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Monster of the Week vs Public Access

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

Monster of the WeekPublic Access
GenreHorror, ModernHorror, Modern
Play StyleNarrative, Beginner-Friendly, Investigation, Playbook-Driven, Fiction-First, Character-Driven, Theater of the MindInvestigation, Mystery, Collaborative, Player-Only Rolls, Fiction-First, Character-Driven, Atmospheric, Corruption
Core MechanicRoll 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.When a move is triggered, roll 2d6 plus one of five ability modifiers. A 6 or less is a miss, while many moves split hits into 7–9, 10–11, and 12+ tiers. After a result is narrated, a player can turn a Key to raise it one tier and replace that outcome with a different timeline.
Dice2d62d6
ComplexityLowMedium
AccessibilityMediumVery High
RunnabilityVery HighLow
LicenseGeneric Games Third Party LicenseProprietary
Cost$$Free
PublisherEvil Hat ProductionsThe Gauntlet
Year20232023
Best ForGroups who want episodic monster-hunting adventures inspired by Buffy, Supernatural, and The X-Files: investigating mysteries, confronting creatures, and dealing with hunter drama.Groups seeking a finite collaborative analog-horror campaign where player-built theories, personal histories, and found-footage prompts shape the truth behind a small-town conspiracy
HighlightsVery easy to learn, mystery countdown gives the Keeper a clear prep framework, playbooks map directly to genre archetypesClues have no fixed locations or canonical answers, so players assemble them into a theory and roll to establish whether it is true. Turning a Key raises a resolved roll by one tier and replaces the narrated failure with an alternate timeline. Odyssey tape prompts let players author uncanny broadcasts that become a campaign timer and feed connections back into Deep Lake.
ConsiderationsNo pre-written mysteries in the core book, limited mechanical depth for long campaigns, custom move design requires GM experience, monster creation guidelines are looseDawn, Day, Dusk, and Night must occur in order, which constrains free-form scene pacing. The Keeper must synthesize campaign discoveries into a custom final TV Odyssey mystery. The intended campaign engages childhood trauma, body horror, ritual sacrifice, and other dark material.