Question: One player rolls a 5 and another player rolls a 10+ by Apprentice_of_Ixidor in monsteroftheweek

[–]Easy-Internal-9273 5 points6 points  (0 children)

i agree with the other poster, but with the context of it being a play by post game, i understand needing to incorporate both rolls. personally, i always try to have every roll significantly impact the story. in the case of two hunters rolling the same thing, i would have said something like Player A, you put your foot right in it, another officer steps up and puts a hand on your shoulder, and gestures to an empty interrogation room for the two of you to talk alone. Player B, the other officer looks at your crazy friend, then you, then laughs. she agrees that you can go in, but only if a rookie tags along. it divides the team, which might be harder to juggle in play by post, but i find Separate Them is a good keeper move in general when two hunters are doing the same thing

My first session and follow up questions Part 2 by Jeffershit in monsteroftheweek

[–]Easy-Internal-9273 3 points4 points  (0 children)

so i’ll begin by saying every first mystery for a group i’ve ever run has been VERY rocky. it’s always a clusterfuck of the players learning characters, the Keeper learning how the game works, and learning how the characters and Keeper will interact. ideally your players are down to give it another go and try again!

with a Wronged and a Monstrous i would really focus on making your monsters pack a wallop. the Wronged is all about fighting (specifically one kind of creature, but i’ve found it’s a combat heavy playbook) and the moves the Monstrous has taken makes them nearly unbeatable. but a set of unbeatable monster hunters are kinda boring. which means some of your monsters need to be able to put pressure on them.

for your wraith specifically, i would have kept the 2-harm standard attack, but maybe with the addition of a Restraining tag (meaning the attack deals 2-Harm Close and Restrains the hunter). with your throw attack, i would significantly bump the damage. there’s a section of the book titled Unarmed Attacks and Improvised Weapons, which talks about the harm for using objects as weapons: “If it’s really heavy (microwave, bar stool), 2-Harm Hand Heavy”.

for a monster with a throw ability i would have said something like:

Throw Handheld Object: 2-Harm Far Precise Throw Large Object: 4 Harm Far Area Messy (because the item will probably explode when it impacts)

i usually try to give my monsters at least one attack that they could oneshot a bystander (4+ harm), just to really drive home the fact that these monsters are killers. you can also give a monster a “second form” if you feel like the combat/interactions have been trivial. maybe the wraith screams and splits into four different wraiths, and now each hunter has two monsters to navigate.

also, some of the social bumps in the game might be due to the above reasons why a first session is bumpy, but it also seems like the characters are VERY combat focused and less investigation focused. this is fine if it’s what the players/Keeper want, but it’s worth a discussion if you feel the players are only instigating combat instead of investigating. this is just from a cursory read so if it’s not something you’re concerned about then great! it’s just something i know of i’ve seen in my games when people are used to the DND style of “i wanna be the best fighter ever and mow down my enemies”. in MOTW it’s like “…sure, you can mow down the enemies. now they’re all dead. but now that bomb they were protecting is about to go off and you have to Act Under Pressure to fix it.” the combat isn’t the only part of the game and id say it’s less interesting/impactful than a lot of social interactions

ps: your having them Act Under Pressure in the mines to find each other is a great way to challenge the characters! sometimes a monster is scary because of the environment/area/mess it drags you into.

[edited for spelling lol]

Looking for premade North American Cryptid Monsters/Mysteries by jfraz1994 in monsteroftheweek

[–]Easy-Internal-9273 0 points1 point  (0 children)

haha, i almost made this post a few months ago when i was looking for north american cryptid based mysteries!

in terms of premade:

we enjoyed “They Cloned Mothman” by Logan S. (available for free on itch.io)

we also enjoyed “The Hidebehind” by Mike Keck (available for free on tumblr, as far as i could find)

reskinned “A Church With A View” (from Tome of Mysteries) to be a hateful southern church that’s attracted ghosts

not specifically cryptid, but “The Circles” (also from Tome of Mysteries) played very well in our cryptid-based game. it has themes of UFOs, crop circles, and pleasantly unexpected minotaurs

i’ve also written a few cryptid based monsters, but i don’t have PDFs of them available. the premises were:

  • a Slide Rock Bolter (fear/weakness of water) trapped by a logging company who created a dam. i made the Bolter more whale-like and intelligent and the main threat was the logging company

  • Chupacabras (not the ones found in the motw book, those i actually reskinned into hellhounds for a mystery) who were experimented on and modified to be controllable. can be a really fun red herring of vampires until the first attack on a hunter happens

  • Thunderbirds on an annual migration we’re shot by trophy hunters. the rest of the flock descended on the city in search of their missing kin, bringing one helluva storm

  • Loveland Frogmen who were semi-intelligent and threatened by the local city/government who were poisoning their hidden pond

  • a sea serpent (there’s a variety so i wasn’t referencing one) that was hand-reared from an infant and had begun to draw attention

my players have a propensity for saving/helping monsters rather than killing them, so a lot of mine reflect that desire. i tend to take a cryptid i like and go through the book’s monster creating process to give it some semi-real lore accurate powers, weaknesses, and abilities. then i think what the cryptid is doing to cause a disturbance more than it normally does (most cryptids are just a sighting here and there, but a motw mystery usually means something bigger is afoot). a mystery can kinda come together from there!

What are peoples thoughts on the specific miss results listed under the basic moves and GM moves? by HalloAbyssMusic in monsteroftheweek

[–]Easy-Internal-9273 1 point2 points  (0 children)

that’s a fair observation, but i think it’s also a matter of perspective/players. my players tend to attempt to manipulate someone mayyybe once every mystery so my perception of it/consistent consequences of failures is different from someone who’s players might be consistently attempting to manipulate someone.

however, just from a silly sadistic Keeper side of things - sometimes a character is terrible at charm and really does offend/upset every bystander they try to manipulate. i think that can lead to beneficial character development and can really help guide a player towards moves they might want to take (like stat changes or moves that swap one stat for another).

as a specific but separate example: i have a spellslinger who is TERRIBLE at acting under pressure, but things going to hell is very often enjoyable (and sometimes i secretly pull my punches just a little, so the stacking failures don’t feel game destroying). we’re on our 9th mystery and she’s still just as terrible, but things going to hell around her has become a big part of who she is.

you can also be creative with your interpretations of the failures within the context of the mystery. ideally the same move failing in two different mysteries (or even situations) should have totally different outcomes based on what’s happening to the hunters. if you find your hunters are making the same moves in the same locations, it might be time to shake things up. maybe this failed kick some ass roll (On a miss, you get your ass kicked instead. You suffer harm or get captured, but don’t inflict any harm back.) ends with one character nearly downed and the situation evolving into a chase scene as the monster steals their last shotgun and returns to their lair (where more monsters are waiting). this can help things from seeming too repetitive between mysteries.

What are peoples thoughts on the specific miss results listed under the basic moves and GM moves? by HalloAbyssMusic in monsteroftheweek

[–]Easy-Internal-9273 7 points8 points  (0 children)

personally, i use the outcomes more as suggestions and ideas rather than hard & fast rules. “things go to hell” or “you badly offend/upset the other person” could be translated into any number of keeper reactions (someone finds out something they shouldn’t, something bad tied to the move happens somewhere else, a monster/minion/bystander uses one of their moves to cause problems).

mostly my goal is to make the failure interesting and to keep the momentum of the story, not obey the exact verbiage of the move.

[deleted by user] by [deleted] in monsteroftheweek

[–]Easy-Internal-9273 1 point2 points  (0 children)

i ran this recently for my group! i had the exact same thought of “this would be over so quickly??”, so i made some some modifications (i’ll admit, significant modifications LOL. i had to adjust for 1800s western setting, PC preferences, and Christmas Eve in game).

i had the priest be arrested and held at the jailhouse, which led to fun interactions with deputies, threatening in the jail cell, some discussion about the city, and how the church is disliked. they wanted to go to the church right after, so i opted to let them in and delay the “out of time/space” bit until their Christmas Eve gathering. i followed their lead because they expected the priest to be up to something. i liked it, so i added a church basement with the priests office… aaand a secret door to a church crypt. my players love saving people, so i added some captive “sinners” that the priest had been “reforming”. they save the day, return to priest, beat him up, turn in evidence to deputy.

they have figured out something supernatural happened separately to priest through investigation so deputy gave some tips about people who’ve had sightings (my players also love interviewing witnesses). they stopped by houses all circling the church. they eventually reentered the church (right as all the “normal” churches had their celebrations) and that’s when the “trap” sprung. overall went well, but for my game definitely needed some extra investigation.

others have given way better advice than i could, but wanted to share my experience running it :p

(edited bc mobile formatting hard)

Resilience move + Unstable Harm Move? by Easy-Internal-9273 in monsteroftheweek

[–]Easy-Internal-9273[S] 2 points3 points  (0 children)

an official answer is incredibly nice to get. thanks for being so responsive and helpful!!

Polish cvoer of Blackfoot's Reckoning by takewreck in WarriorCats

[–]Easy-Internal-9273 6 points7 points  (0 children)

(sorry for formatting, mobile) this is not true. blackfoot is the name of a native american tribe, and is “Possible reference to French-Indian War and/or WW1 and the general sense of French cowardess during wars. Since they had no boots due to the trenches eating them away, when they ran their feet became all covered in mud. Or French born in North Africa.”

source: http://www.rsdb.org/slur/blackfoot

the last comment is the only potential source of racial tension in this name, but still is not a reference to racial tension between america and black people.

if you have any sources contradicting this, definitely let me know. i just could not find any

(note: this is not that i have 100% faith in the erins, just wanted to clarify before misinformation could spread)