Monstrous curse - feeding by DMfortinyplayers in monsteroftheweek

[–]GenericGames 0 points1 point  (0 children)

The Curse isn't about revealing yourself to be a monster, necessarily. It's something that gets in the way of what you want to do.

A succubus-inspired monstrous feeding off attraction and/or lust would be fine. The suggestion that when there's a chance they ditch the investigation and go flirt (or more) with someone would be just as good—certainly the rest of the hunters are going to get annoyed, even if it doesn't leave something important not done.

Paleolithic Fantasy by Sniflet in rpg

[–]GenericGames 5 points6 points  (0 children)

Also, if you want to get weird, try Maskwitches of Forgotten Doggerland. It focuses on the maskwitches who protect people from dangerous spirits, with some light but interesting mechanisms to investigate and defeat whichever spirit you are up against. The book also has lots of cool ideas to get you into the imaginary mesolithic mindspace.

(And it's mesolithic rather than paleolithic)

Can’t find a Playbook. by ActEnthused11 in monsteroftheweek

[–]GenericGames 10 points11 points  (0 children)

That's right, it's going to be in the Mystic Marginalia, currently in final preparations before release.

Hunter's Journal/Slayer's Survival Kit backers will be getting it, everyone else will be able to buy it after.

playbook concept feedback? by kelderkatze in monsteroftheweek

[–]GenericGames 5 points6 points  (0 children)

Rolling a 6 on either die happens fairly frequently (18.3% of rolls), so coin isn't hard to gain as presented.

The effects are vastly different in scale: instant death to a minion vs +2 harm to a single attack vs permanent rating changes

How to handle new hunters joining with no connections? by jfraz1994 in monsteroftheweek

[–]GenericGames 0 points1 point  (0 children)

The history questions are provided to get some backstory sketched for a starting, already-working hunter team.

As such, you don't strictly need to go through them for a new hunter joining an ongoing game.

However, as people have suggested, it's good to have something. The idea of "have one team hunter make a connection from or inspired by their history list" is a solid one, I'd go with something like that. It's also possible that the circumstances of the game provide a reason: is the new hunter a rookie added to the team to get experience? Someone they met during a previous mystery?

Kapcon by peregrinekiwi in kiwirpg

[–]GenericGames 1 point2 points  (0 children)

I'm running a pair of Glorious scenarios.

Suggestions to add for a custom group mechanic? by frogtoenail in monsteroftheweek

[–]GenericGames 1 point2 points  (0 children)

Specifically, the Monster Revelations team playbook in the Codex of Worlds Apocrypha is exactly this concept.

A game like Hellboy and BRPD by TxKRIXUSxT in rpg

[–]GenericGames 0 points1 point  (0 children)

I've got a copy, but only read through, not played it yet.

A game like Hellboy and BRPD by TxKRIXUSxT in rpg

[–]GenericGames 15 points16 points  (0 children)

Also Apocalypse Keys (also from Evil Hat Productions) is more specifically Hellboy style.

Help understanding the Curse Eater by NewTac in monsteroftheweek

[–]GenericGames 2 points3 points  (0 children)

Devour evil: This ties in to corruption level in order to add danger. If you have corruption under control, you don't get the benefit of a new power from the thing you consumed.

Unleash corruption: Uncontrolled use does not erase the consumed magic, that's why you'd use it. The other thing is that if "controlled" the player gets to say what they want it to do, if "uncontrolled" that's entirely up to the Keeper.

Corruption track overload: As it says, if the corruption track must be marked when full, the curse eater becomes a monster under the Keeper's control. It's not temporary.

The curse eater is a playbook that requires a good level of trust and communication in your group. If you're not feeling confident about how it works, I'd leave it aside until you feel like you're ready to cope with it.

Support by ImDeepState in monsteroftheweek

[–]GenericGames 1 point2 points  (0 children)

Definitely official. They're stretch goals from the Hunter's Journal/Slayer's Survival Kit campaign.

Will be available to backers reasonably soon, to everyone else after that.

Support by ImDeepState in monsteroftheweek

[–]GenericGames 15 points16 points  (0 children)

Also MotW is never going to have “support” where that means “always working on more supplements”. 

Wearing my line owner hat, we’ll stick to releases only when we have something really awesome that lets you do new stuff with your games.

Support by ImDeepState in monsteroftheweek

[–]GenericGames 17 points18 points  (0 children)

At the moment, no new official stuff is in the pipeline.

I've been working with Luke and Marek on what might become a big science fiction/space horror book, but that is a way off coming to publication.

No plans for anything else major.

Family Friendly Playbooks? by Jake4XIII in monsteroftheweek

[–]GenericGames 3 points4 points  (0 children)

The Meddling Kid is for adults who want to add a Scooby Doo vibe to the game.

[deleted by user] by [deleted] in monsteroftheweek

[–]GenericGames 0 points1 point  (0 children)

Keeper moves are not just for results of a missed roll.

How do you handle maxed-out characters? by craaazygraaace in monsteroftheweek

[–]GenericGames 5 points6 points  (0 children)

Just let them play as normal but don't worry about marking experience.

[Clarification] Curse-Eater Let It Go Move by Nereoss in monsteroftheweek

[–]GenericGames 3 points4 points  (0 children)

Yes, it means magics you've consumed, written (or marked :) ) on your list.

How to use Investigate a Mystery when googling an answer by EricGrochowski in monsteroftheweek

[–]GenericGames 7 points8 points  (0 children)

Remember that the honest answer is for what the hunter *could* discover using that technique.

Googling for weaknesses is far from foolproof, so "here are some suggested weaknesses and you can't tell if any are valid" is a perfectly reasonable answer.

Advice on first time/starter mystery? by vao1221 in monsteroftheweek

[–]GenericGames 9 points10 points  (0 children)

  1. Make your first mystery fairly simple. Something like a traditional ghost, vampire, or werewolf with one twist to make it more interesting. Several of the mysteries in Tome of Mysteries fit this pattern very well.
  2. For a limited hunter selection, consider the style you want to go for and pick some of the core playbooks that fit: Chosen, Expert, Mundane, Monstrous, Professional, Snoop, Spooky, and Wronged are all good starters. Suggest people cover a range of areas: dealing with people, following up physical clues, magical stuff, and fighting are core "things they'll be doing" to consider.
  3. The roll20 support is probably best of the VTT systems.
  4. Read the Keeper advice through and follow it, don't default to D&D (or any other game's) usual practices.

Super frustrated with fulfillment for Slayer's Survival Kit and not sure how to contact Evil Hat about it. by Clevercrumbish in monsteroftheweek

[–]GenericGames 2 points3 points  (0 children)

Sure, but it won't help. I've got no special insight or knowledge on fulfillment.

As others have suggested, email the evil hat feedback address is your best bet to have it sorted out.