RPG Quest August (Part Two – It’s All Mothership!)

This entry is going to be entirely Mothership. I’d bought the original edition of Mothership a while ago and ran it during the Kickstarter for the full first edition, just to make sure that it ran well as well as looking pretty. It did, so I went all in on the first edition and backed a number of other Mothership books during Zinequest. I decided to read them all together.

So what is Mothership? It’s a space horror game in the kind of junky future that you’d see in films like Alien and Event Horizon. It’s got an OSR framework but uses that mentality to accomplish something very much its own. There’s been an incredible amount of adventures and resources for it, both from Tuesday Knight Games and third parties.

Mothership 1E

By Sean McCoy & Tuesday Knight Games. (Unconfirmed Contact Reports & Another Bug Hunt have a ton of other writers) 

Read before? The 0th Edition

Played? Yes

Player’s Survival Guide

The player’s guide is the home of the main rules and it’s presented in a gorgeous fashion, even with the purposefully old school, scrappy style. Players’ eyes are guided through the steps of creation both on the character sheet and on the pages of the book. The classes are four simple ones:

  • Marine
  • Scientist
  • Android
  • Teamster

That’s it. Each one modifies the attributes and the skills you roll, as well as an effect that happens when you panic. You customise the character with some skills, items and some rolled extras, then you’re ready to go. It’s quick to make a character and this is a system where your character sheet has a ‘high score’ entry which ticks up for each session your character survives.

The system itself is percentile, which I already know is going to be a hard sell to one of my players as he’s developed a disdain for them. Skills get some useful bumps to help make this less of a problem and the style of game this is made it feel like it’s not as much of a problem. Like a lot of games, there’s also an advantage/disadvantage system. There are critical effects when you get a double on the percentile dice, whether that’s good or bad and that seems fun.

There’s a horror system using ‘Panic checks’ where you roll a d20 (the only time you do such a thing) and try to get more than your Stress in order to not panic. Stress goes up with failed rolls and other events. 

There are a number of subsystems for dealing with things like air and other potential hazards you may have to deal with in space. Combat of course gets a good amount of attention, with illustrations and fallout boxes for armour, images for several weapons and a great two-page sequence of people sighting a monster in order to demonstrate range. 

As far as space horror goes, if I want a pure horror then I’ll go for Cthulhu Dark (and specifically Graham Walmsley’s upcoming Cosmic Dark). This feels like its own beast and something I’m excited to try, mainly for the amazing scenarios which I’ll get to shortly. I’m holding off until I get the physical boxed set, though.

Shipbuilder’s Toolkit

Ship rules were fairly light in the 0 edition, but the boxed set comes with a book entirely about ships. I’m not a ship combat fan, but this provides tools to make a ship your home, as well as a thing you fight with.

Familiar to the Player’s Survival Guide, there’s a guide to creation of the ship, but this time the character sheet as a deck plan on it. The majority of the book are premade ships with stats and maps, all serving their own purposes.

This isn’t the most exciting book, but a lot of that’s on me. It’s fine. I like the illustration of the comparative scale of all the ships.

Warden’s Operation Manual

This is the standout book of the boxed set by a mile, and I love all the books in the boxed set (apart from the Shipbuilder’s Toolkit… again, it’s just fine).

This is the book that seals this as something which can be used for a first time roleplaying group. Where the previous books have double page spreads showing how to make a character and a ship, this does the same for a campaign. It literally tells you to get a notepad and what to put where to start things off. Throughout the book there’s good advice about running a game and also it returns to the notepad and maintenance for it.

There’s some advice about hacking, which is good as Mothership and the community around it have been making all manner of wonders and more ways of doing that it always good.

Unconfirmed Contact Reports

Mothership’s a game with some incredible adventures featuring great scenarios and monsters, but if you want to make your own scenario and need to add a monster, then there’s this book.

The World Worm

Each monster here could be a boss and is disturbing in new and different ways. There are a few which are more standard monsters, but there are haunted streams, nightmare items, weirdly ‘normal’ infiltrators… They’re fascinating to read and each have their own art style to evoke their specific horrors. The back of the book also has some simple stat blocks you can use for general enemy types. I always love when a game does this.

Another Bug Hunt

The last book from the core ‘boxed set’ is an adventure. Another Bug Hunt is a gorgeous multi-part scenario which follows suit from the Warden Operations Manual, having a little educational helper who’ll talk to you in sidebars to help you run the game.

There are four scenarios in total, starting with the crew looking to make contact with a colony who’s not checked in after a few months. There are a number of factions in play when the group arrive, and after their initial encounter with the titular bugs, they’ll have to navigate the people on the colony. The NPC illustrations are fairly basic, but the descriptions and motivations are all really good. The monsters sound horrific and there are a lot of secrets to pick away at.

The maps are really interesting looking, and the design work on the book is lovely, a perfect adventure for first time GMs.

Mothership: A Pount of Flesh

By Sean McCoy, Donn Stroud & Luke Gearing

Read before? 0th Edition

Played? No

This is an adventure based on a space station called Prospero’s Dream, filled with a number of different factions and a ton of plot seeds to use or discard as necessary. The Mothership adventures encourage taking what you want, abandoning what you don’t want and writing over the books (literally on page four here).

There are several people who can act as quest givers or enemies, depending on what the players want to do. Nicely there’s also a list of events which go on in different phases of the adventure, so even if you’re not interacting with everyone at all times, their lives will continue and abandoned groups will get up to mischief on their own. It gives a sense of a living, breathing station.

The station’s illustrated in a number of different ways with infographics, blocks, old style computer graphics and more. The book’s black, white and bright pink which is radiant on the PDF version, I’ll be interested to see what it’ll be like in the printed copy.

Mothership: Dead Planet

By Donn Stroud, Fiona Maeve Giest & Sean McCoy

Read before? 0th Edition

Played? No

I read this one back when it was a 0th edition booklet and I think even though there are some splendid adventures, it’ll be this or Another Bug Hunt that I’ll bring to the table as my first Mothership 1E adventure.

This adventure rips apart space and strands the group in the orbit of the titular Dead Planet. There are several different areas, each of which are their own adventure in different styles.

There are derelict ships to loot with one specific ship and a way of generating your own derelicts by rolling & stacking dice.

Moon Colony Bloodbath sounds like the kind of horror movie my dad would have shown me when I was younger. There are a couple of factions who have made the moon their home and have their own destructive agendas. Players can side with one, the other or neither faction. This does include some potential voluntary amputation to earn the trust of moon cannibals.

The Dead Planet itself has a map which looks like it belongs in a fancy version of a Ceefax page. There are several locations to explore in the hope of stopping the effect that keeps people here and stranding them.

There are also resources like tables of nightmares as this hellish place is not one to stay on for long.

Mothership: Gradient Descent

By Luke Gearing

Read before? 0th Edition

Played? No

For the unfamiliar, there’s a thing called a megadungeon which has been a phenomenon for a while. AD&D had some, and in the d20 boom (and bust) Alderac Entertainment Group made “The World’s Largest Dungeon!” Even the D&D 5E Mad Mage adventure has a nod to this idea. I’ve run RPGs since I was 13 and I’ve never been a fan of a long dungeon crawl.

That said, Gradient Descent is a megadungeon and along with Trophy Gold’s Ruins of Old Kaldhur, is one of the few I’d entertain doing.

Cloudbank is a gigantic facility made to create androids, but it’s been abandoned for some time. The group make dives into the ship and find their way around the remnants of what’s there. This includes actual people, fake people and the fear that you might be an android, yourself. The map of Cloudbank looks like the map from Paradroid, and has a ton of links back and forth. For a megadungeon, it’s 64 pages and each area has its own little chunk of map which helps figuring out where everything is.

This Paradroid-looking map may seem confusing at first, but is great when you read it alongside the locations

There’s an old abandoned rocket thruster floating nearby that can act as a temporary staging area for delves, but it has its own factions and people with motivations. The rooms are fairly sparsely detailed but in a way that encourages expanding on them rather than laziness like some much smaller dungeon adventures I’ve seen. There are tables of random events in areas, as well as items to find on your adventures. This is a really interesting location, and I’m curious how long a group would spend delving in it before going mad.

Next up are some third party Mothership modules:

Mothership: Adspace

By D G Chapman

Read before? No

Played? No

The first of a bunch of third party modules I’ve backed. 

This is a trifold adventure where players are trying to get to the top of Crab Foot Tower in order to get a ticket to the moon. The tower’s covered in adverts and automated deterrents to make sure that people watching are entertained.

Mothership: The Drain

By Ian Yusem

Read before? Yes

Played? No

I’ve mentioned the megadungeon, now let’s look at another RPG phenomena I’ve yet to play with: Funnels. These are mainly found in OSR games, where players make up a batch of 0 level characters and run them through a meat grinder (sometimes literal). Any survivor gets to level one. These are people who are often ill-equipped and the deaths are often part of the entertainment as players try to work out how a ladle and a chicken will help them deal with a dungeon.

Here, you’re playing prisoners from PrayCo who are all fitted with explosive collars and sent to storm a rogue agricultural space station that’s gone a bit weird. They need to reach the centre, but the thing is they’re not hardened prisoners, they’re anyone who was on hand. Everyone’s fitted with tinfoil halos and explosive collars that go off if they’re separated from each other for too long. Like so many Mothership adventures the map’s weird. It’s a set of concentric circles representing each areas with pictures, going from the trenches you arrive in, a church, an amusement park and more. 

This looks like a lot of fun and there’s a ship combat prequel: Wrath of God, and a sequel which is a proper Mothership adventure called Meatgrinder. Ian Yusem did a great job with this project.

Mothership: Dying Hard on Hardlight Station

By David Kenny

Read before? Yes

Played? No

You know Aliens? You know Die Hard? This is basically both of them. Hardlight Station has had a break of horrific monsters and terrorists holding hostages. Can you deal with them both? There are ways of having just one of these stories rather than both and a lot of references, especially to Die Hard. This feels a little more daft in that presentation, but still pretty deadly.

Conclusions & Observations

Mothership looks awesome. I’ve only run a one-shot using 0th Edition, but I definitely want to give it more time. I think it’ll mostly be a machine for one-shots and miniseries, but there are a lot of tools for making campaigns both in each adventure and in the core books.

I think the core boxed set (Player’s Survival Guide, Warden’s Operation Manual, Shipbreaker’s Toolkit, Unconfirmed Contact Reports and Another Bug Hunt) is going to be one of the best ways to start roleplaying. The Warden’s Operation Manual is something which anyone aspiring to write GM advice should look at. The scrappy graphic design in all the products looks weird and loose but has had so much thought put into it. Going through all of these books took until the end of August and I know I’ve banged on about it a lot here, but it’s definitely been worth it.

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