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The original Monster of the Week book is written assuming that the characters live in a modern world similar to our own, with the supernatural hiding within it. This booklet will help you set a Monster of the Week game in a time when gunpowder, engines and other modern machines were either not invented or not well known. Probably a time with an abundance of castles and armoured combatants.

Note on the Codex of Worlds: a few months after I have published this booklet hack, the official Codex of Worlds for Monster of the Week came out, with advice on "Building Your Own Worlds" and with the "Monster Marches" world in it, which is a setting similar to what this booklet helps to play. I believe this booklet can be used well in conjunction with the Codex of Worlds, as it provides: more gear options/variety, adjusted range tags for melee, plus new rules for blocking, shields and dual wielding. To be noted is also that (surprisingly!) none of the ready settings in the Codex is a mundane medieval/ancient world with the supernatural hidden in it (not even Monster Marches fully fits that description), so the basic premise of this booklet can be seen as an extra world not present in the Codex, with a higher degree of flexibility.

This booklet provides you with the following:

  • Suggested adjustments to the world and team concepts, in accordance to the original Keeper Principles
  • Gear for all the playbooks has been changed to more era-appropriate gear and generally modified and re-balanced for the setting
  • In order to change the variety of guns of the original game into a variety of melee weapons, various changes have been applied to the gear rules
    • The melee ranges have been reviewed. Various tags have been added or modified in general
    • A block mechanic has been added to allow for shields and some extra variety in melee
    • A dual wielding mechanic has been added for the same reason
    • Unarmed and improvised strikes have been buffed
  • Many Moves and other playbook-specific aspects have been modified to suit the setting (animals instead of cars, no internet, armed group instead of agency, etc)
  • Minor adjustments to the playbooks like Look and History. Also, some playbook names have been changed for a medieval feel (but feel free to call them the old way): the Flake is the Outcast, the Mundane is the Commoner, the Professional is the Soldier, the Spooky is the Eerie.



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Click download now to get access to the following files:

Medieval Monster of the Week.pdf 272 kB
Medieval MotW Playbooks.pdf 250 kB

Development log

Comments

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(+1)

Hi! I really like your hack and the way you portray playing in Medieval times here :)   The idea of writing Medieval mysteries for MotW returns to me every now and then, would you mind if I referenced your supplement in them if I ever published them commercially?

(+1)

Hi! Thank you so much :D I wouldn't mind at all! And I'd love if you let me know if you made one of those, so maybe I'd use them

Hi! If I write any of them, I'll surely let you know, probably even before the official release :)  Is there any way to send them to you privately?

(+1)

Pretty irritating that itch doesn't have a private messaging system ahah. Hmm I have a reddit account Scarlet-Magi which is probably the least self doxing thing I can write down in a public post. Or my @ScarletMagi twitter account. If you use either of those two.

I use Reddit, and I'll write you there when I have anything to show :)

Paid 2 Euros but there was a hiccup (but I was charged by PayPal), and I couldn't get access to the books.

So I opted for the free download to get the PDFs at last. Please do double check if you got the payment. :)

Thank you! I did see the hold on paypal. This was happening a bit back and I thought I solved it, but apparently not. Getting small donations on paypal seems more complicated than I thought... either way, thanks so much for the support and for letting me know about the issue!

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Great! :D