Hi Mike,
I ran Monster of the Week for Jenni and the Tuesday night crew last night.
Here are the top four things I noticed:
- the Spooky lacks a history section
- the game could really benefit from a cheat sheet to create Mysteries
- I got the pacing of the game completely wrong
- there may be a possible new Move for sneaking around and impersonating people.
Character selection took a little bit of time. Svend and Celeste, I'd be interested in your thoughts in particular about what would have made it easier for you to choose the character type you wanted to play.
I made up a Mystery connected to Celeste's Ghost' s origins - a ritual sacrifice had been conducted in Denver, Colorado similar to how Celeste's ghost had been killed in the 1930s.
What I find about Mystery creation is that not all of the moves for each type of threat apply to a particular monster: I like to customise it a little. What I would like is a single sheet listing all the broad types of threats (monster, bystander, etc). I would like blank spaces, so I can write and the exact type of threat and its impulse, and then I would like a list of all of the moves associated with that type of threat (so I can cross out the ones that don't apply).
I figure if I had a sheet like that, I could whip up a Mystery in about two or three minutes (which would be great for a one shot).
Much like I did with Monsterhearts, I added specific moves related to each character. For instance, for the Spooky (who selected 'The Sight' option) I wrote down 'show him spirits' and 'make the spirits fascinated by him'. A space for that on this Mystery sheet would be great. In fact, adding that all the standard Keeper moves at the bottom of this sheet would also be useful in stock
A minor thing I noticed is that most of the playbooks need Looks.
In play there was a lot of Supernatural inspired impersonation of police officers. In general I used the Manipulate move for that; I probably could have also used Act under Pressure. I read once that Moves are methods for resolving conflict in a particular genre. I'm not sure that sneaking and impersonating resolve conflicts - they seem more like ways of extracting information, but I think it's worth looking out for a way of handling this because I think people are going to ask to do it, and having some mechanical crunch might be quite cool.
Some tips on pacing the game would probably be good. In hindsight, the way I paced the game was more like an actual episode of Supernatural. In the 2 1/2 hours we played I set up a lot of character scenes, the players to do some investigating, and there was an attack by minions. Really, though, it felt like we had gotten up to the first commercial break of an episode of Supernatural.
When I play it again, I am going to have to be very mindful of keeping the pressure on. Any tips on how to do that, on how to compress the intensity of one of these shows into a two or three hour session, would be gratefully appreciated.
Here's what I really like about the game:
- the archetypes are great (I really miss the tough guy, this simple straight ahead brawler; in fact, maybe call it The Brawler)
- Mystery creation is really fast and effective
- it communicates the genre very well.
When we play it next time, I will focus on pacing and gaining confidence with running combats (I haven't done that with the Apocalypse World system before), and actually felt a little nervous about it. I guess advice on running combats would be good too.
Hope that's useful!