In the Monster of the Week roleplaying game, hunters must solve all manner of mysteries before they can save the day. The Tome of Mysteries expands their options—and magnifies their peril-—with a wide variety of GMing advice, essays, rules, and mysteries from the Monster of the Week “Roadhouse Regulars” online community.
Tome of Mysteries requires Monster of the Week to play. In this supplement, you’ll find:
Eight new alternative Weird Moves that go beyond Use Magic. Four new Hunter playbooks: The Gumshoe, the Hex, the Searcher, and the Pararomantic. Support for weird phenomena type Mysteries like those found in Fringe or The X-Files. Tips and techniques used by experienced Keepers. 29 fully detailed mysteries ready to drop into your game. Grab your friends and your gear. It’s time to unlock the Tome of Mysteries!
Depending on how much of the expansion content and essays are relevant to you and your group, a lot of this book could end up being filler for you. Monster of The Week is already a pretty solid game, and a lot of the stuff here seemed unnecessary and/or tacked on. The most universally useful part is probably all of the scenario ideas.
A great follow up to the Monster of the Week rule book. It includes helpful additional tips that I will add into my next run through and it includes 29 various mysteries that you can plug into your game or simply tweak to your liking. It also includes various essays on various topics, such as how to do a convention game, how to add government agencies, how to lead a game with no prep work, and how to look for inspiration and monsters for your game. While I won’t be using a large part of this book, the sheer number of examples, help, and guides on various aspects made for a wonderful read.
The Hex playbook is one of the most interesting classes in the game, and I really get a kick out of The Searcher. Great for anyone looking to learn more about the concepts of running a game or looking for some pre-made mysteries.
An incredible resource for anyone running / playing MotW. *29* mysteries (!!) plus new ideas for using magic, new character options, and thoughtful essays on useful topics - like running sessions for a convention.
A worthy supplement. The tips are very take it or leave it, but the new playbooks are well worth admission. I loved the alternate rules ideas, especially centered on Use Magic.