
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 culminate in a climactic battle or a clever banishment. The tone is entirely up to you, ranging from gritty to campy, cosy to creepy. Our Game Masters customise mysteries to suit your preferred themes, locations, and content boundaries, ensuring every table experiences the right kind of spooky.
It is straightforward to learn and works best with 2 to 5 players, making it ideal for birthdays or team outings. Newcomers can quickly get involved, 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.




Frequently Asked 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 accordingly. It uses two six-sided dice, with results that lead to twists or straightforward successes, allowing the story to progress without complex calculations. Character creation is quick, or you can opt for pre-generated options if you prefer. If someone is familiar with the game, that's excellent, 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 between 3 to 4 hours. For campaign evenings, aim for 3.5 to 4 hours to accommodate character interactions and aftermath. Shorter sessions can work for quick cases, and an experienced GM will adjust clue density and threat levels to fit your available time. Smaller groups tend to feel particularly impactful and intimate, 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 groups, they avoid gore and focus on teamwork, humour, and creative problem solving. Teen 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 in 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 have unintended consequences, leaning more towards TV-style occult themes than traditional spell lists. Sessions are designed to resemble an episodic narrative.
Which edition are we playing?
Most Game Masters use the Revised Edition from 2015. It refines playbooks, clarifies moves, and smooths out any rough edges. If your group prefers the 2012 first edition, please mention it when you book, and the GM can accommodate. The differences in gameplay are modest, so players with different printings can typically sit together without any issues. The GM will highlight any minor move or wording changes before you begin.
Can we play online, and which 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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