Hey! I've sent you a Discord Friend Request. Really enjoyed reading through this, and I'd like to talk. There are some new MONSTER GUTS things afoot.
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Hey! I'm delighted to hear that! I hope y'all have a lovely time with it.
There will absolutely be some future updates to MG. Not sure exactly as to the timetable, but a revised edition is in the works. If you've questions about the rules/procedures, ask away! There is a DevLog that lists responses to all the questions I've been asked so far (MONSTER GUTS Rules Clarifications - MONSTER GUTS by Wheels Within Wheels Publishing (itch.io)), but if there are any others, I'm happy to answer them.
Hello and welcome back!
Two great questions. For the first, either I'd use the Crush/Slice/Pierce values of the weapon used on the last Hunt (using whichever attribute best matches the approach taken by the player) or I'd try to find a way to resolve the situation that does not rely on dice.
For the second, I'm happy to share my thoughts. My take is that behemoths (kaiju-scale monsters) are just too big for scavengers to kill. Like in Monster Hunter World, the goal isn't to kill Zorah Magdaros, it's to redirect it to cause less harm. I see behemoths working the same way - if such a creature was heading towards your village, you'd try to incentivize it to travel in a different path, perhaps by driving some monsters it likes to eat in a particular direction, trying to hit it hard enough it decides to move away, etc. Within the game's setting, there is always a resource-dependent goal for slaying each monster - you need Artillamander bits for some cannons your village is building, you want to build a vehicle out of a Titanic Iceopod carapace, etc - and so for Behemoths, the central issue is what your scavengers want from the encounter. Make sense?
That's a real slick idea! Hmm, I might steal that, cuz that might make for a really cool environmental effect. I'm working on MONSTER GUTS: DARK right now, which'll be a DS-themed expansion for the game and include a couple weirdo quasi-ranged weapons, so keep your eyes peeled for that (if you follow me on Twitter, you won't miss it).
But also, you're more than welcome to write stuff up for MONSTER GUTS! There've been a number of amazing people who've created supplements for the game, and I'm always delighted when another joins their number.
Good questions!
Yeah, increasing a clock by 1, and all Monsters have a base clock of 6 for each Element unless otherwise indicated.
Oh, darn. That's a good point. I might have written out what the clocks do after I decided what clocks monsters had... I'll need to fix that! Probably do something like Mizu's slippery condition.
Not at all.
The war bugle is intended to have a fixed base damage like bows and bowguns. I don't have their rules in front of me, but I think some of their special moves scale with Melody.
Yes, special attacks without listed Harm use the weapon's current Edge value. Also, Edge gets spent after the attack (to avoid the situation your wife describes).
I'd probably forego the Tempo Change if the monster was stunned, unless the scavengers were in need of a more challenging fight. In that case, I'd just pick something to intrude upon the Bout.
Hey! Thank you for your patience! I finally got to your questions here: MONSTER GUTS Rules Clarifications - MONSTER GUTS by Wheels Within Wheels Publishing (itch.io). Feel free to post your additional questions underneath, and I'll edit their answers into the doc!