How do “Turns” actually work in Monster of the Week?

How do “Turns” actually work in Monster of the Week?

How do “Turns” actually work in Monster of the Week? Can a monster only attack PC’s as a reaction to their actions or do they get an action phase of their own, much like in Dungeon World. For instance in Dungeon World when monsters attack they can force a PC to make a Defy Danger roll. There does not seem to be something like this in the Monster of the Week. An Act Under Pressure roll might work in a similar way but I hesitate to gimp players with low cool.

The way I have been doing it is that each monster and minion has a phase in combat after all the PC’s have acted (Unless the monster/minions succeed in a surprise attack, where the Monster Phase would happen before the PC’s react). A minion or monster can either perform an attack action or use a more powerful Monster Move if available. Some monster moves I consider “Reactive” which occur on each character’s phase (Like a monster having some kind of Regeneration ability or use something that can be done quickly and reflexively). The more powerful moves require monsters to perform their monster moves on their turn. Otherwise if the Monster/Minion chose an attack action, they declare their method of attack and the affected players make either a Cool, Tough or Smart roll to resist. They need to describe how they are using that stat. Cool would involve dodging or evading. Tough would involve blocking or taking it like a boss (I allow Weird to be supplemented if the character has the Superhuman strength or something similar). Smart would be using some intelligent move to outwit the monster (such as using the surrounding area as cover). On a 10+ they take no harm, on a 7-9 they take the monster’s harm -1 or a lesser effect. on a 6+ they take the full harm or an appropriate Hard Move of the monster’s type.

So how do you handle the actions monsters take during combat?

7 thoughts on “How do “Turns” actually work in Monster of the Week?”

  1. There are no turns, there is just the details of what is happening in the fiction.

    Often this leads to turns as reaction leads to reaction, but ultimately you look at the “what you say” rules and apply them in a combat situation just as you do for the rest of the game.

  2. As written, there are no turns in MotW as Michael Sands says. I really think you’re over complicating thing for yourself by having all these turns and phases. Just have the monsters react to what the characters do as and when appropriate.

    Also, Act Under Pressure only uses the Cool stat. It’s not like Dungeon World where the stat changes based on the fiction. If the character has a low Cool, too bad. They still have to use it. 😉

  3. Don’t take this the wrong way, but you’re overcomplicating things. There are no “turns” or “phases” in a traditional sense.

    Every time a player makes a move, you (the GM) make a move in return. Then they make a move, and so on. The moves you can make can be your basic GM moves, or they can be monster moves. And the move you make doesn’t have to be against the player who just performed a move; you can “switch scenes” to focus on someone else for a bit.

    Don’t have players “roll to resist” attacks. You set up the attack by revealing future badness. “The vampire leaps at you out of the shadows! What do you do?”, then let the player react. Then you pick a move based on his reaction. Is he going to try and hit the monster out of the air. Have him roll kick some ass. Is he trying to get out of the way? Sounds like acting under pressure to me. Then based on his success or failure, you make a move that follows. Did he completely fail to dodge or hit back? Then you deal damage as established, otherwise you do what the rolled move says to do.

    The Dungeon World Guide has a lot of info on how to do PbtA combat, and it still applies to MotW. https://dl.dropboxusercontent.com/u/3269630/dwdotcom/eon-guide/Dungeon%20World%20Guide%20pdf%20version%201.2.pdf

  4. I like the spirit of the “game as conversation” and I appreciate that it makes everyone at the table responsible for sharing in the spotlight. However, a priority for me as an MC, especially online, is that everyone get an opportunity to speak and take part in creating the story. I’ve sat at too many tables where a small group dominated the discussion and the GM did nothing. With a good group, though, the conversation happens more naturally and equitably.

    John Swan, here are some ideas for managing a more conversational turn system:

    * Check in with everyone, switching up the order

    * Occasionally ask the other PCs in a scene what their reaction is to what just happened

    * When you see a 6 result, ask if anyone is in position to help out

    * Encourage PCs to engage each other and work together

    * Give everyone the opportunity to frame a scene

    * Welcome ideas and embellishments suggested by other players, but don’t let any one player shut others out

    * Sometimes, get an idea of what everyone wants to do and then decide the coolest, most true to the fiction, thing to start with and then let them react

    * When called upon to judge who goes first, look to the Principles and go with your gut

    MotW encourages us to all be present and part of the conversation during everyone’s spotlight time or “turn,” offering up ideas and staying engaged. The retroactive use of Help Out and Protect Someone mechanically reward hunters who are ready to jump in.

     

    Also, in many procedurals, the investigators talk it out while they are looking around. Think of it like that, a conversation over a crime scene.

    Hope this helped.

  5. Here is something that really helped me with running combat in MotW and DW: I picture a movie.

    It might not work for you, but ask yourself these questions while playing: Where is the camera? Who’s at the centre stage? Can I cut to someone else to show their side of the fight? Who can help right now? Etc.

    I’m sure looking at scenes from your favourite monster hunter TV show would help too. For DW, I always think of the first Moria fight in Lord of the Rings.

  6. That’s some great advice from Bry Hitchcock.

    As Keeper, I always make a conscious effort to give everyone a “turn” in the spotlight. After we’ve resolved the immediate effects of a move, I’ll point to someone, describe what’s happening, and ask what their character does. If that triggers a move, we resolve the immediate effects and I point to someone else to see what they do. Wash, rinse, repeat.

    You can control the flow of the action this way and make sure everyone is getting equal time. But sometimes due to what’s happening in game, you need to stay with one character for a bit longer.

  7. Yup, the cinematic element is totally the one to play up. You’re not breaking it down in terms of turns; you’re saying what happens and letting the others tell you what they’re doing about it. If they trigger a move, then make them roll.

    “The dragon roars and spews fire down on all of you. What are you doing?”

    “I’m trying to cast magical protection.”

    “Okay, that’s Use Magic.” 

    “How about the rest of you?”

    “Um, I’m jumping in front of my fellow hunter.”

    “Okay, Protect! That’s gonna be nasty…”

    And misses on those moves might lead to other situations coming about or problems arising. And, you can always lead in with soft (or sometimes hard) moves when players don’t do anything about the impending threat. If someone ignores that dragonfire? They’re taking 3-harm!

    Side comment on something you said…

    _For instance in Dungeon World when monsters attack they can force a PC to make a Defy Danger roll. _

    That’s actually not quite accurate. Defy Danger isn’t a saving throw. It’s a conscious action triggered by a player in order to avoid a threat. This is something I’ve worked to improve. If a goblin shoots an arrow at you, then you don’t defy danger to get out of the way. You decide what you’re doing. Stand there? Take damage. Fall to the ground? Now you’re in a worse spot and the goblin is nocking another arrow. Charge the goblin in a rage? That may very well be Defy Danger.

Comments are closed.