Dirty Monster Hunting?

Dirty Monster Hunting?

Dirty Monster Hunting?

John Wick’s Dirty Dungeon

Each player adds elements to the dungeon by describing how they learned about this element – dungeon survivors, old maps, books, whatever. Each time they add something to the dungeon, a d4 is added to the pot. In the dungeon, players may take out a d4 whenever and add it to a die roll.

While the players are adding to the dungeon, the DM gets a bead every 10 minutes (or whatever time period you like).

Everything the players state is true.

The DM may spend a bead during play to make any player statement false.

So, basically, the players build the dungeon from the ground up, and then adventure through it. However, because the DM can change elements at any point in time, their plans are not foolproof.

Any ideas how to apply this to Monster-of-the-Week?

3 thoughts on “Dirty Monster Hunting?”

  1. This feels like it’d be a research scene, with each player adding places where the monster was spotted, things they might know about it, etc.

    You’d have to ensure they know they can’t specify the weakness.

    An Atomic Robo brainstorm might work better as that uses rolls

  2. Of historical interest: very early versions of MotW were quite player driven similar to this. When hunters made their investigate roll, they could declare things about the mystery/monster, rather than just getting the Keeper to tell them stuff.

    FYI: It was dropped because it didn’t turn out to be as much fun as when the Keeper generated all those facts and you gradually uncovered them.

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