Here are 67 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…
Magical realism meets the magic of Christmas in this mix of Jewish, New Testament, and Santa stories–all reenacted in an urban psychiatric hospital!
On locked ward 5C4, Josh, a patient with many similarities to Jesus, is hospitalized concurrently with Nick, a patient with many similarities to Santa. The two argue…
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.
Crossing is a vividly human re-imagining of the love, sacrifices, and accomplishments that two Chinese brothers - American Immigrants - experience as they travel to California to build the Transcontinental Railroad.
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…
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.
Almost Home is a fictional retelling of the last great tragedy of the Civil War.
In late April 1865, almost 2,000 newly freed Union prisoners of war are packed onto the steamer Sultana, in poor repair and with a listed capacity of 376 passengers. Among them are four Indiana soldiers…
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.
Understanding story structure, narrative drive, and world-building are incredibly helpful when running tabletop role-playing games.
As you run games you will often find that the players do not do what is expected and as the Game Master (GM) you have to adjust the story as you go. Understanding common story tropes and character arcs can help GM’s with building their world, their campaign, and adjusting the story as needed.
Hickson uses examples from literature, anime, and popular media to help illustrate the different themes explored in his series.
Writing advice tends to be full of 'rules' and 'tips' which are either too broad to be helpful or outright wrong. With over 35,000 copies sold, On Writing and Worldbuilding: Volume Idiscusses specific and applicable ideas for your writing, from effective methods of delivering exposition and foreshadowing, to how communication, commerce, and control play into the fall of an empire. Volume II, a sequel with a host of new topics, released in December 2021.
On Writing Prologues The First Chapter The Exposition Problem Foreshadowing Villain Motivation Hero-Villain Relationships Final Battles The Chosen One Hard Magic Systems Soft Magic Systems Magic…
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 book is an exploration of “geek culture” including Dungeons and Dragons but also other aspects of fandom like live-action-role-playing (LARPing), and Harry Potter fandom.
This is not a theoretically weighty book, but the author did substantial field work trying to explore and understand these subcultures. The throughline of the book concerns the human fascination with imaginary realms and the cultural forms people will invent to connect with these realms and bring them to life. As a religious studies scholar, I see this longing for other worlds as a “religious” impulse.
An amazing journey through the thriving worlds of fantasy and gaming What could one man find if he embarked on a journey through fantasy world after fantasy world? In an enthralling blend of travelogue, pop culture analysis, and memoir, forty-year-old former D&D addict Ethan Gilsdorf crisscrosses America, the world, and other worlds-from Boston to New Zealand, and Planet Earth to the realm of Aggramar. "For anyone who has ever spent time within imaginary realms, the book will speak volumes. For those who have not, it will educate and enlighten." -Wired.com "Gandalf's got nothing on Ethan Gilsdorf, except for maybe the…
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.
Creativity, Teaching, and Natural Inspiration
by
Mark Doherty,
I have woven numerous delightful and descriptive true life stories, many from my adventures as an outdoorsman and singer songwriter, into my life as a high school English teacher. I think you'll find this work both entertaining as well as informative, and I hope you enjoy the often lighthearted repartee…
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…