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.
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…
In the 1980s I was bullied for playing Dungeons and Dragons. Kids like to bully each other, but this was different: The bullies felt they had been given a moral license to pick on D&D players because pastors, talk-show hosts, and politicians were all claiming it was a Satanic, anti-Christian game. Those claims were my first inkling that adults did not know what they are talking about. After getting a PhD in the sociology of religion, I was finally able analyze and articulate why religious authorities felt threatened by a simple game of imagination.
This was the first sociological study of fantasy role-playing games. Fine was able to detect and articulate what is sociologically significant about these games.
The book takes dynamics that role-players just “get” and articulates them as sociological concepts. For example, he uses “frame theory” to explain how players verbally transition from the frame of the game mechanics and the story world of their characters.
He also explains how games like Dungeons and Dragons are “autotelic.” In other words, you do not “win” at and these games, the purpose is “engrossment” or being absorbed into the fantasy world.
Fine also did a great deal of participant observation for this book and it provides a great historical insight into the culture surrounding these games in the early 1980s––warts and all.
This classic study still provides one of the most astute descriptions available of an often misunderstood subculture: that of fantasy role playing games like Dungeons & Dragons. Gary Alan Fine immerses himself in several different gaming systems, offering insightful details on the nature of the games and the patterns of interaction among players - as well as their reasons for playing.
An Heir of Realms tells the tale of two young heroines—a dragon rider and a portal jumper—who fight dragon-like parasites to save their realms from extinction.
Rhoswen is training as a Realm Rider to work with dragons and burn away the Narxon swarming into her realm. Rhoswen’s dream is to…
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.
When I first started GMing I had pages and pages of notes that took hours to prepare.
It was unsustainable and I knew there had to be a better way. The Lazy Dungeon Master technique of session and campaign planning helps to ensure that while you are prepared for your sessions you are not wasting time planning too much.
Using the methods in this book, my session preparation time went from several hours to around an hour and I think my sessions improved as a result.
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…
A poisonous maiden, a Daoist sex cult, and a violent insurgency.
The polyandrous Yan family in China's rural Shaanxi Province takes in two carpenter brothers. When one brother is convicted of murder after killing their neighbor in a dispute, a constable threatens to expose the family's rumored polyandry and extorts…
I’ve been a gamer all of my life and am a teacher of elementary school students. After finding the LitRPG genre I wished to share this with other kids... like the one I had once been. Most parents in the genre push full 200k books on their children with an expectation of found love. While I imagine it works for a few of them, I rather expect that the majority of those attempts end in failure. Kids have their own world and their own sense of humor. I write to them, to inspire them and make them laugh, to make them entertained even as I teach them universal morals and lessons about the world.
Lone Wolf is a book that is also a game. A LitRPG for Kids, originally written in the 80s, it is the start of a wonderfully long series of illustrated books that both allowed children to choose their actions as the protagonist of the story and also gave them choices on how to develop the hero and make him progress.
It’s a model of book that I really would like to see more of today.
Lone Wolf might be the series that started me on my gaming path, and it is a magical and beautiful quest that teaches about honor, teamwork, and clever tactical planning.
Even better, the author made the series free online in 2015. So it is now available all over the internet and even as a number of free phone apps.
You are Lone Wolf. In a devastating attack the Darklords have destroyed the monastery where you were learning the skills of the Kai Lords. You are the sole survivor. FLIGHT FROM THE DARK You swear revenge. But first you must reach Holmgard to warn the King of the gathering evil. The servants of darkness relentlessly hunt you across your country and every turn of the page presents a new challenge. Choose your skills and your weapons carefully - for they can help you succeed in the most fantastic and terrifying journey of your life. The LONE WOLF adventures are a…