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All Flesh Must Be Eaten vs Monster of the Week

Compare All Flesh Must Be Eaten and Monster of the Week side by side. See differences in complexity, dice, genre, cost, and more.

All Flesh Must Be EatenMonster of the Week
GenreHorror, ModernHorror, Modern
Play StyleSimulation, Modular, Character Building, Roleplay-HeavyNarrative, Beginner-Friendly, Investigation, Playbook-Driven, Fiction-First, Character-Driven, Theater of the Mind
Core MechanicRoll d10 + attribute + skill vs a target number (typically 9). Characters are built with three power tiers: Norms (ordinary survivors), Survivors (action heroes), and Inspired (supernatural powers). The Zombie Master uses a detailed zombie creation system to customize the undead threat for each Deadworld setting.Roll 2d6 + stat. 10+ full success, 7–9 success with a cost, 6 or less the Keeper makes a move. Playbook moves trigger from fictional actions. Luck points turn failures into successes but never come back.
Diced102d6
ComplexityMediumLow
AccessibilityHighMedium
RunnabilityVery HighVery High
LicenseProprietary (Unisystem)Generic Games Third Party License
Cost$$$$
PublisherEden StudiosEvil Hat Productions
Year20042023
Best ForGroups who want a zombie survival RPG with flexible character creation, customizable zombie types, and multiple campaign settings from Romero-style horror to wuxia undead.Groups who want episodic monster-hunting adventures inspired by Buffy, Supernatural, and The X-Files: investigating mysteries, confronting creatures, and dealing with hunter drama.
HighlightsEleven distinct Deadworld settings in the core book, flexible Unisystem engine handles diverse genres, detailed zombie creation toolkit lets GMs craft unique threats, three character tiers support different play stylesVery easy to learn, mystery countdown gives the Keeper a clear prep framework, playbooks map directly to genre archetypes
ConsiderationsSystem shows its age compared to modern horror RPGs, supplements are out of print, rules can feel dated in placesNo pre-written mysteries in the core book, limited mechanical depth for long campaigns, custom move design requires GM experience, monster creation guidelines are loose