
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.




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.
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