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Call of Cthulhu vs Monsterhearts

Compare Call of Cthulhu and Monsterhearts side by side. See differences in complexity, dice, genre, cost, and more.

Call of CthulhuMonsterhearts
GenreHorror, ModernHorror, Modern
TagsInvestigation, Deadly, One-Shot Friendly, Atmospheric, Roleplay-Heavy, Mystery, Fear & Stress Mechanics, Corruption, Skill-BasedNarrative, Fiction-First, Character-Driven, Drama, Roleplay-Heavy, Playbook-Driven, Player-Only Rolls, Theater of the Mind, Collaborative, Atmospheric
Core MechanicRoll d100 equal to or under your skill percentage. Success tiers at half (Hard) and one-fifth (Extreme) of the skill value. Bonus and penalty dice adjust the tens digit. Failed rolls can be pushed for a second attempt at greater risk.When a move calls for dice, roll 2d6 plus Hot, Cold, Volatile, or Dark. A 10+ is good, a 7–9 is complicated, and a 6 or less lets the MC introduce unpleasant consequences. Strings represent emotional leverage that characters can spend during interactions, while the MC never rolls dice.
Diced1002d6
ComplexityMediumMedium
AccessibilityHighMedium
RunnabilityVery HighVery High
LicenseChaosium Fan Material PolicyProprietary
Third-Party PublishingNot yet researchedNo verified route found
Summary only, not legal advice. Check current terms before publishing.
Cost$$$
PublisherChaosiumBuried Without Ceremony
Year20142017
Best ForInvestigation-driven horror where combat is deadly and sanity is fragile. Great for one-shots.Groups who want collaborative teen-monster horror driven by desire, social leverage, and messy relationships. It suits an MC ready to discuss boundaries and facilitate safety practices.
HighlightsTracking Sanity as a depletable score ties mental erosion to the fiction, so confronting cosmic horror mechanically wears characters down. The percentile skills resolve on a d100 roll-under, with Hard and Extreme bands at half and one-fifth of the rating. Bouts of Madness convert failed Sanity checks into temporary phobias, manias, or loss of character control.Strings turn emotional leverage into a spendable resource, so relationships mechanically shape influence and risk. Every Skin carries distinct moves and an economy that gives each monster archetype a different mechanical focus. A fifth advance unlocks Season Advances for everybody, then the current session plus one more session take the campaign toward its close.
ConsiderationsThe chase rules add a detailed positioning subsystem whose complexity outweighs how often it sees use. Character creation allocates points across a long list of skills, a slow first step for new players. In long campaigns the sanity spiral can strip a character of player control as madness accumulates.The game addresses sex, abuse, and trauma, and it calls for upfront conversations about boundaries. Physical violence uses the Lash Out Physically move, resolving harm through immediate consequences rather than a separate combat procedure. Strings and Conditions shape social interactions, while Skin-specific resources add extra tracking.