
MotW · Monster of the Week TTRPG · Monster of the Week Revised
Monster of the Week
Monster of the Week puts you in the shoes of modern-day hunters tracking down creatures, cults, and urban myths. Sessions feel like a TV episode, with cold opens, clue-chasing, and tense confrontations that build to a climactic fight or a clever banishment. The tone is yours, from gritty to campy, cozy to creepy. Our Game Masters tailor mysteries to your preferred vibes, locations, and content limits, ensuring every table gets the right kind of spooky.
It is easy to pick up and thrives with 2 to 5 players, making it perfect for birthdays or team offsites. Newcomers jump in quickly, lapsed gamers feel right at home, and veterans get rich character hooks. You can play in person or online. If you love the mood of Monster Hunting, with a touch 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 Arse, 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 clear victories, allowing the story to progress without complex calculations. 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 shines with 2 to 5 players. A complete, single-case session fits into 3 to 4 hours. For campaign nights, plan for 3.5 to 4 hours to allow for character moments and aftermath. Shorter slots can work for quick cases, and a skilled GM will tailor clue density and threat load to your time. Smaller tables feel especially impactful and personal, which suits the show-style rhythm of the game.
Is it frightening, and is it suitable for kids?
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 to fit. For family groups, 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 does MotW differ from D&D?
It focuses on contemporary monster hunting rather than dungeon exploration. You follow clues, protect 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 strategic positioning essential. Magic is adaptable and can have unintended consequences, leaning more towards TV-style occult themes than traditional spell lists. Sessions are designed to resemble an episodic arc.
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, 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 issues. The GM will highlight any minor 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 prefer a simpler approach with shared documents and a dice bot. You only need a microphone, a stable connection, and some d6s if you enjoy rolling at home. Check out common setups on online platforms.
Booking Form
Sent!
Nat 1, give it another go!
Please try again or email info@storyforgers.nz