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Monsterhearts vs Public Access

Compare Monsterhearts and Public Access side by side. See differences in complexity, dice, genre, and more.

MonsterheartsPublic Access
GenreHorror, ModernHorror, Modern
TagsNarrative, Fiction-First, Character-Driven, Drama, Roleplay-Heavy, Playbook-Driven, Player-Only Rolls, Theater of the Mind, Collaborative, AtmosphericInvestigation, Mystery, Collaborative, Player-Only Rolls, Fiction-First, Character-Driven, Atmospheric, Corruption
Core MechanicWhen a move calls for dice, roll 2d6 plus Hot, Cold, Volatile, or Dark. A 10+ is good, a 7–9 is complicated, and a 6 or less lets the MC introduce unpleasant consequences. Strings represent emotional leverage that characters can spend during interactions, while the MC never rolls dice.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
ComplexityMediumMedium
AvailabilityPaidFree core rules
Runnability5 of 5 book tools3 of 5 book tools
LicenseProprietaryProprietary
Third-Party PublishingNo verified route foundNot yet researched
Summary only, not legal advice. Check current terms before publishing.
PublisherBuried Without CeremonyThe Gauntlet
Year20172023
LanguagesEnglish, French, German, Italian, Polish, SpanishEnglish, French, Spanish
Best ForGroups who want collaborative teen-monster horror driven by desire, social leverage, and messy relationships. It suits an MC ready to discuss boundaries and facilitate safety practices.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
HighlightsStrings turn emotional leverage into a spendable resource, so relationships mechanically shape influence and risk. Every Skin carries distinct moves and an economy that gives each monster archetype a different mechanical focus. A fifth advance unlocks Season Advances for everybody, then the current session plus one more session take the campaign toward its close.Clues 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.
ConsiderationsThe game addresses sex, abuse, and trauma, and it calls for upfront conversations about boundaries. Physical violence uses the Lash Out Physically move, resolving harm through immediate consequences rather than a separate combat procedure. Strings and Conditions shape social interactions, while Skin-specific resources add extra tracking.Dawn, 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.