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City of Jerry vs Monster of the Week

Compare City of Jerry and Monster of the Week side by side. See differences in complexity, dice, genre, cost, and more.

City of JerryMonster of the Week
GenreModernHorror, Modern
TagsComedy, Fiction-First, Gonzo, Improvisation, Low-Prep, Mystery, Noir, Playbook-Driven, Random Tables, Rules-LightNarrative, Beginner-Friendly, Investigation, Playbook-Driven, Fiction-First, Character-Driven, Theater of the Mind
Core MechanicWhen an outcome is uncertain, roll a d12 plus Heal or Harm and read the result on a five-tier scale: 12+ is a Critical Success, 9–11 a Success, 5–8 a Mixed Success, 2–4 a Failure, and 1 or less a Critical Failure. Natural 12s and 1s are always critical. Good or Bad Luck adds d12s and keeps the highest or lowest result.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.
Diced122d6
ComplexityLowLow
AccessibilityMediumMedium
RunnabilityHighVery High
LicenseMade for Mischief Third-Party LicenseGeneric Games Third Party License
Third-Party PublishingCommercial publishing allowed — Made for Mischief Third-Party LicenseNot yet researched
Summary only, not legal advice. Check current terms before publishing.
Cost$$$
PublisherDrimbusEvil Hat Productions
Year20262023
Best ForGroups who want low-prep noir mysteries with body-pun humor, player-created connections, and fast conflicts inside a human body.Groups who want episodic monster-hunting adventures inspired by Buffy, Supernatural, and The X-Files: investigating mysteries, confronting creatures, and dealing with hunter drama.
HighlightsChallenges, combats, and conversations share a Conflict framework, so one procedure supports objectives, fights, and persuasion. Matching results on multiple Luck dice trigger the Twist table, turning stacked advantages or disadvantages into an unexpected complication or benefit. Five biological Roles provide curated Abilities and Traumas, giving each Agent a distinct way to help or harm Jerry.Very easy to learn, mystery countdown gives the Keeper a clear prep framework, playbooks map directly to genre archetypes
ConsiderationsAgents choose from five biological Roles, so concepts outside the Immunization Task Force require reskinning. Each Wound adds a penalty, and a third Wound triggers a Death Roll, making dangerous conflicts costly. Investigations use general Challenge Counters rather than a clue or deduction subsystem, leaving evidence details to the Jerry Master.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