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 Adventure | Monster of the Week | |
|---|---|---|
| Genre | Fantasy | Horror, Modern |
| Tags | Narrative, Beginner-Friendly, Fast-Paced, Character-Driven, CC-Licensed Rules | Narrative, Beginner-Friendly, Investigation, Playbook-Driven, Fiction-First, Character-Driven, Theater of the Mind |
| Core Mechanic | Roll 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. |
| Dice | 2d6 | 2d6 |
| Complexity | Low | Low |
| Availability | Free core rules | Paid |
| Runnability | 5 of 5 book tools | 5 of 5 book tools |
| License | CC BY-SA 4.0 | Generic Games Third Party License |
| Third-Party Publishing | Not yet researched | Not yet researched |
| Publisher | Spencer Moore | Evil Hat Productions |
| Year | 2024 | 2023 |
| Languages | English | English, French, Spanish |
| Best For | Groups 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. |
| Highlights | Chase 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 game | Very easy to learn, mystery countdown gives the Keeper a clear prep framework, playbooks map directly to genre archetypes |
| Considerations | The 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 |