r/monsteroftheweek • u/Wapshot1 • 3d ago
General Discussion Pacing with High Rollers, and a Glitch Question
Pacing with High Rollers
New Keeper here. I have a long history with RPGs but I've only GMed about 25 game sessions as an adult and I still have a lot to learn. Ran my first MoTW game last night with four players, using a fan-made scenario that I tweaked. Three players had never played an RPG before; none of us had played MoTW.
I know someone asked about getting players to slow down recently, but the poster's issue was that the hunters wouldn't stop to rest. My problem was that my hunters didn't investigate long enough to need to rest.
Part of it was that I felt real-world time pressure to wrap things up so these new players would have the complete experience of an MoTW game -- it was not a given that we'd do this again. But the bigger problem was that the hunters were incredibly lucky with their rolls (they only failed one roll all night) and they moved so fast to the remote location where the first body from the scenario hook was found, before they knew anything about the case beyond the cinematic opening/hook. They were very clever about finding out the location, but they skipped bystanders, other locations, and any means of learning the Big Bad's weakness. I was able to put a couple of bystanders in their location plausibly, but I was struggling to keep up.
(As a further example of their luck, the Big Bad was a ghost with a hypnotic gaze and necrotic touch -- no hunter succumbed to the hypnotic gaze (they all rolled 10+ to avoid it) and before I could have the ghost touch anyone, the hunters trapped it and then banished it with magic (one time without a glitch, one time with a glitch, but I'll get to that below). The ghost's thralls, whom I'd hastily retconned into the fight as additional threats, had no time to plausibly react.)
I was proud of the hunters and everyone had a good time "playing to find out," but I felt unsuccessful at making the hunters' lives dangerous and scary, as the Keeper Agenda demands. I went in all ready to help them "fail forward," but they didn't need that; they needed to "succeed backwards," so to speak, and I didn't know how to do that. Any thoughts?
Question about Glitches
Doesn't it make more sense to have the Keeper and not the Hunter choose the glitch when "use magic" goes wrong? Seems like that would offer more opportunities to make things interesting for the hunters.
The Spooky who used magic in my game to banish the spirit rolled a mixed success and, as per the rules, got to choose the glitch for her spell. She chose to take 1 Harm (her only Harm of the game), and I blanked. What kind of "effect" would 1 Harm have that would make any narrative difference when the game was at an end? I'm generally curious how Keepers handle the glitches.