This is not a review. I have not played Mothership. I hope to soon. This post is simply my first impressions after reading the four core rulebooks included in the boxed set (Player's Survival Guide, Warden's Operation Manual, Shipbreaker's Toolkit, and Unconfirmed Contact Reports). After this, I hope to run some adventures (starting with those included in the deluxe set), review those, and then finally author a more informed review of the system as a whole.
Mothership is very popular right now. It caught my interest because everyone is talking about it. They often review Mothership modules on Between Two Cairns. I went to PAX Unplugged and 90% of the non-boardgame and non-D&D stuff were module-zines "compatible with Mörk Borg/Mothership". I already had Mörk Borg (and perhaps will write about that some other time), so I decided to check out Mothership next.
I got the Deluxe Set for Christmas and, speaking purely of aesthetics, it's awesome. The box looks cool. The Warden's screen is the kind of overwhelming presentation of raw information that it should be. It comes with a double-sided poster map thing (which, admittedly, I have no idea how I'm supposed to use, if at all) and little cardboard standup miniatures with cool character and monster art. The box itself (the "Warden Containment System") is a great place to roll dice.
And the books are great. The black and white aesthetic of the rulebooks alongside the neon of the modules is eye-catching. I love that I can carry all eight booklets around with me in a little stack that fits in one hand. I was so excited to open this box, spread everything out on my table, take a picture, and share it online.
The game's presentation at a very superficial level can draw new players in. D&D gets new players based on name recognition, ignorance about the alternatives, and mistaken assumptions that it's the best place to start. D&D books do not look cool. The majority of Mothership zines I've seen do.
Player's Survival Guide
In case it isn't obvious, this is Mothership's PHB. It's pretty good!
I love that it begins with an explanation of the character sheet and step-by-step instructions for randomly generating a character. I've written before about how I favor random character creation. In a game that my friends and I have already played to death, like D&D, I find it helps veteran players break out of their comfort zones and try out different types of characters.
However, I favor random character creation even when playing D&D with new players. It makes character creation a game, and eases the burden of learning every character option and then weighing those options against the game's rules to make "optimal" decisions. With random character creation, new players can focus on the fun of discovering who their character is, and worry about learning the rules and how they affect that character later. This is a great way to introduce players to a new game.
Mothership even has randomized equipment loadouts based on the character's class, which is great, because starting a new game by going shopping is a great way to kill the momentum.
The classes (Marine, Android, Scientist, and Teamster) are thematic and unique to the system and the genre of fiction the game is attempting to emulate. I do wonder if there's enough there to distinguish the Android from the Scientist.
Several reviews of Mothership have pointed out that it isn't super clear what exactly Androids are or how they differ from humans (aside from not needing to breathe). My assumption is that they're most similar to Alien's synthetics. I imagine they can do all sorts of things a human can't which aren't accounted for in the game's rules. I anticipate that being a source of difficulty in play.
Aside from bonuses to stats and Saves and Wounds, classes are distinguished by their Trauma Response, which is a neat mechanic that again enforces the theme and the game's genre lineage. Marines make their allies afraid when they panic. Androids make people uneasy just by being around them. Scientists make people stressed when they lose it. Teamsters are less likely to panic.
One thing that's strange is that Mothership's character creation process gives no insight to the character's personality. I'm sure the assumption is that creative players can come up with that sort of thing on their own, which is fair. But players new to RPGs may need some help getting into the headspace of someone other than themselves. And as I've already said, even new players can sometimes benefit from prompts that might encourage them to play a different kind of character than is typical for them.
I'm kind of shocked that the Deluxe Set doesn't include character sheets. The character sheet is really cool. It's available as a free download on Tuesday Knight Games' website. But I don't have a printer. I work from home. It would be sweet if the set had included at least four blank character sheets with which to get started.
Luckily, there's the Mothership Companion, a free character creation app that has some other add-ons for things like ships. This is great because it includes descriptions of skills and equipment, which eliminates the need for new players to constantly reference the Survival Guide to find out what these things do. One can also use it to shop for new equipment, which means multiple players can do that during downtime without the need to share the one booklet.
The game's core mechanics revolve around Stat Checks, Saves, Stress, and Panic.
Stress is weird. It accumulates each time a character fails a Stat Check or Save, but it can also be handed out automatically by the Warden, which seems to sometimes require a Fear Save but sometimes doesn't. Stress is relieved by resting in a safe place and making a special Rest Save using the character's worst Save. A character has Advantage on the Save if they have sex, drink or use drugs, pray, etc.
I'm a bit confused by resting. Mothership is a sci-fi horror RPG. In my experience with the genre, the protagonists don't usually rest once things start to get stressful. Horror is often defined by urgency. Perhaps resting is meant to be done in between scenarios, when the characters don't have time or money to take Shore Leave? (The prospect of an ongoing Mothership campaign is a separate concern I'll get to later.)
Shore Leave is downtime. It costs time and money. During Shore Leave, characters can convert accumulated stress into improved Saves. Accumulating Stress can kill the character or cause them to behave sub-optimally, but it's also how they advance. It creates a delicate balancing act where players might want to accrue Stress during an adventure, but not so much Stress that their character has a heart attack.
It is weird that Shore Leave can only improve Saves. Mothership is a level-less system where advancement takes the form of equipment and relationships, but I'll admit I am something of a "numbers go up" man. There is an optional rule in the Warden's Operation Manual (I'll get to those) that allows both Stats and Saves to be improved during Shore Leave, which I'll probably use.
Combat is pretty straightforward, though I did have some trouble understanding Armor Points at first. Wounds are pretty deadly, and I don't see how characters are meant to have a chance at surviving the ones that cause massive Bleeding. Does staunching the Bleeding require Expert Training in Field Medicine? It seems weird to have a system where characters can take multiple Wounds before dying, but also where Wounds have a really good chance of outright killing the character anyway.
Death Saves are cool. The Warden puts a d10 in a cup and keeps the die roll covered until someone checks that character's vitals. I don't see why one couldn't simply wait to roll the Save at that time and forego the cup entirely, but I guess this is more dramatic. It seems like it would work well as a unique mechanic for the Warden to evoke when pitching the game to players.
That's all for the Survival Guide. It's a pretty good primer, with everything needed to start playing the game right away.
Warden's Operation Manual
This is Mothership's DMG, and it accomplishes way more in its 50-some pages than the new D&D DMG does in...however many pages that is.
There are two key elements to the Manual that make it distinctly a Mothership manual and not simply a generic "how to run an RPG" book: Survive, Solve, or Save and the TOMBS Cycle.
The Manual makes explicit the goal of the Warden: to put the players in a situation where they must decide to Survive the ordeal, Solve the mystery, or Save the day. They can do one or maybe two of those things, but not all three.
I can immediately imagine every scenario starting out with a clock. Whenever the players advance towards one of these three goals, time ticks away on the remaining two. That's a great framework to base a scenario on. It is so helpful for the game to just come right out and say what its intention is.
The TOMBS Cycle describes the cycle of horror as represented in Mothership. TOMBS stands for Transgression (what is done that awakens the horror), Omens (the signs that herald the arrival of the horror), Manifestation (how the horror finally reveals itself), Banishment (how the horror is defeated or suppressed) and Slumber (how the horror goes dormant and eventually returns).
These elements of horror aren't unique to Mothership, but their expression here is. The TOMBS cycle isn't simply Horror 101 for Wardens. The first page of the book has a d20 table (rolled using percentile dice for some reason) listing examples of each element. There's also a table of themes, and two ten-entry lists of scenario types and settings.
Using these tables, I can see how I might build an adventure for Mothership. It's similar to how, if I were to prep an adventure for D&D, I might roll on a series of tables to generate a location and its history, then roll on another series of tables to determine what problem needs to be solved. From there, it's much easier to determine appropriate monsters, NPCs, puzzles, and the like. In this way, Mothership makes generating adventure ideas fairly simple.
The Manual is filled with lots of other good advice for running RPGs in general, but for someone like me who knows how to run a game but doesn't know how to run a Mothership game specifically, it is super helpful for the game to provide a bunch of tables I can roll on to generate an adventure that feels like Mothership. More RPGs need to include this sort of thing. (There is also a list of "campaign frames" later in the book - i.e., the player characters are colonists, mercenaries, truckers, etc. - but I found these less useful, which I'll touch on in a minute.)
Much of the book I could take or leave. There's solid advice for creating asymmetrical combat scenarios (with a numbered list of examples), puzzles (with a numbered list of examples), NPCs (with a cool diagram organizing NPC types along axes of Power and Helpfulness), keying maps, teaching the game, describing situations, adjudicating actions, and the like. I've just internalized most of that from years of playing games and reading blogs. But I get why it's there, and I'm sure new Wardens will find it helpful.
There's some advice about when to roll dice (when the stakes are high, the outcome is uncertain, the players don't have the right tools, the plan is bad, or the player wants to). Mothership takes a very OSR approach to rolling dice. That is, players should avoid it if they can, and Wardens should require it only when strictly necessary. After reading Dwiz's review, I will probably be inclined to have the players roll much more often than the Manual advises, since the whole Stress/Panic mechanic works off of rolling dice, and I really want to use that mechanic.
There's more concrete Mothership-specific advice later on: how to map a star system, how much a job should pay, negotiating better rates, how to get a loan, and what to do if players want to save money or end up getting rich. There are optional rules ("Difficulty Settings"), an Appendix N, and tables for generating planets, settlements, ports, and factions. Most of this is solidly useful or interesting.
Overall the Warden's Operations Manual is a good book for Wardens new to Mothership specifically, and probably invaluable to those new to RPGs entirely.
Shipbreaker's Toolkit and Unconfirmed Contact Reports
I don't have as much to say about these, so I'll collapse them into one subsection.
In Mothership, in my mind, ships are a means of transport as well as a "home base" of sorts (it is probably more accurate to describe the various ports where the players can take Shore Leave as the "home bases" of Mothership, but the characters' ship is where they will literally live for most of the game). They're also kind of like strongholds. And dungeons.
All that is to say that it's great that Mothership provides a book with examples of the different types of ships and their typical deck plans. The book also includes a deck plan key, tables with fuel costs for ship maneuvers, travel costs, refueling and resupply costs, ship upgrades and weapons, needed repairs, and a ship character sheet. That's a Hell of a lot more support than D&D provides for bastions!
It would be really easy for Mothership to say "You've seen Alien. You know what a ship is like!" It's really great that it goes the extra mile. (In the case of Androids it basically says "You've seen Alien. You know what Androids are like!")
I really like the look of the ships, too. They are bizarre shapes. To me, it's clear that they are assembled entirely in orbit and never, ever break a planet's atmosphere (even if some of the official modules include in the Deluxe Set don't seem to have gotten the memo - *cough*DeadPlanet*cough*).
Unconfirmed Contact Reports is Mothership's Monster Manual. At first glance, it has evocative art and compelling, unique ideas. The "monsters" presented are quintessentially Mothership: algorithms, CEOs, lost media, and creepypasta alongside more typical sci-fi horror fare.
However...there just isn't much to do with these things. The information is brutally scant. It's well-written. It's interesting. It's unsettling the way a well-written creepypasta is unsettling. It has nothing to say about how a Warden might use these horrors in their game.
The very same TOMBS Cycle so helpfully outlined in the Warden's Operation Manual isn't even mentioned here. Every entry should include an acrostic poem that spells out TOMBS with a brief sentence for each part of the cycle!
I bet it would be really cool to run an adventure in which the horror is a viral algorithm hellbent on keeping its existence a secret, but if I want to do that, I have to come up with all of it by myself.
I would be better off randomly generating a horror using the TOMBS Cycle and then making up the Manifestation and its game statistics myself, which...Contact Reports also doesn't tell me how to do. There are five "quick horrors" described on the book's back cover (Anomaly, Brute, Guard, Hunter, and Swarm) which is a good jumping off point, but I wish there was more guidance as to like, how much damage something should do or how many wounds it should have. Maybe that's just my D&D brainrot talking.
It's a neat book. It might be inspiring for some. I don't really find it useful.
The Modules
I haven't read all of them yet. I'm about halfway through A Pound of Flesh and read Another Bug Hunt and Dead Planet. I hope to write reviews and/or play reports of each of them in the near future.
First of all, I love that the Deluxe Set comes with four modules. Teach me how to play the game and then give me a bunch of official examples as to how it's done.
I love that they all have different vibes. Another Bug Hunt is an Aliens action-horror scenario. Dead Planet is a Dead Space scenario where the players are stuck in a bad place and have to figure out how to get out. A Pound of Flesh details a settlement/port the Warden can use for Shore Leave along with intrigue and adventure the players can get involved in there. Gradient Descent is, as I understand it, a megadungeon.
Another Bug Hunt seems like a great starting adventure, and I can't wait to run it. Dead Planet has some cool ideas but is super messy. Like, I have to do a lot of mental gymnastics to even get the scenario to make sense. A Pound of Flesh so far has a lot of potential to be really fun.
These modules are information-dense, but they're also kind of vague. Lots of big ideas that sound cool in an overview, but require a lot from the Warden to make them cohesive. In the modern fashion, descriptions of almost everything are terse bullet points that require the Warden to flesh them out with off-the-cuff details. In other words, the modules don't do a lot of the legwork.
The modules also demonstrate how supplements like these can flesh out the base game. Dead Planet includes a derelict ship generator which can certainly be used in any Mothership adventure. A Pound of Flesh includes all the information on cybermods as well as a space station generator. Gradient Descent includes exploration procedures.
The layout and design of the modules is sick. The modules are so cool to look at. They're also sometimes extremely hard to read. Another Bug Hunt has white text on orange background. Dead Planet has white text on red background. A Pound of Flesh has white text on neon pink background. The text is so small.
I'm red-green colorblind and I wear glasses. I have to hold these almost in front of my face and turn them so the light hits them at just the right angle so that I can read the text. Just stop using neon backgrounds with white text! The only reason I can imagine they did this is because it looks cool. That's not a good enough reason!
Reading Mörk Borg is a walk in the park compared to this. At least the text there is big and the colors are high contrast.
Hopefully, more to come on these modules in the future!
Putting It All Together
Despite griping about those last few things, I can't wait to play this game. My plan is to try running each of the four included modules to begin with. I'm going to try to make it a campaign.
Something that's always confounded me about horror RPGs is that I don't understand how they can even produce campaigns. Obviously, death looms large in horror. Of course, if everyone dies, it's game over. The players can still make all new characters and either try the scenario again or move onto the next one.
My issue is more with believability. Every (good) Alien movie is about Ripley. The alien follows her like an albatross. It refuses to let her live her life. Her struggles with it define her.
But it also kind of strains believability that she has to keep dealing with this alien every time she wakes up. It strains believability that the people from the first Jurassic Park keep managing to get stranded on the dinosaur island.
Yet those are scenarios where a single person or group of people interact with a single horror multiple times. They have a history with it. It's not hard to imagine that it keeps coming back to haunt them.
Rarer are the scenarios where a single group of people interact with multiple horrors over the course of their lives. The X-Files, Buffy the Vampire Slayer, Supernatural...
Returning to the campaign frames from the Warden's Operation Manual, how does one justify a group of space truckers, colonists, or miners continuously stumbling upon shoggoths and xenomorphs? They're not seeking them out. They're just profoundly, stupidly unlucky.
Here, I think being acclimated to the weird assumptions of D&D helps. Why does this one group of people keep going into horrible holes in the ground and risking their lives against murderous monsters? Because that's just kind of what they do. That's their job. They adventure.
A similar campaign frame could work for Mothership. They need to be a kind of adventurer - someone who needs or is obligated to seek out the unknown and risk their lives again and again. I plan to have my players be debt slave "fixers" for "the Company". They're a specialized team of spacers who go on classified missions to investigate strange events and protect the Company's interests against threats to the bottom line.
The Company connects everything. I just have to figure out what the connection is. That, I think, it a pretty decent way to run a Mothership campaign.