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Monster of the Week vs Sentinel Comics RPG

Compare Monster of the Week and Sentinel Comics RPG side by side. See differences in complexity, dice, genre, cost, and more.

Monster of the WeekSentinel Comics RPG
GenreHorror, ModernModern, Superhero
Play StyleNarrative, Horror, Beginner-Friendly, Investigation, Playbook-Driven, Fiction-First, Character-Driven, Theater of the MindHeroic, Narrative, Superhero, Combat-Heavy, Cinematic, Theater of the Mind
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.Roll three dice (from powers, qualities, and status) and use the middle result vs. difficulty. Your status zone (green/yellow/red) changes available abilities as you take damage.
Dice2d6d4–d12
ComplexityLowMedium
AccessibilityHighMedium
CommunityHighLow
LicenseGeneric Games Third Party LicenseProprietary
Cost$$$$
PublisherEvil Hat ProductionsGreater Than Games
Year20232022
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.Superhero campaigns that feel like reading a comic book, with a unique status-shifting system and structured hero/villain/environment turns.
HighlightsVery easy to learn, mystery countdown gives the Keeper a clear prep framework, playbooks map directly to genre archetypes, large communityCaptures comic book pacing well, status system creates dramatic arcs, villain/environment turns keep things dynamic, developed published setting
ConsiderationsNo pre-written mysteries in the core book, limited mechanical depth for long campaigns, custom move design requires GM experience, monster creation guidelines are looseTightly tied to the Sentinel Comics universe, status dice tracking requires careful bookkeeping, can feel constrained for freeform players