TTRPG Wiki

Compare tabletop RPG systems to find your next game

Monster of the Week vs Thousand Year Old Vampire

Compare Monster of the Week and Thousand Year Old Vampire side by side. See differences in complexity, dice, genre, cost, and more.

Monster of the WeekThousand Year Old Vampire
GenreHorror, ModernHorror
Play StyleNarrative, Beginner-Friendly, Investigation, Playbook-Driven, Fiction-First, Character-Driven, Theater of the MindSolo-Friendly, Narrative, GM-Less, Rules-Light, Character-Driven, Atmospheric, Drama, Journaling
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 d10 minus d6 to determine which prompt to answer next: positive results move forward, negative results revisit earlier prompts. Each response creates an Experience assigned to one of five Memory slots (three Experiences per Memory). When Memory is full, old Memories must be forgotten or recorded in a Diary that can be lost or stolen. 72 prompts with three entries each ensure high replayability.
Dice2d6d10 + d6
ComplexityLowVery Low
AccessibilityMediumVery High
RunnabilityVery HighVery Low
LicenseGeneric Games Third Party LicenseProprietary
Cost$$$
PublisherEvil Hat ProductionsTim Hutchings
Year20232019
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.Solo players who want a reflective, literary experience chronicling a vampire's centuries-long life as memories fade and relationships are lost.
HighlightsVery easy to learn, mystery countdown gives the Keeper a clear prep framework, playbooks map directly to genre archetypesMemory mechanic (five slots with three experiences each) reinforces the vampire theme of forgetting, solo with no GM needed, 72 multi-entry prompts mean different paths each playthrough, ENnie-nominated for Product of the Year and Best Rules
ConsiderationsNo pre-written mysteries in the core book, limited mechanical depth for long campaigns, custom move design requires GM experience, monster creation guidelines are loosePacing is entirely self-directed which can lead to uneven sessions, memory management rules can feel arbitrary when forced to forget key experiences, prompt entries can become repetitive in longer playthroughs, no external structure to signal when the story should end