13 thoughts on “My copy came in the mail today! Can’t wait to play this.”

  1. So I’m going to attempt to run this for my girlfriend and she has chosen the Fae playbook. I want to pick two additional playbook stop run as GMPC’s. Any suggestions which two would best compliment the Fae?

    Non-core playbooks are obviously okay.

    Also any suggestions on how to best run this for one player would be welcome. No naysayers though.

  2. Oh ok, I can see that. Sorry, I swear I get nothing but “you shouldn’t do that” most of the time when I post stuff like this.

    So how should I go about running MH for one player? I was given the impression that a lot of the mechanics rely on having other playbooks to play off of. I’m still working my way through the rules.

  3. I would say that the game is better when there are other players to play off of, not other playbooks. Monsterhearts is a very player vs. player game, and having other players would be ideal.

    But you can run it just fine with only one player and one MC. There are a few small things your girlfriend will miss out on by being the only player, but they game should still be good.

    With only one player, you can really focus on that character. They are the undeniable star of the show. Find out who their friends are. Find out who their rivals are. Push them into uncomfortable situations. Force them to choose between two friends. This is all stuff you do in multiplayer games, you just need to crank it up to 11.

  4. Strings, the construct of emotional leverage and “friendship”, are connections to other characters, not just PC to PC. If you lean on that hard it will be a good hook for much of the interpersonal play that tends to come out of MH.

  5. Since the game is very heavily character narrative driven, lean on your PC for what drives them, and play to that. The Fae trigger off making promises to other characters, so put them in situations where they make promises they can’t keep, or situations where they are disappointed that someone isn’t as good to their word as they are.

    But really lean on what your player wants to accomplish as a character to determine where the story goes. It is a story about them, that you provide the backdrop and stakes to challenge them. 

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