Here are 66 books that We Hunt Monsters fans have personally recommended if you like
We Hunt Monsters.
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I’m the author of an award-winning indie book series that focuses on a pretty unusual main character: a middle-aged mother actively parenting three kids in an insane situation. I love unexpected situations and fresh or unusual characters, and the books I recommend here reflect that.
I am so impressed by Pirateaba’s worldbuilding. While there are some fantasy staples in the series, like dragons and dwarves, there are also plenty of lesser-seen races, like gnolls and djinni, and some that are completely unique creations, like the Antinium and the Gazers.
What’s more, all of these races feel like they have their own identities and shared culture, and then, on top of that, individuals from each race are distinct! Two gnolls won’t necessarily see eye-to-eye just because they’re gnolls.
(This novel is the e-book version of the free web serial. You may read the entire ongoing story at wanderinginn.com free of charge.)
“No killing Goblins.”
So reads the sign outside of The Wandering Inn, a small building run by a young woman named Erin Solstice. She serves pasta with sausage, blue fruit juice, and dead acid flies on request. And she comes from another world. Ours.
It’s a bad day when Erin finds herself transported to a fantastical world and nearly gets eaten by a Dragon. She doesn’t belong in a place where monster attacks are a fact of…
It is April 1st, 2038. Day 60 of China's blockade of the rebel island of Taiwan.
The US government has agreed to provide Taiwan with a weapons system so advanced that it can disrupt the balance of power in the region. But what pilot would be crazy enough to run…
I’ve been reading basically since I learned how to, and I’ve always loved fantasy stories that I could imagine myself in, with stuff going on in every corner of the world, everything fleshed out so thoroughly that the reader just understands how things work and has that world playing in their mind long after they’ve put the book down. I also love stories with well-written characters, where mistakes happen because of who they are, not because of an idiot ball, because nothing launches me out of a story faster than an idiot ball. And this kind of story is what I hope to have written myself.
I love this story because it is everything that a magical school and otherworld story should be. I’ve read the entire book series about five times and will immediately start reading a new book in this series when it comes out, even if I’m in the middle of reading something else.
It’s a world that functions perfectly in every aspect; everything established in one book is a part of every other. There are no magic cure-alls that are ignored because they could resolve the plot in an afternoon, and every person is using the exact same magic system. No handwaving, no, “the author didn’t feel like explaining,” just a wonderful world where you get to explore and figure things out alongside the main character. It’s easily my favorite story of all time.
The first book in the bestselling Schooled in Magic saga, a fantastic combination of Harry Potter and Lest Darkness Fall, reissued for a new audience.
In another world, very different from ours and yet populated by people very much like us, a powerful necromancer casts a spell to bring him a Child of Destiny, with the intention of sacrificing the child for power. To his surprise, his spells brings him Emily, a lonely young girl from our world with a deep knowledge of history, a talent for magic, and a willingness to apply concepts from her old world to her…
I’ve been reading basically since I learned how to, and I’ve always loved fantasy stories that I could imagine myself in, with stuff going on in every corner of the world, everything fleshed out so thoroughly that the reader just understands how things work and has that world playing in their mind long after they’ve put the book down. I also love stories with well-written characters, where mistakes happen because of who they are, not because of an idiot ball, because nothing launches me out of a story faster than an idiot ball. And this kind of story is what I hope to have written myself.
I love this story because it feels so awesome to read through it. It’s a story about a single man against the world, except that man starts out at the very bottom with nothing save knowledge, training, and an unbreakable will.
No fight is ever fair not just because his enemy is stronger, but because for every plan they’ve made, Micheal has a thousand. I’ve read this series like three times, and never regretted it.
If you could turn back the clock and fix all the mistakes you ever made, would you?
For Micheal Care, a swordsman that could only be considered a middling warrior in Humanity's Last Army, the answer to that question would be quite simple.
Yes. A million times yes.
Humanity has fallen, wiped out after being warped away to a new reality, the mystical 7 Layers.
Humanity's goal had been simple. Make it through all 7 Layers and reach Heaven.
Humanity failed.
Humanity died.
Micheal Care's memories have been transported back into his past self thanks…
A Duke with rigid opinions, a Lady whose beliefs conflict with his, a long disputed parcel of land, a conniving neighbour, a desperate collaboration, a failure of trust, a love found despite it all.
Alexander Cavendish, Duke of Ravensworth, returned from war to find that his father and brother had…
I’ve been reading basically since I learned how to, and I’ve always loved fantasy stories that I could imagine myself in, with stuff going on in every corner of the world, everything fleshed out so thoroughly that the reader just understands how things work and has that world playing in their mind long after they’ve put the book down. I also love stories with well-written characters, where mistakes happen because of who they are, not because of an idiot ball, because nothing launches me out of a story faster than an idiot ball. And this kind of story is what I hope to have written myself.
I love this story because it’s everything both a time-loop and a superhero story should be. It’s got fascinating powers that are both complex and internally consistent; I always go, “Oh, that makes sense.” When things are explained further, it always makes sense, and that also means that everything has a weakness. And the characters are just so much fun; I absolutely adore them.
There's all kinds and even the silly ones are never one-note jokes, they’re just being themselves and they just feel so real. I read this three-book series in less than a week, probably at the cost of getting some of my own writing done, because it’s just so damn good.
Ryan "Quicksave" Romano is an eccentric adventurer with a strange power: he can create a save-point in time and redo his life whenever he dies.
Arriving in New Rome, the glitzy capital of sin of a rebuilding Europe, he finds the city torn between mega-corporations, sponsored heroes, superpowered criminals, and true monsters. It's a time of chaos, where potions can grant the power to rule the world and dangers lurk everywhere.
Ryan only sees different routes; and from Hero to Villain, he has to try them all. Only then will he achieve his perfect ending... no matter how many loops…
I’ve loved fantasy and science fiction all my life. At its best, it has a numinous quality rarely seen in other books. I’ve read many of the classic fantasy novels written before fantasy was a genre. The beauty of those old books is that the writers received their inspiration from stories not influenced by The Lord of the Rings, so there’s a refreshing originality to their work. I love modern fantasy as well, especially those demonstrating new, inventive ideas.
The Earth has stopped spinning; magic rules on the night side, science on the light.
Not all of Zelany’s work holds up, but this one, a tale of Jack, a denizen of the dark side, is perhaps his best novel. I love the world Zelazny creates here.
It’s a slender book that drew me through from beginning to end.
In a world half of light, half of darkness, where science and magic strive for dominance, there dwells a magical being who is friendly with neither side. Jack, of the realm of shadows, is a thief who is unjustly punished. So he embarks on a vendetta. He wanders through strange realms, encountering witches, vampires, and, finally, his worst enemy: the Lord of Bats. He consults his friend Morningstar, a great dark angel. He is pursued by a monstrous creature called the Borshin. But to reveal any more would be to spoil some of the mindboggling surprises Jack of Shadows has…
I'm the author of over 15 novels written for kids, teens, and adults across several genres. The thing all my books have in common is that they are sad and they are dark. My most recent novel is my most distilled, compressed delivery of deliciously dark sadness yet! Oddly, I'm rarely sad in real life. My daughter suggested that I write books to get the darkness out of my head and onto the page, which I think is very insightful (she is my kid, after all). I enjoy the beauty in the breakdown, I savor the sublime catharsis of tragedy, and I want to share that perspective with everyone.
I have never encountered a story that depicts the dread and heartbreak of growing up more authentically than Black has done in the pages of this Newberry-awarded novel for children.
It is both as brutal and as delicate as the creepy antique doll (which may or may not be haunted) at the center of the story. Three kids head out on their own, determined to lay the spirit trapped within the doll to rest while the all-to-real fears and quiet dangers of their regular lives snap at their heels.
It is a book of loss, acceptance, and courage that will remain nestled in my heart for life. I am literally tearing up right now as I think of it.
My name is Eleanor Kerchner. You can call me the Queen. I died in 1895. Now it's time to play.
A chilling ghost story by the bestselling author of The Spiderwick Chronicles, Holly Black.
Recipient of a Newbery Honor Award. An ALA Notable Book. A Kirkus Reviews Best Book. A School Library Journal Best Book. A Booklist Editor's Choice Books for Youth. A Publishers Weekly Best Children's Book. A 2013 Goodreads Choice award nominee. A People Magazine 'Best New Kids Book'.
The Duke's Christmas Redemption
by
Arietta Richmond,
A Duke who has rejected love, a Lady who dreams of a love match, an arranged marriage, a house full of secrets, a most unneighborly neighbor, a plot to destroy reputations, an unexpected love that redeems it all.
Lady Charlotte Wyndham, given in an arranged marriage to a man she…
TTRPGs are such a powerful medium for storytelling, and a tool that can be used by therapists to help their clients. Learning how to run games can seem daunting, these books have all helped me with learning how to run games more effectively. From thinking about stories, to exploring tropes, using storytelling techniques, and sharing the narrative with players this collection of books will help you on your journey of building worlds and telling stories.
For many Game Masters it can be difficult to understand how the monsters and adversaries in their worlds would act.
In his book, and its sequel, Ammann helps to provide guidance for how different adversaries might act towards the group of heroes. This book helps GMs think critically about the monsters in the world and can help with teaching how to provide a more dynamic and consequential experience for players.
Ammann also helps readers think in terms of a world with magic and how those living in such a world might think and approach problems differently than we do in our magic-free world.
In the course of a Dungeons & Dragons game, a Dungeon Master has to make one decision after another in response to player behaviour-and the better the players, the more unpredictable their behaviour! It's easy for even an experienced DM to get bogged down in on-the-spot decision-making or to let combat devolve into a boring slugfest, with enemies running directly at the player characters and biting, bashing, and slashing away.
In The Monsters Know What They're Doing, Keith Ammann lightens the DM's burden by helping you understand your monsters' abilities and develop battle plans before your fifth edition D&D game…
TTRPGs are such a powerful medium for storytelling, and a tool that can be used by therapists to help their clients. Learning how to run games can seem daunting, these books have all helped me with learning how to run games more effectively. From thinking about stories, to exploring tropes, using storytelling techniques, and sharing the narrative with players this collection of books will help you on your journey of building worlds and telling stories.
Sometimes you might find you have a great idea for a campaign, or know what theme you want to explore but are struggling to understand how to bring those ideas together.
D’Amato takes you through building your campaign through both a discussion of storytelling devices as well as pointed questions you can use to help flesh out your ideas and turn them into a full campaign. This book also helps GMs learn how to make their world feel lived in through descriptions and building history.
This is the book you want to use to build a small idea into a full campaign!
Improve your RPG campaign with this comprehensive and interactive guide to making the most out of your gaming experience.
Whatever RPG game you play, from D&D to Call of Cthulu to licensed games like Star Wars, every detail is important. From setting the scene to choosing the right music or even adjusting the lighting to create the right atmosphere, every choice helps maximize your gaming experience.
The Ultimate RPG Gameplay Guide provides practical advice for everything from pre-game preparations and in-game improvisation to working out a plan of attack with your teammates to learning how to lean into the setting…
TTRPGs are such a powerful medium for storytelling, and a tool that can be used by therapists to help their clients. Learning how to run games can seem daunting, these books have all helped me with learning how to run games more effectively. From thinking about stories, to exploring tropes, using storytelling techniques, and sharing the narrative with players this collection of books will help you on your journey of building worlds and telling stories.
This book is a series of essays from some of the most well-known writers and creators in tabletop gaming.
This book is filled with tips and tricks to help you build your world and create a compelling plot that your players will want to engage in. This book will help you learn how to use different storytelling devices effectively in an RPG as it is slightly different than how you would use such devices in a written novel.
This book really helped me to start wrapping my mind around how shared narrative stories can work and how as a GM I can steer the story without taking away the agency of my players. This is a great quick read for new and experienced GMs alike!
Whether you’re a new gamemaster or a seasoned vet looking for a new angle to shake up your game, these 19 essays by 13 expert gamemasters demonstrate ways to construct your campaign from the ground up and keep your players engaged until the dramatic conclusion.
Within this volume, masters of the art show you how to begin a new campaign, use published adventures or loot them for the best ideas, build toward cliffhangers, and design a game that can enthrall your players for month or even years. Want to run an evil campaign, or hurl…
This book follows the journey of a writer in search of wisdom as he narrates encounters with 12 distinguished American men over 80, including Paul Volcker, the former head of the Federal Reserve, and Denton Cooley, the world’s most famous heart surgeon.
In these and other intimate conversations, the book…
Although I was part of a large family, I frequently felt alone growing up. While my siblings were busy playing sports or running around with their friends, I sat by myself in the basement, reading fantasy stories. Eventually, I began creating my own worlds and published the Riddle in Stone series and Sword of Betrayal. I suppose I’m still trying to find a place where I fit in.
Guardians of the Flame is a fantasy series where seven college students get together for a night of role-playing games and suddenly find themselves in an alternative world of swords, magic, and deadly fire-breathing dragons. To get home they must find the mysterious “Gate Between World.” It is a witty adventure story any fan of fantasy can appreciate. It explores the question—what would happen if readers of fantasy were transported into their favorite fantasy world?
It had begun as an evening of fantasy gaming - college students passing the time. Then the impossible happened:
the players found themselves transported into the bodies and personae of their game characters - trapped in an alternate world where magic worked all too well, dragons were a fire-breathing menace, and only those quick enough with a sword, or their wits, survived. The only way back to Earth was a legendary portal called the Gate Between Worlds, but there was no guarantee they'd pass through safely even if they managed to find it. And their new selves had precious little…