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06: Monster of the Week - Michael Sands
Episode 624th September 2020 • Making a Monster • Lucas Zellers
00:00:00 00:14:02

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Monster of the Week is the system that powers The Adventure Zone and Critshow. Designer Michael Sands shows his cinematic, player-first approach to creating monster and mysteries, and we meet Marilynn, the improbable fairy creature who nearly derailed an entire playtest campaign.

Transcript: https://scintilla.studio/monster-06-monster-of-the-week-michael-sands/

Support the show: https://www.patreon.com/scintillastudio

Join the conversation: https://www.twitter.com/sparkotter

Meet my guest:

https://www.evilhat.com/home/monster-of-the-week/

https://genericgames.co.nz/

https://www.drivethrurpg.com/product/143518/Monster-of-the-Week?affiliate_id=1485089

Music by Jason Shaw at Audionautix.com

Transcripts

Michael Sands:

As you're sitting at the table and your finishing your cup of tea

Michael Sands:

with Marilyn your neighbor from down the road, who's just kindly brought you some

Michael Sands:

food to introduce you to the neighborhood.

Michael Sands:

And your companion across the table has just made this offer that if

Michael Sands:

Marilyn reveals a secret, then, he can make whatever she most wants come

Michael Sands:

true, which may be a surprise to you.

Michael Sands:

that's a thing that could happen, but Marilyn seems, taken with the

Michael Sands:

idea she says " that's a very interesting proposition you've got here.

Michael Sands:

Yeah.

Michael Sands:

So just a secret you say, and then my desire will come true?"

Michael Sands:

And, your companion nods.

Michael Sands:

And she says, Oh, in that case, the thing is I'm not Marilyn at all."

Michael Sands:

And with that, her form like kind of drops away and sitting there in

Michael Sands:

place is a thin, green grassy-haired creature, with really long pointy ears.

Michael Sands:

and it says I'm a fairy.

Michael Sands:

Who wants to live in this house and thank you.

Michael Sands:

I think now I do.

Michael Sands:

And with that, it scampers away opens a door in the dining room that you hadn't

Michael Sands:

noticed was there before and disappears into a passage, closing it behind it.

Michael Sands:

You can hear it cackling as it runs down the secret tunnel through your wall.

Michael Sands:

what do you do now?

Michael Sands:

Hi, I'm Michael . Sands I'm the designer of monster of the week I

Michael Sands:

actually managed to finish Monster of the Week in about 2011 and crowd

Michael Sands:

fund it, and print it on demand and that kind of sold okay for a while.

Michael Sands:

And until, and then that got picked up by evil hat when Fred Hicks

Michael Sands:

played it and enjoyed himself and he got in touch to partner up to

Michael Sands:

try and get into wider distribution.

Michael Sands:

And from then it's just steadily gone along, until in the last couple of

Michael Sands:

years, when The Adventure Zone played it Critshow played it and it suddenly

Michael Sands:

burst up into quite much wider knowledge.

Michael Sands:

So it's, been doing pretty well since then

Michael Sands:

what it grew out of was a fan of Buffy from back when it first came out.

Michael Sands:

and then, supernatural when that started, and I sat down and

Michael Sands:

thought, I wanted a game like that.

Michael Sands:

I wanted a role-playing game that kind of captured those vibes.

Michael Sands:

And although there were a few out there that did that modern monster hunting.

Michael Sands:

genre none of them were quite what I was after.

Michael Sands:

I worked on for a couple of years leading up to when, Vincent Baker released

Michael Sands:

the first edition of apocalypse world, hearing some of the talk about that I

Michael Sands:

got interested at and pre-ordered that.

Michael Sands:

And, um, ended up playing a couple of games pretty quickly, just cause

Michael Sands:

I liked the style of it so much.

Michael Sands:

So I, was MCing one game for my regular Monday night gaming group who we've been

Michael Sands:

playing together for kind of 25 years.

Michael Sands:

now

Michael Sands:

and also, Yeah, not exactly the same people, all 25 years,

Michael Sands:

but continuous at least.

Lucas:

Right.

Michael Sands:

I got an invitation to another game with some other friends who

Michael Sands:

I hadn't played so regularly with, with someone else to take an MC role there.

Michael Sands:

So I kinda got both sides of that and both of those games were really great.

Michael Sands:

And, as I was playing them, I realized like, Many of the problems I've been

Michael Sands:

struggling with with my existing attempts at monster of the week were

Michael Sands:

solved by this approach to the game.

Michael Sands:

so I quickly threw together a draft of it that took all these ideas

Michael Sands:

from apocalypse world and mushed them together with the ones I'd had.

Michael Sands:

on my own and that's where Monster of the Week came from pretty much.

Lucas:

And I've heard the phrase for this game and games like it as

Lucas:

being powered by the apocalypse.

Michael Sands:

yeah.

Michael Sands:

Yeah.

Michael Sands:

That's just, yeah, that's the term, I think Baker suggested for, games that

Michael Sands:

use that design approach that he had in apocalypse world, which is very much a.

Michael Sands:

Knowing what style of fiction in the game you want to have and making the

Michael Sands:

rules push you in that direction.

Michael Sands:

so everything's about maintaining that style for those genre or

Michael Sands:

themes that you want in the game.

Lucas:

what is the system like?

Michael Sands:

for me, the key things are the system of moves, which is, rather

Michael Sands:

than most games that will have your attributes and skills and things, which

Michael Sands:

you roll, see if you succeed or not.

Michael Sands:

Powered by the Apocalypse tends to use a thing called a move, which has a much more

Michael Sands:

specific and guided way to resolve things.

Michael Sands:

so like in Monster of the Week, there's an investigate mysteries move.

Michael Sands:

when you roll it, it'll give you specific sorts of things.

Michael Sands:

You can figure out as your monster hunter is investigating what's going on.

Michael Sands:

And the reason there is, so that we can make the shape of each mystery,

Michael Sands:

and how the adventure plays out, fit the genre they're aiming for,

Michael Sands:

I feel like the dice you role is not very important.

Michael Sands:

it is quite a key factor that most of them have the idea of you fail, you succeed

Michael Sands:

at a cost or you succeed completely.

Michael Sands:

But, I don't think the exact dice you role are relevant to how it

Michael Sands:

works - it's that idea of how it plays.

Michael Sands:

I've always resisted having a Monster Manual with a big list of

Michael Sands:

here's what all the monsters are.

Michael Sands:

And here's what exactly what they're like.

Michael Sands:

I feel like it's a game

Michael Sands:

where

Michael Sands:

every time you're creating a mystery and the monster that's behind it, you

Michael Sands:

want to tailor it to the group and, make sure that it's exactly, keyed into how

Michael Sands:

your group has played and the history.

Michael Sands:

of that game, it's, the opposite of the idea that you just look up a monster,

Michael Sands:

grab it and fit an adventure around it.

Michael Sands:

I like it to be the other way where you think I want the mystery to be about this.

Michael Sands:

And so what's a monster that would fit in

Michael Sands:

now in terms of what that illustrates, I think that's, getting all to my ideal

Michael Sands:

of each monster should look at the game you're playing and where you've been,

Michael Sands:

and like try and build on that, you know, give challenges to the hunters so we can

Michael Sands:

figure out like, what matters to them?

Michael Sands:

what are they going to do?

Michael Sands:

Where are they going to push?

Michael Sands:

what ethical choices will they make?

Lucas:

so this is one of just many situations that monster

Lucas:

of the week can give you.

Lucas:

And you're kind of working backwards where I thought, we have the

Lucas:

monster and then we have to tease out what it means and what it

Michael Sands:

Um, no wonder one of the things about Monster of the Week

Michael Sands:

and the Powered by Apocalypse in- games in general is the idea that

Michael Sands:

you play to find out what happens.

Michael Sands:

So you don't come into it with a preconceived idea of where it's

Michael Sands:

going to go, but instead set up a situation and see what happens.

Michael Sands:

And honestly I've always liked running games that way, when I'm in the GM

Michael Sands:

role, I'm much more comfortable.

Michael Sands:

And I, I enjoy myself more when it's more of an open situation where I say,

Michael Sands:

here are the things that are happening.

Michael Sands:

And maybe here's something that you want to do and then just let it play out.

Michael Sands:

However it wants.

Michael Sands:

And most of the week in particular does that.

Michael Sands:

Where, when you're creating an adventure, you don't create, what's going to happen.

Michael Sands:

You create a countdown of the things that will happen.

Michael Sands:

If the hunters don't stop it and it's up to the hunters to figure

Michael Sands:

out what's going on, prevent all these disastrous things happening

Michael Sands:

and the countdown should escalate.

Michael Sands:

So if it gets to the very end, it will be very bad.

Michael Sands:

Indeed.

Michael Sands:

so yeah, that's the shape of a mystery in Monster of the Week.

Lucas:

by the way, does monster of the week have a different

Lucas:

name for its game master?

Michael Sands:

in monster of the week it's, keeper of mysteries

Michael Sands:

and monsters, but either way you just shortened it to deeper.

Lucas:

Love it.

Lucas:

Get that on a brass plaque on my desk.

Michael Sands:

I wondered if it might be worth going through the process of how you

Michael Sands:

do make a monster in Monster of the Week for people who are not familiar with it,

Michael Sands:

because that might be quite interesting too.

Michael Sands:

like I say, I've talked about how the mystery is you set up the situation.

Michael Sands:

so normally I come into it with an idea for the.

Michael Sands:

Situation and the monster and you pick them on motivation for the monster.

Michael Sands:

Like I said, what's it trying to do?

Michael Sands:

there's some classifications in the book that you pick one from,

Michael Sands:

but then you normally elaborate it, because they're quite generic.

Michael Sands:

They, things like it's a devour that wants to eat people.

Michael Sands:

So you might want to be more specific and what exactly it

Michael Sands:

wants to eat and why, or so on.

Michael Sands:

and then you.

Michael Sands:

don't have many stats and monster a week for it.

Michael Sands:

So you basically give it a list of powers.

Michael Sands:

define what attacks it has and how much damage it does if

Michael Sands:

they get into a fight with it.

Michael Sands:

And finally, the main thing is a weakness.

Michael Sands:

And the idea is this is a particular thing that you can't

Michael Sands:

defeat the monster until you.

Michael Sands:

Deal with the weakness.

Michael Sands:

So in a traditional way, it might be the werewolves and silver, but I've also

Michael Sands:

played games where the weakness is, like for a ghost, properly burying its remains

Michael Sands:

or dealing with unresolved business that needed to be fixed before it could rest.

Michael Sands:

So it can be anything from the straightforward it's vulnerable to a

Michael Sands:

particular kind of attack through to.

Michael Sands:

A special thing you need to do or ritual, you need to take place.

Michael Sands:

And if you don't do that, the monster can come back, which is a kind of

Michael Sands:

drives the, how the investigations run because the hunters need to

Michael Sands:

figure that out before they can do it.

Michael Sands:

And once you've got those aspects of the monster that's ready to go.

Michael Sands:

It's intentionally quite a simple system so that you can prep quickly.

Michael Sands:

as many of us, I have quite a busy life.

Michael Sands:

So being able to get ready for a game in 20 or 30 minutes is pretty important.

Lucas:

Wow.

Lucas:

That's all.

Michael Sands:

I think actually with monster week, I can do it in

Michael Sands:

less now, but I probably, there are a few people who've played more of

Michael Sands:

that game or know it better than me.

Michael Sands:

So

Lucas:

I would hope, how long does a game last usually?

Michael Sands:

I typically play a game session about two

Michael Sands:

and a half or three hours.

Lucas:

Oh, wow.

Lucas:

That's

Michael Sands:

Um,

Michael Sands:

which.

Lucas:

Usually I'm able to ask this particular question of the

Lucas:

monster itself, but maybe this is a question more for the system.

Lucas:

What does that teach us about the world that we live in now?

Michael Sands:

I'm not sure.

Michael Sands:

I mean, I guess there's a sense, like, you know, we don't get

Michael Sands:

to plan things out in advance.

Michael Sands:

It feels like it's more natural that we've got situations and we don't

Michael Sands:

really know where they're going to go.

Michael Sands:

although I guess there's also the idea - because all the pieces you put in place

Michael Sands:

for the mystery get defined by motivation.

Michael Sands:

So the Monster's going to have a motivation, what it's trying to do.

Michael Sands:

You'll also define any Minions it has and what their motivation is.

Michael Sands:

Bystanders who the hunters meet, who they'll be presumably talking to as

Michael Sands:

witnesses or trying to save, They'll all have their own motivations.

Michael Sands:

And even the places you visit will have a motivation in the sort of

Michael Sands:

things that tend to happen there.

Michael Sands:

So I think the idea that there's all these different conflicting things that people

Michael Sands:

want - people and monsters and places in this case - and the hunters have to

Michael Sands:

navigate that and find a solution is, well, I feel it reflects the world, if

Michael Sands:

not, perhaps telling us more about it.

Lucas:

That's beautiful, man.

Lucas:

I just want to park in that for a second.

Lucas:

that's going to be it, man.

Lucas:

That's the episode in a nutshell, that's the thing.

Lucas:

That's the thing that I wanted.

Michael Sands:

if you would like a physical copy, you can get it from,

Michael Sands:

many friendly local game stores.

Michael Sands:

Or if that doesn't work, the evil hat productions website

Michael Sands:

have got, a mail order.

Michael Sands:

So I to the mayor, so you can order them there.

Michael Sands:

if you want PDF, that also through evil hat, you can get it

Michael Sands:

on a trio or drive through RPG.

Michael Sands:

I've got my own website, generic day games.co.nz, which, has

Michael Sands:

like the supplementary, but some pieces I've released on my own.

Michael Sands:

they're mainly PDF things like extra hundred classes

Michael Sands:

play and that sort of thing.

Michael Sands:

So if people are interested in those, general games website is the place

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