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Chasing Adventure vs Monster of the Week

Compare Chasing Adventure and Monster of the Week side by side. See differences in complexity, dice, genre, and more.

Chasing AdventureMonster of the Week
GenreFantasyHorror, Modern
TagsNarrative, Beginner-Friendly, Fast-Paced, Character-Driven, CC-Licensed RulesNarrative, Beginner-Friendly, Investigation, Playbook-Driven, Fiction-First, Character-Driven, Theater of the Mind
Core MechanicRoll 2d6 + stat (STR, DEX, INT, WIS, CHA, -1 to +3). 10+ is a full success, 7–9 is a partial success with cost, 6- the GM makes a move. Advantage adds a d6 (keep best two); Disadvantage adds a d6 (keep worst two). Conditions replace HP: mark a stat with a condition for Disadvantage but gain XP. Push Yourself for Advantage at the cost of a condition. Chase Moves handle pursuit scenes. Favor tracks NPC relationships.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.
Dice2d62d6
ComplexityLowLow
AvailabilityFree core rulesPaid
Runnability5 of 5 book tools5 of 5 book tools
LicenseCC BY-SA 4.0Generic Games Third Party License
Third-Party PublishingNot yet researchedNot yet researched
PublisherSpencer MooreEvil Hat Productions
Year20242023
LanguagesEnglishEnglish, French, Spanish
Best ForGroups who want cinematic fantasy adventure with fast, narrative-driven moves: chase sequences, Favor relationships, and Conditions that make every roll matter.Groups who want episodic monster-hunting adventures inspired by Buffy, Supernatural, and The X-Files: investigating mysteries, confronting creatures, and dealing with hunter drama.
HighlightsChase moves are distinctive, Conditions-as-damage creates meaningful consequences, Favor system drives NPC relationships, 10 playbooks with strong starting moves, free version is the complete gameVery easy to learn, mystery countdown gives the Keeper a clear prep framework, playbooks map directly to genre archetypes
ConsiderationsThe design is a close modification of Dungeon World, so groups who already play that will find little mechanically new. The core book covers fantasy only, with no support for other genres. The GM never rolls dice, so every mechanical outcome rests on a player roll.No pre-written mysteries in the core book, limited mechanical depth for long campaigns, custom move design requires GM experience, monster creation guidelines are loose