History TabletopGame / Monsterhearts

29th Apr '16 1:18:54 PM Nichtschwert
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** Actually purposefully invoked with the Mortal as the section on "Queer Content" encourages players to pick a couple as their "True Love" to explore polyarmorous relationships.
25th Apr '16 4:44:43 PM zarpaulus
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* {{Polyamory}}: Averted for Mortals, they are mechanically required to have just one "True Love", but practically required for Queens given their sex move that temporarily adds someone to their gang.
23rd Jan '16 7:18:54 AM Koveras
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''Monsterhearts'' is a game about the awkward and messy lives of teenage monsters who are filled with emotional issues. It is an official hack of the ''TabletopGame/ApocalypseWorld'' rules, with its mechanics heavily influencing the feel and theme of its setting. In this game you are not in full control of your character, playing a teenager who is heavily influenced by the decisions of other players and your hormones. Rather than traditional stats, the system uses "Hot", "Cold", "Volatile", and "Dark" to represent the emotional strength and impact of moves. Characters gain "strings" on each other to represent their emotional hold over one another, and can spend those strings for bonuses. There are also Sex Moves, which offer a risk and[=/=] or reward depending on the player's skin, and Darkest Self moves that show when somebody has gone ''way'' off the deep end. The game runs mainly on RuleOfDrama, and encourages both the players and game master to keep the game interesting and "feral".

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''Monsterhearts'' is a game about the awkward and messy lives of teenage monsters who are filled with emotional issues. It is TabletopGame/PoweredByTheApocalypse, i.e. an official hack of the ''TabletopGame/ApocalypseWorld'' rules, with its mechanics heavily influencing the feel and theme of its setting. In this game you are not in full control of your character, playing a teenager who is heavily influenced by the decisions of other players and your hormones. Rather than traditional stats, the system uses "Hot", "Cold", "Volatile", and "Dark" to represent the emotional strength and impact of moves. Characters gain "strings" on each other to represent their emotional hold over one another, and can spend those strings for bonuses. There are also Sex Moves, which offer a risk and[=/=] or reward depending on the player's skin, and Darkest Self moves that show when somebody has gone ''way'' off the deep end. The game runs mainly on RuleOfDrama, and encourages both the players and game master to keep the game interesting and "feral".
2nd Jan '16 2:14:01 PM Koveras
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''Monsterhearts'' is a game about the awkward and messy lives of teenage monsters who are filled with emotional issues. It is an official hack of the Apocalypse World rules, with its mechanics heavily influencing the feel and theme of its setting. In this game you are not in full control of your character, playing a teenager who is heavily influenced by the decisions of other players and your hormones. Rather than traditional stats, the system uses "Hot", "Cold", "Volatile", and "Dark" to represent the emotional strength and impact of moves. Characters gain "strings" on each other to represent their emotional hold over one another, and can spend those strings for bonuses. There are also Sex Moves, which offer a risk and[=/=] or reward depending on the player's skin, and Darkest Self moves that show when somebody has gone ''way'' off the deep end. The game runs mainly on RuleOfDrama, and encourages both the players and game master to keep the game interesting and "feral".

to:

''Monsterhearts'' is a game about the awkward and messy lives of teenage monsters who are filled with emotional issues. It is an official hack of the Apocalypse World ''TabletopGame/ApocalypseWorld'' rules, with its mechanics heavily influencing the feel and theme of its setting. In this game you are not in full control of your character, playing a teenager who is heavily influenced by the decisions of other players and your hormones. Rather than traditional stats, the system uses "Hot", "Cold", "Volatile", and "Dark" to represent the emotional strength and impact of moves. Characters gain "strings" on each other to represent their emotional hold over one another, and can spend those strings for bonuses. There are also Sex Moves, which offer a risk and[=/=] or reward depending on the player's skin, and Darkest Self moves that show when somebody has gone ''way'' off the deep end. The game runs mainly on RuleOfDrama, and encourages both the players and game master to keep the game interesting and "feral".
25th Aug '15 9:26:28 PM WillBGood
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** OurDragonsAreDifferent: Wyrms aren't giant reptiles with wings, they're collectors. They are people who hoard things and people, can trade Strings, and "some" can transform into beasts of talons and coils.

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** OurDragonsAreDifferent: Wyrms aren't giant reptiles with wings, they're collectors. They are people who hoard things and people, can trade Strings, and "some" ''some'' can transform into beasts of talons and coils.
25th Aug '15 9:26:12 PM WillBGood
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** OurDragonsAreDifferent: Wyrms aren't giant reptiles with wings, they're collectors. They are people who horde things and people, can trade Strings, and "some" can transform into beasts of talons and coils.

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** OurDragonsAreDifferent: Wyrms aren't giant reptiles with wings, they're collectors. They are people who horde hoard things and people, can trade Strings, and "some" can transform into beasts of talons and coils.
25th Aug '15 9:24:55 PM WillBGood
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''Monsterhearts'' is a game about the awkward and messy lives of teenage monsters who are filled with emotional issues. It is an official hack of the Apocalypse World rules, with it's mechanics heavily influencing the feel and theme of it's setting. In this game you are not in full control of your character, playing a teenager who is heavily influenced by the decisions of other players and your hormones. Rather than traditional stats, the system uses "Hot", "Cold", "Volatile", and "Dark" to represent the emotional strength and impact of moves. Characters gain "strings" on each other to represent their emotional hold over one another, and can spend those strings for bonuses. There are also Sex Moves, which offer a risk and[=/=] or reward depending on the player's skin, and Darkest Self moves that show when somebody has gone ''way'' off the deep end. The game runs mainly on RuleOfDrama, and encourages both the players and game master to keep the game interesting and "feral".

to:

''Monsterhearts'' is a game about the awkward and messy lives of teenage monsters who are filled with emotional issues. It is an official hack of the Apocalypse World rules, with it's its mechanics heavily influencing the feel and theme of it's its setting. In this game you are not in full control of your character, playing a teenager who is heavily influenced by the decisions of other players and your hormones. Rather than traditional stats, the system uses "Hot", "Cold", "Volatile", and "Dark" to represent the emotional strength and impact of moves. Characters gain "strings" on each other to represent their emotional hold over one another, and can spend those strings for bonuses. There are also Sex Moves, which offer a risk and[=/=] or reward depending on the player's skin, and Darkest Self moves that show when somebody has gone ''way'' off the deep end. The game runs mainly on RuleOfDrama, and encourages both the players and game master to keep the game interesting and "feral".
25th May '15 10:54:28 PM SparkyYoungUpstart
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Monsterhearts is a game about the awkward and messy lives of teenage monsters who are filled with emotional issues. It is an official hack of the Apocalypse World rules, with it's mechanics heavily influencing the feel and theme of it's setting. In this game you are not in full control of your character, playing a teenager who is heavily influenced by the decisions of other players and your hormones. The game runs mainly on RuleOfDrama, and encourages both the players and game master to keep the game interesting and "feral".

to:

Monsterhearts ''Monsterhearts'' is a game about the awkward and messy lives of teenage monsters who are filled with emotional issues. It is an official hack of the Apocalypse World rules, with it's mechanics heavily influencing the feel and theme of it's setting. In this game you are not in full control of your character, playing a teenager who is heavily influenced by the decisions of other players and your hormones. Rather than traditional stats, the system uses "Hot", "Cold", "Volatile", and "Dark" to represent the emotional strength and impact of moves. Characters gain "strings" on each other to represent their emotional hold over one another, and can spend those strings for bonuses. There are also Sex Moves, which offer a risk and[=/=] or reward depending on the player's skin, and Darkest Self moves that show when somebody has gone ''way'' off the deep end. The game runs mainly on RuleOfDrama, and encourages both the players and game master to keep the game interesting and "feral".



* TheFairFolk: The Fae skin.



* MechanicallyUnusualClass: Each skin has variations on the basic template, such as the Infernal's bargains or the Fae's promises. The Angel takes the cake, though, as it has no Dark stat. Instead they have a sliding scale of Trespass and Forgiveness that shows how much they have fallen.



* OurDragonsAreDifferent: Wyrms aren't giant reptiles with wings, they're collectors. They are people who horde things and people, can trade Strings, and "some" can transform into beasts of talons and coils.



* OurGhostsAreDifferent: They're designed to be played as vengeful spirits or creeping poltergeists. However, they are corporeal enough to attend school regularly without being noticed by others.
* OurGhoulsAreCreepier: Ghouls can hunger for different things rather than just eating people, some feed on fear or chaos, while others hunger for power. Their sex move also causes sex with their partner to count as something they hunger for, and What the Right Hand Wants can turn the ghoul from an undead into a monster that was constructed and feeds on something different.
* OurVampiresAreDifferent: Mainly draw upon the traditional sexual fears that surrounded them in the original folklore. The "Invited" move also brings up, well, the invitation element of the mythology.

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* ** ArtificialHuman: The Hollow skin is any manner of artificially created being, ranging from [[OurHomunculiAreDifferent Homunculi]] to {{uplifted animal}}s.
** TheFairFolk: The Fae skin, which focuses on extracting promises from others.
** SelkiesAndWereseals: The Selkie skin, of course, which involves the classic trope of having one's skin stolen and working to get it back.
** OurAngelsAreDifferent: The Angel skin invokes most of the classical tropes, and is played as either a FallenAngel cast out of heaven or a DefectorFromDecadence who chose to leave themselves. They also play differently, replacing the Dark stat with a sliding scale of Trespass and Forgiveness that shows how much they have fallen.
** OurDragonsAreDifferent: Wyrms aren't giant reptiles with wings, they're collectors. They are people who horde things and people, can trade Strings, and "some" can transform into beasts of talons and coils.
**
OurGhostsAreDifferent: They're designed to be played as vengeful spirits or creeping poltergeists. However, they are corporeal enough to attend school regularly without being noticed by others.
* ** OurGhoulsAreCreepier: Ghouls can hunger for different things rather than just eating people, some feed on fear or chaos, while others hunger for power. Their sex move also causes sex with their partner to count as something they hunger for, and What the Right Hand Wants can turn the ghoul from an undead into a monster that was constructed and feeds on something different.
* ** OurVampiresAreDifferent: Mainly draw upon the traditional sexual fears that surrounded them in the original folklore. The "Invited" move also brings up, well, the invitation element of the mythology.mythology.
** OurWerewolvesAreDifferent: They have super senses in both forms, and also draw on spiritual connections between characters. They can also transform without a full moon, as their darkest self indicates.
** WizardsAndWitches: The Witch skin, which is about judging others and [[CaptainObvious casting cool spells]].



* SuperPoweredEvilSide: Each skin's Darkest Self, though technically it's still them - just at their worst.



* TeensAreMonsters:The game runs on this both in the metaphorical and literal sense. The game uses RuleOfDrama to ensure the character's lives are kept messy and unboring, and this often results in many teenage characters and [=NPCs=] getting into verbal, physical and emotional fights. The fact that most of them are also actual monsters only heightens the drama.

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* TeensAreMonsters:The game runs on this both in the metaphorical and literal sense. The game uses RuleOfDrama to ensure the character's lives are kept messy and unboring, un-boring, and this often results in many teenage characters and [=NPCs=] getting into verbal, physical and emotional fights. The fact that most of them are also actual monsters only heightens the drama.



* UrbanFantasy: The default setting for Monsterhearts is a high school in the modern day, except there are monsters like vampires and unicorns living amoung us.

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* UrbanFantasy: The default setting for Monsterhearts ''Monsterhearts'' is a high school in the modern day, except there are monsters like vampires and unicorns living amoung among us.
25th May '15 10:34:38 PM SparkyYoungUpstart
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Monsterhearts is a game about the awkward and messy lives of teenage monsters who are filled with emotional issues. It is a hack of the Apocalypse World rules, with it's mechanics heavily influencing the feel and theme of it's setting. In this game you are not in full control of your character, your a teenager who is heavily influenced by the decisions of other players and your hormones. The different monster archetypes in Monsterhearts are called Skins, in the main game there are ten default skins but there is also Second Skins which will possess multiple new skins, and their are two free additional skins (selkie and serpentine).

to:

Monsterhearts is a game about the awkward and messy lives of teenage monsters who are filled with emotional issues. It is a an official hack of the Apocalypse World rules, with it's mechanics heavily influencing the feel and theme of it's setting. In this game you are not in full control of your character, your playing a teenager who is heavily influenced by the decisions of other players and your hormones. The game runs mainly on RuleOfDrama, and encourages both the players and game master to keep the game interesting and "feral".

The
different monster archetypes in Monsterhearts are called Skins, Skins. Ten are provided in the main game there are ten default game, which can be purchased at the official website [[http://buriedwithoutceremony.com/monsterhearts/ here]]. Several official bonus skins but there is (the Serpentine, the Hollow, and the Angel) have been made and can be downloaded [[http://nerdwerds.blogspot.ca/2012/12/all-of-playbooks.html here]] (near the bottom of the page). There was also Second Skins which will possess multiple a [[https://www.kickstarter.com/projects/1571708637/monsterhearts-second-skins successful Kickstarter]] to develop new skins, skins. One, the Selkie, is available on the page. The other six have yet to be released to the public and their for now are two free additional skins (selkie and serpentine).
only available to those who backed the project.



* CyberneticsEatYourSoul: Hollow can arise from people who have mechanical parts, implying that the cybernetics have removed their sense of identity.

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* TheChosenOne: The Chosen, naturally.
* CyberneticsEatYourSoul: Hollow Hollows can arise from people who have mechanical parts, implying that the cybernetics have removed their sense of identity. identity.


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* DealWithTheDevil: The crux of the Infernal skin, who racks up debts with dark powers in exchange for what they desire.
* EmotionEater: Ghouls, who can feed on fear, and ghosts, who can feed on sadness.


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* TheFairFolk: The Fae skin.


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* GirlPosse: The Queen skin centres on utilizing one to your advantage, though the actual gender is irrelevant.


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* HorrorHunger: Ghouls get hit by this, especially when they become their darkest self.


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* JackassGenie: The dark power that the Infernal deals with is designed to be one.
* {{Muggle}}: The Mortal skin, whose mechanics centre around falling in love and involving oneself in the lives of other supernatural creatures, is the quintessential one. The Queen counts as one as well, though depending on their origins they can also have a supernatural edge to their cliques. The Chosen can also be one if the character takes up the calling themselves rather than having it thrust upon them by destiny.


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* OurMonstersAreDifferent: Every skin has some 'traditional" elements that factor in to how they're played and some that are ignored. The book suggests that players pick and choose which parts make things interesting and[=/=]or easier.
* OurGhostsAreDifferent: They're designed to be played as vengeful spirits or creeping poltergeists. However, they are corporeal enough to attend school regularly without being noticed by others.


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* OurVampiresAreDifferent: Mainly draw upon the traditional sexual fears that surrounded them in the original folklore. The "Invited" move also brings up, well, the invitation element of the mythology.


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* TeensAreMonsters:The game runs on this both in the metaphorical and literal sense. The game uses RuleOfDrama to ensure the character's lives are kept messy and unboring, and this often results in many teenage characters and [=NPCs=] getting into verbal, physical and emotional fights. The fact that most of them are also actual monsters only heightens the drama.
14th Jan '15 6:48:39 PM SparkyYoungUpstart
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* Splat: The various Skins.

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* Splat: {{Splat}}: The various Skins.
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