16 thoughts on “I vaguely remember a low magic variant of monster of the week… Can someone point me in the right direction?”

  1. Those rules essentially just sub divide use magic out. In the book it was suggested to adapt use magic to the levels you wanted. So you might have it operate as No Limits for one character and Empathy for another.

    The More Weirdness moves just do that heavy lifting for you so you don’t have to work it out yourself. They’re basically just specific applications of Use Magic.

    However. One thing I love about Use Magic as a basic is that it allows for a situation where you can have a non-human character built using the playbooks usually seen as human only.

    For example. A werewolf.

    Typically, you’d do the Monstrous playbook. But the key of the playbooks is that they are focused on a particular story.

    The Monstrous playbook is about struggling with your darker instincts and natures. If that’s not the story the player wants but still wants to play a werewolf, then they’d be advised to pick a different playbook.

    For example if someone happens to be a werewolf but otherwise they’re just a normal person and their lycanthropy is just a thing they grew up with then they might be better suited to running The Mundane and using Use Magic to recreate werewolf stuff. Which might result in taking a long time to change forms or it being painful or other things that can be attributed to a glitch. At least until they get the shapeshifter move added to their character.

    This can be done in reverse too.

    If you have a common human who struggles with a violent temper or whom is coming out of a war. You could represent that as a Monstrous with the pure drive of rage as a curse.

    The playbook is the story you want rather than the abilities.

    As far as narrative role goes, whether you’re human or not is unimportant to any of the playbooks.

    It’s one of my absolute favorite things about MotW.

  2. Those rules essentially just sub divide use magic out. In the book it was suggested to adapt use magic to the levels you wanted. So you might have it operate as No Limits for one character and Empathy for another.

    The More Weirdness moves just do that heavy lifting for you so you don’t have to work it out yourself. They’re basically just specific applications of Use Magic.

    However. One thing I love about Use Magic as a basic is that it allows for a situation where you can have a non-human character built using the playbooks usually seen as human only.

    For example. A werewolf.

    Typically, you’d do the Monstrous playbook. But the key of the playbooks is that they are focused on a particular story.

    The Monstrous playbook is about struggling with your darker instincts and natures. If that’s not the story the player wants but still wants to play a werewolf, then they’d be advised to pick a different playbook.

    For example if someone happens to be a werewolf but otherwise they’re just a normal person and their lycanthropy is just a thing they grew up with then they might be better suited to running The Mundane and using Use Magic to recreate werewolf stuff. Which might result in taking a long time to change forms or it being painful or other things that can be attributed to a glitch. At least until they get the shapeshifter move added to their character.

    This can be done in reverse too.

    If you have a common human who struggles with a violent temper or whom is coming out of a war. You could represent that as a Monstrous with the pure drive of rage as a curse.

    The playbook is the story you want rather than the abilities.

    As far as narrative role goes, whether you’re human or not is unimportant to any of the playbooks.

    It’s one of my absolute favorite things about MotW.

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