I just gave some advice on what I’ve learned about running Monster of the Week since editing the book.

I just gave some advice on what I’ve learned about running Monster of the Week since editing the book.

I just gave some advice on what I’ve learned about running Monster of the Week since editing the book. Thought I’d share it here:

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I would divide the mystery you create into two parts: the setting and the monster.

For the setting, I’d advise taking somewhere you know or something from a documentary or movie you’ve seen recently. An unusual setting that you can describe with authority. In the past I’ve done a Burning Man festival, a Christian themed haunted house theme park and a backpackers.

For the monster, all I’d say is what are you excited about? Like, I did a monster based on the one from The Host after I’d seen it, and then for another game I created a dragon that transformed when you injured it (after watching Pacific Rim).

As for running the game, my main advice is “Be rigorous about how magic is used”. It’s really easy for people to try and take advantage of the “Do one impossible thing” aspect of magic. That can quickly lead to the game becoming a game where the hunters are like superheroes.

I say: Let them have access to superheroic powers, sure … but make it Big Magic rather than the Use Magic move.

3 thoughts on “I just gave some advice on what I’ve learned about running Monster of the Week since editing the book.”

  1. Well, I accept that there going to be power-creep in long running game and TV shows. Like how in Supernatural, Sam and dean get faster at and more blasé about exorcisms and building Devils Traps. But I’ve run games where people have started off with flight, teleportation, or gravity control. It turns it into a game about superheroes rather than about hunters.

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