one-shot, the group tackles a complete case in 3 to 4 hours with quick-start relationships and optional pre-generated characters. For a campaign, mysteries connect, you earn experience to take new moves, and threads build toward a looming Big Bad. The tone and difficulty can adjust from kid-friendly monster fun to grittier stakes for adults.

Two tabletop RPG players react to a tense moment beside dice, miniatures and terrain.
Two tabletop RPG players react to a tense moment beside dice, miniatures and terrain.
Close-up of painted fantasy miniatures on a blue battle map during a tabletop RPG encounter.
Close-up of painted fantasy miniatures on a blue battle map during a tabletop RPG encounter.

Common questions

Do we need to know any rules to get started?

No. A professional Game Master guides you as you play. You describe what your hunter does, and the rules respond. It uses two six-sided dice, with results that create twists or straightforward wins, allowing the story to progress without complicated maths. Character creation is quick, or you can opt for pregenerated options if you prefer. If someone is familiar with the game, that's great, but it's not necessary. The goal is to start hunting quickly and learn the few mechanics through experience.

What group size and session length are most effective?

Monster of the Week is best enjoyed with 2 to 5 players. A complete, single-case session typically lasts 3 to 4 hours. For campaign nights, aim for 3.5 to 4 hours to accommodate character moments and the aftermath. Shorter slots can work for quick cases, and an experienced GM will adjust clue density and threat levels to fit your time. Smaller groups feel particularly impactful and personal, which aligns well with the show's rhythm.

Is it frightening, and is it suitable for children?

You set the tone. It can be spooky yet gentle, or tense and gritty for adults. Before play, your GM checks boundaries and preferred themes, then adjusts descriptions, stakes, and monster design accordingly. For family tables, they avoid gore and focus on teamwork, humour, and creative problem-solving. Teens and mixed-age groups work well too. To explore tone options and safety approaches, see GM playstyles.

How is MotW different from D&D?

It focuses on contemporary monster hunting instead of dungeon exploration. You track down clues, safeguard bystanders, and confront a single main threat for each case. The rules are more streamlined, with moves activated by your actions, resulting in minimal grid tactics or gear management. Combat is quick and perilous, making planning, research, and clever positioning essential. Magic is adaptable and can misfire, leaning more towards TV-style occult themes than traditional spell lists. Sessions are designed to have an episodic structure.

Which edition are we playing?

Most Game Masters use the Revised Edition from 2015. It refines playbooks, clarifies moves, and smooths out rough edges. If your group prefers the 2012 first edition, just mention it when you book, and the GM can accommodate. The differences are modest in play, so players with different printings can usually sit together without any issues. The GM will highlight any small move or wording changes before you begin.

Can we play online, and what tools do you use?

Yes, it works brilliantly online. Your GM provides video chat, shared character sheets, and dice rollers so you can concentrate on the mystery. Many groups use a virtual tabletop like Roll20 or Foundry, while others keep it simple with shared documents and a dice bot. You only need a microphone, a stable connection, and some d6s if you prefer rolling at home. See common setups on online platforms.

Booking Form


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Genres you can play in Monster of the Week

  • Mystery

    Follow the clues, construct timelines, and apprehend the culprit. Think Knives Out, but you are the detective, assembling alibis and…

    View genre: Mystery
  • Occult

    Candlelit rituals, cryptic symbols, and whispered conspiracies. Imagine The X-Files as you pursue clues through secret lodges and concealed…

    View genre: Occult
  • Conspiracy

    Unravel layers of deception as you follow leads through dimly lit rooms, encrypted files, and betrayals. Paranoia escalates with each clue…

    View genre: Conspiracy
  • Folklore

    Fireside stories brought to life, featuring village gossip, fey deals, river spirits, and ancient paths at twilight, reminiscent of The…

    View genre: Folklore
  • Rural

    Comfortable fields, muddy boots, local drama, and harvest festivals. Imagine Stardew Valley with mysteries at the hedgerow, family ties…

    View genre: Rural

What players have to say

  • Joran had 6 children aged 12 completely engaged for the full four hours. Most of them were playing for the first time. They were actively entertained from start to finish. At no point did anyone seem bored or irritated. Joran was also perfectly prepared and had excellent game materials.

    Haiko

  • Ruby was fantastic; this was our group’s first DnD experience, and she helped everyone grasp the rules and enjoy themselves.

    Adam

  • We had a fantastic time, the lads really enjoyed their campaign and Evan was excellent. I would definitely recommend Evan. Thank you!

    Cheidhia

  • Geert was great fun and full of enthusiasm! We were in stitches laughing :D

    Wessel

  • It was a brilliant experience for the girls! Thank you, Marie! You were incredibly well prepared, the girls were captivated by your every word, and it felt like you had been playing together for years! Looking forward to seeing you next time!

    Annick

  • Tom was brilliant! He was really great with the kids and very patient with his explanations. It was a wonderful evening and definitely worth doing again! The children asked the next day when we would be doing this again.

    Danny

  • First of all, I want to say that Sebastian was really great as a DM. For his first run as a booked DM, he did an excellent job. The 3 stars refer to the following: 1. We were disappointed that the adventure was labelled a One Shot yet wasn't a complete story. Discovering that there are two more parts wasn't very positive for us, as it meant there was no satisfying conclusion to the story. 2. As new players, it was difficult for us to understand the English character sheets in such a short time. In German, it would have been much easier. Even receiving the character sheets a few days in advance would have been helpful for preparation. 3. More guidance would be beneficial. Especially for beginners, a more linear one shot would have been preferable. We wasted a significant portion of the adventure time doing unnecessary things because we didn't fully understand how the game worked. Overall, I think the StoryForgers concept is really good and I see a lot of potential in it, especially for introducing new players to D&D. I hope you don't take my feedback the wrong way but see it as honest criticism. Best regards, Mario

    Mario

  • Bryan was exceptional. We had a group with varying levels of experience, and he managed to keep everyone engaged and involved. His positive attitude made the game enjoyable for all. I really appreciated how he could clearly explain what was needed from our less experienced players while keeping our more seasoned players on their toes with his deep knowledge of the game. Everyone in our party had a fantastic time thanks to Bryan.

    Jeremy

  • Dayron was fantastic. Well-prepared, punctual, and had a brilliant sense of humour.

    Corey

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