Every Week It's Wibbley-Wobbley Timey-Wimey Pookie-Reviewery...
Showing posts with label Tuesday Knight Games. Show all posts
Showing posts with label Tuesday Knight Games. Show all posts

Saturday, 12 November 2022

Blue Collar Sci-Fi Supplement I

Since 2018, the
Mothership Sci-Fi Horror RPG, beginning with the Mothership Sci-Fi Horror RPG – Player’s Survival Guide has proved to be a popular choice when it comes to self-publishing. Numerous authors have written and published scenarios for the roleplaying game, many of them as part of Kickstarter’s ZineQuest, but the publisher of the Mothership Sci-Fi Horror RPG, Tuesday Knight Games has also supported the roleplaying game with scenarios and support of its own. Dead Planet: A violent incursion into the land of the living for the MOTHERSHIP Sci-Fi Horror Roleplaying Game is one such scenario, but Tuesday Knight Games has also published a series of mini- or Pamphlet Modules. The first of these are The Haunting of Ypsilon 14, Hideo’s World, Terminal Delays at Anarene’s Folly, and Chromatic Transference. The fourth is The Hacker
’s Handbook. Wher The Haunting of Ypsilon 14 was a traditional ‘haunted house in space monster hunt’, Hideo’s World presented a horrifyingly odd virtual world, Terminal Delays at Anarene’s Folly a locked room—or locked ship—McGuffin hunt, and Chromatic Transference did cosmic horror, The Hacker’s Handbook is not even a scenario, but a supplement!

The Hacker’s Handbook provides expanded rules for extra detail in for just the one skill in the Mothership Sci-Fi Horror RPG—‘Hacking’. One of the issues in the Mothership Sci-Fi Horror RPG – Player’s Survival Guide is that none of the skill are actually defined and so the Warden has to adjudicate exactly how they in the dark future depicted in the roleplaying game. Most of the time this will be enough, and in play, the Warden can have a player simply roll of his character if he wants to unlock a door, take remote control of a gun turret, or extract information from a computer system. However, if the Warden wants to present a more detailed, even extended challenge for the player whose character has the Hacking skill, then the core rules are insufficient. This is where The Hacker’s Handbook is useful. It still suggests using simple rules under most circumstances, but otherwise suggests presenting the hacking Player Character with a ‘Network’. This is constructed of a linked series of nodes and each node can be individualised. Each is defined by its Function, Security, and Response. In other words, what it does, the degree of how difficult it is to gain unauthorised access to, and what happens if the Hacker’s attempt is noticed by a network admin, automated security feature, A.I., and so on.

The Hacker’s Handbook lists several options for each as well as giving a modifier between zero and five for the roll on the Response Table if the hacker’s intrusion is noticed. For example, an automated security turret might be listed as ‘Automated security turret,  Infrastructure/Hardpoint Control, Hardened, +2 Response’, whilst a medical database might be listed as ‘Medical Records Storage, Data Storage, Secured, +1 Response’. In play, each node can be drawn as a box and the boxes connected to form a diagram of linked nodes and thus you have the computer network for the starship or the facility, and so on.

The Hacker’s Handbook does not ignore the social aspect of hacking either. It suggests ways of gaining access via user accounts rather than direct hacking and the various types of user account which a hacker might gain access to. It also suggests that it is one way of getting Player Characters involved in a hacking attempt whether or not they have the actual skill. Whether or not a Player Character has the skill, it also lends itself to more roleplaying opportunities than might be available with a simple roll against the skill.

Lastly, The Hacker’s Handbook lists equipment that a hacker might want to carry as a loadout. This includes decks, wristcoms, and pieces of gear. Decks include gear slots and often have extra abilities, such as treating Hardened Nodes as Secure Nodes. For example, Maze ignores one response from network security whilst CoyBoy reduces the Response value of a node by a random value. Essentially, this provides some technical equipment and details which can flavour a hacker’s activities in game and bring a little more verisimilitude to play.

Physically, The Hackers Handbook is all text, barring the network diagram examples. This is not an issue because the supplement has a lot of information to impart, so none of feels wasted.

There is a lot to like about The Hacker’s Handbook. It provides an easy way to handle a particular aspect of the Mothership Sci-Fi Horror RPG, and supports it with enough details to keep both interesting and challenging.

—oOo

An Unboxing in the Nook video of The Hackers Handbook can be found here.

Saturday, 22 October 2022

Blue Collar Sci-Fi One-Shot IV

Since 2018, the
 Mothership Sci-Fi Horror RPG, beginning with the Mothership Sci-Fi Horror RPG – Player’s Survival Guide has proved to be a popular choice when it comes to self-publishing. Numerous authors have written and published scenarios for the roleplaying game, many of them as part of Kickstarter’s ZineQuest, but the publisher of the Mothership Sci-Fi Horror RPG, Tuesday Knight Games has also supported the roleplaying game with scenarios and support of its own. Dead Planet: A violent incursion into the land of the living for the MOTHERSHIP Sci-Fi Horror Roleplaying Game is one such scenario, but Tuesday Knight Games has also published a series of mini- or Pamphlet Modules. The first of these are The Haunting of Ypsilon 14, Hideo’s World, and Terminal Delays at Anarene’s Folly. The fourth is Chromatic Transference. Where The Haunting of Ypsilon 14 was a traditional ‘haunted house in space monster hunt’, Hideo’s World presented a horrifyingly odd virtual world, and Terminal Delays at Anarene’s Folly a locked room—or locked ship—McGuffin hunt, Chromatic Transference does cosmic horror!

The set-up for Chromatic Transference is simple. In fact, Chromatic Transference is so simple that it is all set-up and no scenario. What it actually does is describe a location, the top secret Ukweli-4 research facility (‘ukweli’ meaning truth in Swahili). The facility was built inside an asteroid far from civilisation to study a strange meteorite, which contained a colour never before seen by human eyes. Unfortunately, as is the way of these things, there was an accident, the original researchers were killed, and the tiny base has been long since abandoned and forgotten. What Chromatic Transference details are the base and its environs, what can be found inside, and the threat at the heart of the set-up. The Ukweli-4 research facility is built into a large asteroid with a landing pad on the surface and a single entrance to the facility. From there a single tunnel bores into the asteroid with areas off the main tunnel for the facility’s quarters, mess, then research lab, and finally engines (or should that be power plant? Chromatic Transference does not say if the asteroid is capable of movement or not). Outside the base, there are signs that a vessel has left in a hurry and inside, at least initially, signs of men and women going about their ordinary lives. The research lab contains the meteorite and the unknown Colour previously being studied, plus three bodies.

In terms of support, there is a cross section given of the Ukweli-4 research facility, two quite small and far from easy-to-read handouts, and the stats for the Colour. There are notes too of what will happen if the Player Characters do nothing and what they can do to solve the situation.

All of which is fine, except the fact that Chromatic Transference has no plot and it has no hooks to get the Player Characters to the location of Ukweli-4. There is simply no reason for the Player Characters to go to Ukweli-4 given. Yet despite this lack of either hook or plot, Chromatic Transference is described and sold as “A fully playable, ready-to-run one shot to drop in to any sci-fi RPG campaign.” Which is absolutely not the case. If it was ready to run, it would have a hook or a plot that the Warden can use straight to the table without the need for her to develop one of her own, whether that is to work it into her own campaign or provide impetus for the Player Characters in a one-shot or convention play. There is mention that powerful people are looking for it, but is that sufficient enough a hook?

Further, there are elements of Chromatic Transference simply left dangling and unaddressed by the author. The Ukweli-4 research facility has a staff of six, but only three bodies are found, so where are they? The base’s shuttlecraft is missing, so where is that? Arguably finding both the missing staff and shuttlecraft would be the perfect hook for the Player Characters to get involved in Chromatic Transference, have them trace the shuttlecraft’s flightpath back to Ukweli-4 and go from there. This is so obvious it should have been included in Chromatic Transference rather than being spelled out here. One counterpoint might be that the pamphlet format of these scenarios makes the inclusion of every detail or idea difficult, and that is a legitimate point as far as the format goes. However, it cannot and cannot apply to Chromatic Transference, which has sufficient space for this content were it not the fact that one whole page is taken up with the cross section of the Ukweli-4 research facility that imparts an incredible minimum of information. Half that cross section—and yes, the cross section might have been slightly cramped—and the author would have had the luxury of half a page to give the plot and hook ideas instead of leaving the Warden to do the job that he should have done.

Physically, Chromatic Transference consists mostly of text, primarily because of the limited amount of space in which the author has to play with. However, the big blob of a map dominates the pamphlet and is an intrusive presence.

In terms of its horror, Chromatic Transference is Alien meets H.P. Lovecraft’s ‘The Colour Out of Space’. It is a Lovecraftian horror scenario set in haunted house in space. Which is a decent combination and there is a palpable sense of the unknowable and the weird to the whole affair. The players may have an idea of what it might be, but their characters will not and leaning into the unknowable and the weird will part of the pleasure of playing Chromatic Transference.

Doubtless, some Wardens will be happy with Chromatic Transference as is and will pick it up and do what they want with it. That is very much fine. Yet Chromatic Transference as is, is not a scenario, is not a one-shot, is not fully playable, is not ready-to-run, and is not complete. All it needs is a plot or hook, and Chromatic Transference is then all of those things and thus complete as intended. It is a shame that one big map has to deny the author the opportunity to complete his intended scenario.

—oOo

An Unboxing in the Nook video of Chromatic Transference can be found here.

Saturday, 18 June 2022

Ineffably Alien

What We Give To Alien Gods
 starts in an odd fashion. It starts with advice as to how to use the module, introduces a new optional rule for Conviction—a Player Character’s belief in an idea or concept; discusses the nature of the Triathal language, its trifold glyphs which combine into layers to form sentences and concepts and used by an alien species which did not vocalise; the Xenoconstellations of star patterns used by a cosmic entity as a form of communication; and examples of both the Triathal language and the Xenoconstellations. Certainly, both are brilliantly alien and both will hopefully help the challenge of the Warden imparting the stellar strangeness of What We Give To Alien Gods to her players and their characters. Yet nearly a quarter of the way into the module and the Warden has no idea as what is going on, what the module is about, and what the significance of anything she has just read is.

Which means that What We Give To Alien Gods breaks one of the cardinal rules of a roleplaying scenario. Which is…

Tell the Game Master what the scenario is about upfront.

What We Give To Alien Gods is a scenario for the MOTHERSHIP Sci-Fi Horror Roleplaying Game, the roleplaying game of blue collar Science Fiction Horror, inspired by films such as Outland, Dark Star, Silent Running, and Event Horizon, as well as Alien and Aliens. Hyperspace anomalies, reports of an alien structure, a missing contact, a seemingly telepathic cry for help, or even an inexplicable urge all hook the Player Characters into travelling Gaelar XII, a distant magellanic nebula. Once inside, they must negotiate dense pockets of cosmic dust, ionised gas storms, ship debris, thermal spikes, and more before alighting before a strange structure. Consisting of three immense pillars with a massive cube suspended between the three, which all together rotate as one, this is Maerkithelth, an unfathomably ancient temple to alien god. The Crew can enter any one of the pillars and begin to explore, finding signs of an alien civilisation—tools and devices left lying about, as well as extensive patterns of glyphs. They will also find indications that someone has already beaten them to the temple.

Discovering both the temple and the existence of aliens can have a profound effect upon a MOTHERSHIP Sci-Fi Horror Roleplaying Game, depending on whether or not they exist in the Warden’s campaign. However, even if they already exist, the presence of the Triathals and what they have left behind—especially the Triathal language, will have a profound upon the members of the Crew. This is intentional since the Scientist in the Crew, in particular, one with the Xenoesotericism, Xenomysticism, and Xenolinguitsics, will be translating the Triathal language and learning more and more of just what Maerkithelth contains and is protecting the universe from. Or even protecting the universe from which the Triathal came. There is such an emphasis upon the Triathal language and upon the role of the Scientist in the scenario that it is not like other MOTHERSHIP Sci-Fi Horror Roleplaying Game scenarios, and whilst the author describes it as a “A dungeon-crawl through an alien temple”, it is not that either. Rather, What We Give To Alien Gods is a puzzle crawl, an exploration of an environment that requires elements of a language to be learned in combination with skill rolls and the clues left behind by other explorers. Which obviously places a great deal of emphasis upon the player with the Scientist role. This is not say that the other roles in MOTHERSHIP Sci-Fi Horror Roleplaying Game do not figure in the scenario—and What We Give To Alien Gods does give advice to that end—but the Scientist predominates.

Much of What We Give To Alien Gods is devoted to is describing the interior of the three pillars of Maerkithelth and the almighty cube which hangs between them. It is only after this that we read of a major threat to both the Crew and possibly the universe. Doctor Aislin Grahm has an obsession with the cosmos and Xenomysticism and is driven—or possibly pulled—by whatever Maerkithelth actually contains (or keeps contained). However much like the explanation of what the plot to What We Give To Alien Gods, this does not really become obvious to very later in the book, over two thirds of the book in the listing of the NPCs, and it applies to her as much as it does the other, often very alien NPCs the Crew is likely to encounter.

Which means that What We Give To Alien Gods breaks one of the cardinal rules of a roleplaying scenario. Again. Which is…

Tell the Game Master what the scenario is about upfront.

Yet these are not the only issues with What We Give To Alien Gods and to be fair, they can be overcome as part of the Warden’s preparation. The real issue is with the extra element of preparation. For not only does the Warden have to prepare the scenario, she also has to learn how its puzzles work and learn the Triathal language, enough to be able understand and if not teach it to her players, then guide them through their learning process. In effect, the Warden has to play through aspects of What We Give To Alien Gods in order to really grasp what is going on. Then once prepared, the scenario—as the author advises—requires a lot of buy in upon the part of the players and their characters.

Physically, What We Give To Alien Gods is a solid little book. It has a sense of the ineffable and the alien in its look and use of art, of a place that is not quite like ours, and it is lovely booklet to look at. However, the writing is often succinct and there are no maps of Maerkithelth which might make it easier for the Warden to visualise and then impart that to her players.

Inspired by films and television such as Event Horizon, The Expanse, Interstellar, and Arrival, there is no denying that What We Give To Alien Gods is an ambitious treatment of Cosmic Horror for the MOTHERSHIP Sci-Fi Horror Roleplaying Game. It is conceptually brilliant and the result is fantastically weird and creepy and unsettling, but the effort to get that to the table, that is where What We Give To Alien Gods does not quite deliver.

Saturday, 19 March 2022

Blue Collar Sci-Fi One-Shot III

Since 2018, the
 Mothership Sci-Fi Horror RPG, beginning with the Mothership Sci-Fi Horror RPG – Player’s Survival Guide has proved to be a popular choice when it comes to self-publishing. Numerous authors have written and published scenarios for the roleplaying game, many of them as part of Kickstarter’s ZineQuest, but the publisher of the Mothership Sci-Fi Horror RPG, Tuesday Knight Games has also supported the roleplaying game with scenarios and support of its own. Dead Planet: A violent incursion into the land of the living for the MOTHERSHIP Sci-Fi Horror Roleplaying Game is one such scenario, but Tuesday Knight Games has also published a series of mini- or Pamphlet Modules. The first of these are The Haunting of Ypsilon 14 and Hideo’s World. The third is Terminal Delays at Anarene’s Folly. Where The Haunting of Ypsilon 14 was a traditional ‘haunted house in space monster hunt’ and Hideo’s World, presented a horrifyingly odd virtual world, Terminal Delays at Anarene’s Folly is a locked room—or locked ship—McGuffin hunt against the clock and Player Character cluelessness!

The set-up for Terminal Delays at Anarene’s Folly is simple and requires that the Player Characters possess a ship, especially one suited to carrying large amounts of cargo. They are making one more cargo run when they have to dock and refuel at the remote service station of Anarene’s Folly—which when their troubles begin. Their problem is twofold, at least initially. First, someone, and it is up to the Warden to decide, has placed an experimental planetary colonisation device, ‘volatile warhead of chemicals, biological agents and mutagens’ (a bit like the Genesis Device from Star Trek II: Wrath of Khan) aboard their vessel and they know nothing about it. Second, someone else does, the Space Traffic Controller of Anarene’s Folly, and he is prepared to go to ordinary lengths to get hold of it. This is when the Player Characters’ problems multiply…

First, all of the docking berths on the Anarene’s Folly are in use. Then the Anarene’s Folly seems to target the Player Characters’ ship, and when the Player Characters’ vessel is allowed to dock, the maintenance crews aboard the space station seem really, really insistent on getting aboard the ship and carrying out repairs. Does the Player Characters’ space ship require repairs? Should maintenance crews like that actually be armed? Or are the maintenance crews actually coming aboard for some other reason? If so, then what have the Player Characters down to warrant such interest? Those are all questions that that will be flying the minds of both the players and their characters as the events of Terminal Delays at Anarene’s Folly unfold.

The Game Master is given a large number of tools with which to taunt and even gaslight the players and their characters! These are built around a pair of time lines, one which escalates events on the station, whilst the other tracks the hacking attempts on the players’ ship. Together, they form a count up of escalating events and challenges for the Player Characters which threaten to overwhelm them if they do not deal with each one in turn. Accompanying this are details of the marine’s battle plan (the marines having disguised themselves as the Anarene’s Folly maintenance crews) and the profile of the main NPC the Player Characters will interact with. It is likely that the players and their characters will come to hate him, as he will prove evasive and unhelpful. The Warden can colour this interaction by using the ‘Small Talk Table’ and ‘Improvised Marine Tech Jargon Table’, and further, there is ‘Gaslighting Table’ for essentially confusing the players and their characters… 

Terminal Delays at Anarene’s Folly as written feels very much like the scenario and thus the Warden is setting out to screw with the players and their characters. This is because they are placed in what is essentially a reactive stance from one event to the next in the scenario’s escalating timeline, and that escalating timeline really does require the Warden to keep track of lot. Ideally, this should be set up beforehand as part of the Warden’s preparation. The scenario also feels as if it would benefit from the use of deck plans so that the Warden and players can track where their characters are from scene-to-scene and thus which problems they are trying to deal with at any one moment.

Like Hideo’s World before it, Terminal Delays at Anarene’s Folly is different to other scenarios for Mothership Sci-Fi Horror RPG. Again, it is very much less of a horror scenario than you would normally expect for a roleplaying game which is best known for its Blue Collar Sci-Fi horror one-shots. It is much more of an escalating, against the clock affair where the horror is bureaucratic in nature, its cause unknown for much the scenario. Like Hideo’s World this scenario will need a higher degree of preparation because of its multiple timing mechanisms.

Physically, Terminal Delays at Anarene’s Folly has less of a presence than Hideo’s World primarily because it consists mostly of text. It is broken up into boxes, but it is still text heavy. Lastly, it does need a slight edit in places.

Terminal Delays at Anarene’s Folly is a fairly busy scenario with lots of things that can happen to the Player Characters in quite a confined space—their own spaceship—and piles event after event on them. It requires preparation in terms of what all those events are, but Terminal Delays at Anarene’s Folly is a grueling, often confounding scenario that will test the patience of both players and their characters.

—oOo

An Unboxing in the Nook video of Hideo’s World can be found here.

Saturday, 29 January 2022

Blue Collar Sci-Fi One-Shot II

Since 2018, the Mothership Sci-Fi Horror RPG, beginning with the Mothership Sci-Fi Horror RPG – Player’s Survival Guide has proved to be a popular choice when it comes to self-publishing. Numerous authors have written and published scenarios for the roleplaying game, many of them as part of Kickstarter’s ZineQuest, but the publisher of the Mothership Sci-Fi Horror RPG, Tuesday Knight Games has also supported the roleplaying game with scenarios and support of its own. Dead Planet: A violent incursion into the land of the living for the MOTHERSHIP Sci-Fi Horror Roleplaying Game is one such scenario, but Tuesday Knight Games has also published a series of mini- or Pamphlet Modules. The first of these is The Haunting of Ypsilon 14, the second Hideo’s WorldThe world of the title is virtual, a slickware slickworld game world which has become the last refuge of its designer, Hideo Kieslowski, the Hideo. Originally designed as a console called HypnoDD running slickware and a slickworld intended to be both played whilst sleeping and replace the user’s dreams, the project was a failure and despite attempts to salvage it, Hideo retreated into his creation and has remained there in a drug-induced come for a decade. Now, the slickware running the virtual world is deteriorating, degrading, and in danger of destroying it—and taking Hideo’s mind with it. In order to find that mind, the Player Characters will have to plug directly into the interface, and once inside the HypnoDD’s slickworld, move as quickly as they can.

The first thing that strikes the reader about Hideo’s World is the format. It is done as a double-sided tri-fold brochure on pale pink card. In fact, the card is stiff enough for the scenario to stand up right on its own, but open up the folder and the second thing that reader about Hideo’s World is the graphic design. The beginning location, the Plaza, is a virtual menu placed around a Communications Tower takes centre stage in the middle panel. The four options—or doors—on the menu are presented on the left-hand and right-hand panels consists of Settings, Game, Shop, and Home, and each of these has further options, as does the Communications Tower. A separate lists the things that the Player Characters might encounter in Hideo’s World, including Bugs (in the system), and Raiders—hackers, fans of Hideo’s come to see his world one last time, and so on, and Mister Goodnight™, an internal program and moon-headed mascot of PacyGen Pharmaceuticals & Soft Drinks Company which has a love-hate relationship with Hideo... Mister Goodnight™ is the primary NPC in Hideo’s World and ideally the Warden should really go to town in portraying him. On the back of the pamphlet, the Warden is provided with tables of Glitches, Textures, and Adverts with which to colour the world around the Player Characters as they explore and examine its limits.

The scenario begins with the Player Characters arriving in the Plaza and beginning to explore the Options available to them via the four virtual menus. Of the four options, Home is the one that the Player Characters need to access, as it should lead to the short where Hideo’s mind resides. However, a stretch of the Glitch Sea lies between the Plaza and Hideo’s Home. The players and their characters must then work out a way to get over there and explore the tower. It is primarily a puzzle scenario into which the Warden can throw the occasional spanner into the works with an NPC or a strange effect or a Glitch. The latter are important because the more of them there are, the greater the stress caused to the sleeping Hideo, the more likely he is to panic and so cause parts of his Slickworld to collapse around him... This gives Hideo’s World its countdown mechanism, though the players and their characters will initially be unaware of it.

Hideo’s World is different to other scenarios for Mothership Sci-Fi Horror RPG. To begin with, it is a puzzle adventure and then it very much less of a horror scenario than you would normally expect for a roleplaying game which is best known for its Blue Collar Sci-Fi horror one-shots. It is instead a puzzle scenario, not quite in the vein of the text adventures, but certainly giving a nod to them. The scenario is also more of a funhouse adventure with a lot of randomly generated elements for the Warden to pitch at her players. As a consequence, Hideo’s World is simply not as dangerous a scenario as the more obviously horror-based scenarios for Mothership Sci-Fi Horror RPG.

The second thing which strikes you about Hideo’s World is that just like The Haunting of Ypsilon 14 before, the Warden will need to undertake a high degree of preparation in order to run it. The brevity of the format means that none of the NPCs have stats, but they can be provided. The major omission is the lack of motivations or reasons for the Player Characters to get involved, and the difficulty for the Warden in devising any such reason or motivation is compounded by the different nature of the scenario. It is not a traditional Mothership Sci-Fi Horror RPG scenario and so the traditional types of set-up found in Blue Collar Sci-Fi will be challenging to use. Perhaps a family member wants to rescue him or a corporation wants the knowledge that might be hidden in his Sliceworld?

Physically, Hideo’s World is definitely a scenario with physical presence, despite its relative slightness. If the cover illustration is underwhelming, the map-illustration of the Plaza is good and the cross section of the Tower that is Hideo’s Home is serviceable. It is actually a pity that the map-illustration of the Plaza is numbered because unnumbered it could be shown to the players. Lastly, it does need a slight edit in places.

Hideo’s World is a fairly busy scenario with lots of things that can happen to the Player Characters in quite a confined space and not all of them of any consequence. So it requires preparation in terms of what everything does and detailing NPCs and motivations, and so on. Wacky more than weird, hare-brained than horrifying, Hideo’s World is a funhouse puzzle adventure that pushes Mothership Sci-Fi Horror RPG in an unexpected and not as easy to use direction.

—oOo

An Unboxing in the Nook video of Hideo’s World can be found here.

Saturday, 2 October 2021

Blue Collar Sci-Fi One-Shot I

Since 2018, the Mothership Sci-Fi Horror RPG, beginning with the Mothership Sci-Fi Horror RPG – Player’s Survival Guide has proved to be a popular choice when it comes to self-publishing. Numerous authors have written and published scenarios for the roleplaying game, many of them as part of Kickstarter’s ZineQuest, but the publisher of the Mothership Sci-Fi Horror RPG, Tuesday Knight Games has also supported the roleplaying game with scenarios and support of its own. Dead Planet: A violent incursion into the land of the living for the MOTHERSHIP Sci-Fi Horror Roleplaying Game is one such scenario, but Tuesday Knight Games has also published a series of mini- or Pamphlet Modules. The first of these is The Haunting of Ypsilon 14. During a routine cargo job to a remote asteroid mining base, the Player Characters learn that one of the workers has disappeared. Then as they complete the delivery, one by one, the rest of the workers begin to disappear. What is happening to the mine workers on Ypsilon 14—and are the Player Characters next?

The first thing that strikes the reader about The Haunting of Ypsilon 14 is the format. It is done as a double-sided tri-fold brochure on bright yellow card. In fact, the card is stiff enough for the scenario to stand up right on its own, but open up the folder and the second thing that reader about The Haunting of Ypsilon 14 is the graphic design. At the top of the middle panel is a black box which reads ‘START HERE’ with an arrow pointing to the first location, Docking Bay 2, and then via the AIRLOCK to the second location, the WORKSHOP, and from there to the other locations in the scenario. Each location is given a box containing a description and an icon or two to indicate what might be found there, such vents and beds for the QUARTERS area. What the graphic designer has done here is combine the floorplans of the Ypsilon 14 mining facility with the description of the Ypsilon 14 mining facility. It is an incredibly economic piece of graphic design.

Whilst the Mothership Sci-Fi Horror RPG is not the Alien or Aliens roleplaying game anew—there is after all, Alien: The Roleplaying Game for that—it very much shares the same Blue Collar Science Fiction Horror subgenre and inspirations. And so does The Haunting of Ypsilon 14. The scenario is, like Alien, a haunted house horror film in space, with first the NPCs and then the Player Characters, being stalked and taken by something unknowably alien. The crew aboard the mining facility even have cat, which can be used to add suspense and even herald the appearance of the scenario’s monster—much like Jones in Alien. When encountered the alien will be genuinely creepy, and definitely worthy of a scare or two in the low lighting of the mining facility. Whilst the main areas of the mining facility are detailed on the inside of the tri-fold brochure, the NPCs are listed and the monster fully detailed on the back, as is a set of three (well, two actually) clues—which come in the form of audio cassettes or logs—which can be found throughout Ypsilon 14. (Ideally, the Warden should record these ahead of time to play to her players when they find them, or even better, have someone else record them so that it is not just the Warden reading them out.)

The Haunting of Ypsilon 14 is designed as a one-shot, a horror film in which few—if any—of the cast is expected to survive. It is also designed to be easy to pick and run, with relatively little preparation required. The limited space of its format and economy of words facilitates both features, but creates its own problems at the same time. Advice for the Warden is light, primarily telling her to roll randomly to see which NPC disappears every ten minutes or so of game time and the various NPCs are very lightly sketched out. Now this does leave plenty of scope for the Warden to improvise, perhaps allowing a scene or two for each of the NPCs to shine before they are bumped off, but for a less experienced Warden, a little more preparation may be required.

However, there is a bigger issue with The Haunting of Ypsilon 14 and that is Player Character motivation. There are no ideas or suggestions as to why the Player Characters and their starship would actually stay at the mining facility once their cargo ‘job’ is complete. Is the crew dropping off or picking up—or both? Opting for the latter two options might be a way to keep the crew on-site as its starship is slowly loaded with ore, but the Warden will have to devise some motivations for the crew if not. Of course, since The Haunting of Ypsilon 14 is designed as a one-shot anyway, why not go ahead and create a set of ready-to-play Player Characters, complete with motivations?

Physically, The Haunting of Ypsilon 14 is definitely a scenario with physical presence, despite its relative slightness. It has just the one illustration and it needs a slight edit in places, but its graphical layout is excellent. The combination of its simple presentation and the familiarity of its plot, does mean though, that The Haunting of Ypsilon 14 is easy to adapt to other roleplaying games—even other roleplaying games within the Blue Collar Science Fiction Horror subgenre.

For the Warden ready to improvise and run a scenario on the fly, The Haunting of Ypsilon 14 is a low preparation, easy to pick up and play scenario, whilst for the less experienced Warden, The Haunting of Ypsilon 14 will require more preparation, but either way, the Warden may want to create some pregenerated characters and motivation to help pull the players and their characters into the events on The Haunting of Ypsilon 14. However, the Warden sets it up, The Haunting of Ypsilon 14 serves up a creepy even weird dose of body horror in a classic haunted house horror in space!

Friday, 1 January 2021

Reviews from R'lyeh Post-Christmas Dozen 2020

Since 2001, Reviews from R’lyeh have contributed to a series of Christmas lists at Ogrecave.com—and at RPGaction.com before that, suggesting not necessarily the best board and roleplaying games of the preceding year, but the titles from the last twelve months that you might like to receive and give. Continuing the break with tradition—in that the following is just the one list and in that for reasons beyond its control, OgreCave.com is not running its own lists—Reviews from R’lyeh would once again like present its own list. Further, as is also traditional, Reviews from R’lyeh has not devolved into the need to cast about ‘Baleful Blandishments’ to all concerned or otherwise based upon the arbitrary organisation of days. So as Reviews from R’lyeh presents its annual (Post-)Christmas Dozen, I can only hope that the following list includes one of your favourites, or even better still, includes a game that you did not have and someone was happy to hide in gaudy paper and place under that dead tree for you. If not, then this is a list of what would have been good under that tree and what you should purchase yourself to read and play in the months to come.

—oOo—

Arcanist Press ($24.95/£18.50)
There can be no doubt that 2020 has been a fractious year and a year in which no subject matter has been more contentious than that of Race. So it was inevitable that questions about ‘Race’ and the stereotypes that the concept of ‘Race’ in roleplaying games such as Dungeons & Dragons enforces would be asked. Does a Gnome always live the forest and have an affinity for illusion magic? Does a Dwarf always have a beard, hate Goblins, and be trained as a smith, stonemason, or brewer? Why are there only Half-Orcs and Half-Elves? On the one hand, the answer is ‘yes’, because that is the way that it has always been—and in your Dungeons & Dragons campaign, there is nothing wrong in keeping it that way. On the other hand, the answer is a firm ‘no’. If you want your half-Orc to grow up amongst Halflings and have led a gentler life, or your character to have an Elf father and a Tielfling mother, than that is equally as acceptable. Ancestry & Culture: An Alternative to Race in 5e is a supplement which explores and addresses the issue of ‘Race’ in Dungeons & Dragons, Fifth Edition, providing options for you to create and play the types of characters that not only break the mold set by almost fifty years of Dungeons & Dragons history, but are the types of character you want to play.

Free League Publishing ($54.50/£39.99)
Few starter sets for any roleplaying game come as packed as that for Alien The Roleplaying Game, the ‘Blue Collar’ Science Fiction-Horror roleplaying based on the films Alien, Aliens, and more. A rulebook, a complete scenario in ‘Chariot of the Gods’, a full-colour double-sided map showing charted space and starship plans, plus reference cards and counters, everything necessary to play a game of existential dread and horror in the isolation of deep space, all complicated by the personal agendas of the crew. Not only is the Alien The Roleplaying Game – Starter Set well appointed, it is superbly illustrated, in turns creepy and horrifying, and its mechanics—a variant of Free League Publishing’s Year Zero system—are designed to drive Player Character Stress up and up, first into hypercompetence, and then into panic and dread. Panic and dread that can spread and escalate… Lastly, the Alien The Roleplaying Game – Starter Set can be used to run Destroyer of Worlds, a scenario involving the Colonial Marines.

Chaoisum, Inc. ($39.95/£29.99)
2020 was a great for the Jonstown Compendium, Chaosium, Inc.’s community content programme for RuneQuest: Roleplaying in Glorantha and other roleplaying games set in Glorantha. One of the best is Six Seasons in Sartar: A Campaign for RuneQuest: Roleplaying in Glorantha, a complete introductory campaign set in Glorantha designed to take characters from children through initiation and into their first few seasons as adults among an isolated clan in Sartar. It is also a complete description of this clan and the Player Characters’ place in it, an initiation for the Player Characters, their players, and the Game Master into the mysteries of Glorantha, and more. Fundamentally though, it is a campaign which takes the players and their characters step-by-step into the setting of Glorantha before forcing them into a confrontation with events from wider world beyond their vale. Six Seasons in Sartar: A Campaign for RuneQuest: Roleplaying in Glorantha is a fantastic introduction to a fantastic world, one of the first titles a prospective Game Master of RuneQuest: Roleplaying in Glorantha should purchase from the Jonstown Compendium.

Evil Hat Games ($39.99/£29.99)
The influence of the Cthulhu mythos continues to ripple through the gaming hobby to spread and warp the options available when it comes to Lovecraftian investigative roleplaying. When it reached FATE Core, it did something completely different. It combined the Cthulhu Mythos with a ‘going back in time to save the world’ plot a la The Terminator not once, not twice, but five times! In FATE of Cthulhu, the End Times have come about and the survivors have made sacrifices to Yog-Sothoth to be able to go back before the disaster which befell humanity and perhaps foil its most twisted members in their attempt to welcome their inhuman masters back into the world. Whether it is Cthulhu, Dagon, Shub-Nigggurath, Nyarlathotep, or the King in Yellow, FATE of Cthulhu includes five timelines—or campaigns—which the investigators must go back to and disrupt the five events of which lead up to each of the Old One’s calamitous appearance, in the process facing not just the sanity-draining revelations of the true nature of the cosmos and mankind’s place in it, but also the potentially, physically corruptive effect of being exposed to it. FATE of Cthulhu is a more action-orientated, more direct, and more upfront about its confrontation with the forces of the Mythos and all the more refreshing for it.

Forty years after the publication of Cyberpunk 2.0.2.0., the classic Cyberpunk roleplaying game returns in the form of Cyberpunk RED, set three decades before the computer roleplaying game, Cyberpunk 2077, also released this year. As well as improving and streamlining the mechanics—still familiar from the previous editions of the game—Cyberpunk RED pushes the timeline on two decades, into a post-mega-corp future where nation states are pushing back against rampant corporate influence, but the world, and the punk on the street, still has to deal with the fallout (sometimes literally)  from the Fourth Corporate War. Solos still provide jacked up, cybered muscle and cyber-eye targeting handguns to bring force and leverage to a situation, Media reports and now ‘makes’ the (fake) news, Execs represent cooperate interests, and Netrunners jack in and hack the post-NET world to steal data, sabotage, monitor, and more. Cyberpunk RED provides background, cyberware, streamlined and updated rules, solid advice on running the game and game types, and more to run a campaign on the edge, in a book which will look as good on the coffee table as on your shelf.

Free League Publishing ($39.99/£27.99)
Stripped back to a stark brutalism, MÖRK BORG is a pitch-black pre-apocalyptic fantasy roleplaying game which brings a Nordic death metal sensibility to the Old School Renaissance. At the end of the world, there is one last dark age before all of the miseries come to pass as predicted by The Two-Headed Basilisks in which Fanged Deserters, Gutterborn Scum, Esoteric Hermits, Heretical Priests, Occult Herbmasters, and Wretched Royalty pick over the last remnants of civilisation on an island surrounded by an icy sea and as rotten as they are, make last grasps at heroism and their humanity, undertaking strange missions and tasks from the high and mighty, from The Two-Headed Basilisks’ gothic cathedral in Galgenbeck and Blood-countess Anthelia’s limestone palace, to the fields of death in Graven-Tosk and the barren wastes of Kergüs. From the doomed setting to the ultra-light mechanics, all of MÖRK BORG is wrapped up in vibrant washes of neon colour, splashes of sticky red blood, and stabs of polished silver, in what is an anguished scream of a game.

Like the superlative Harlem Unbound: A Sourcebook for the Call of Cthulhu and Gumshoe Roleplaying Games—arguably the best supplement of 2017—before it, An Inner Darkness is a supplement for Call of Cthulhu, Seventh Edition which explores the darker side human history during the Jazz Age. Thus, the anthology’s subject matters include child exploitation, sexual assault, mob violence, nativism, religious persecution, and racial discrimination, which is why it carries a Reader Advisory and that despite the fact that it also deals with cosmic horror which can drive the Investigators mad. This is an undeniably an adult, or at least a mature, gamer’s book and is unflinching in its treatment of its subject matters. Never more so that in ‘A Fresh Coat of White Paint’ which draws parallels between the treatment of immigrants now and then, ‘A Family Way’ which forces the investigators to confront the terrible consequences of sexual assault, and in ‘Fire Without Light’ that explores the aftermath of the Tulsa Race Riots of 1921. All six scenarios are uncomfortable to both run and play, forcing Keeper and player alike to confront the horror of our actual history as well as the horror of the Mythos. They should be no less memorable for either the history or the horror.

Games Omnivorous ($25/£20)
Mausritter is a little game about little heroes in a big world. In this rules-light fantasy adventure role-playing game, each player character is a brave mouse adventurer, faced with a dangerous world in which there is threat to mouse-kind under every log and in every bush. Rush nose-first into every situation, and a mouse is sure to come to a short, but nasty end. By being clever and brave and lucky, a mouse can overcome the dangers the world presents to him, find a solution to the problem threatening his community, and perhaps become a hero in doing so. Mausritter is fast to set-up and fast to play—all too fast if a mouse is foolish, or just plain unlucky—and presents a world we recognise from above, which become a big challenge from below when faced at mouse scale. As well as simple mechanics, Mausritter employs an innovative inventory system which streamlines what and how many things a mouse is carrying and brings a clever mechanical effect into play when a mouse suffers from conditions such as Hungry or Injured. The Mausritter book also includes an adventure location to explore and a mouse kingdom base a campaign in. All wrapped up in a totally charming little book.

* (In the interests of transparency, I did edit the new edition of Mausritter.)

Chaosium, Inc./Troupe Games ($35/£25.99)
2020 was a great for the Jonstown Compendium, Chaosium, Inc.’s community content programme for RuneQuest: Roleplaying in Glorantha and other roleplaying games set in Glorantha. One of the best is Six Seasons in Sartar: A Campaign for RuneQuest: Roleplaying in Glorantha, a complete introductory campaign set in Glorantha designed to take characters from children through initiation and into their first few seasons as adults among an isolated clan in Sartar. However, the Jonstown Compendium was so good that it did it all over again with Valley of Plenty, a starter campaign not for RuneQuest: Roleplaying in Glorantha, but for QuestWorlds (previously known as  and compatible with HeroQuest: Glorantha), but very much still set in Sartar. The first part of The Jaldonkillers Saga, which will take the player characters from the idyll of their childhood through the sundering of their tribe and beyond to its reconstitution in exile and then the efforts made to retake both their tribe’s lands and glory. Use of the QuestWorlds mechanics enables the campaign to narratively scaled to the characters and the campaign is very well supported in terms of its background and setting. This is another great introduction to roleplaying in Glorantha, which takes both players and their characters step-by-step into the setting, its mythology, and drama.

Aliens: Another Glorious Day in the Corps
Gale Fore Nine, LLC ($60/£44.99)
Aliens: Another Glorious Day in the Corps—or just another bug hunt—puts the players in command of Vasquez, Hicks, Ripley, and others, colonial marines or civilians as they land on and then investigate the strangely empty facility of Hadley’s Hope, looking for survivors, and answers… All too quickly they find out what happened as swarms of relentless monsters from hell which capture you for who knows what reason, have acid for blood, and if not capturing you, then ripping you apart, erupt from the walls and swarm towards you. The colonial marines are trained for anything, but not this and they had better keep their cool and stay frosty in this tense, co-operative, tactical standoff against an implacable, alien foe. The players work together against the board, whether on a bug hunt, or one of several missions which form a campaign. Aliens: Another Glorious Day in the Corps is richly appointed with reversable maps, character cards for members of the Aliens cast, equipment, and more, including miniatures for Ripley, Newt, five of the colonial marines, and xenomorphs. Aliens: Another Glorious Day in the Corps brings the science fiction-horror of Aliens to the table and lets you play out the tense standoff and cat and mouse action horror of the film.

Based on the work of Swedish illustrator and author Johan Egerkrans, Vaesen – Nordic Horror Roleplaying takes you into a dark Gothic setting of the nineteenth century, one steeped in Nordic folklore and old myths of Scandinavia. Long have the vaesen—familiars, nature spirits, shapeshifters, spirits of the dead, and other monsters lived quietly alongside mankind, for mankind knew their ways and the vaesen understood ours, but as the century wanes, the Mythic North is changing. The young are moving to the cities, the cities are industrialising, and the old ways are being forgotten, but not by the vaesen—and they are becoming unruly and dangerous. As members of the newly refounded The Society, the player characters have the gift of the Sight, able to see the vaesen and despite all possessing their own dark secrets have decided to band together and protect mankind against the threat posed by the vaesen. Whatever mystery presents itself to them, whatever horror or suspense they must suffer, the player characters must find a solution to the disruption caused by the vaesen, a solution that requires means other than brute force. Vaesen – Nordic Horror Roleplaying is a beautiful game, oozing atmosphere and hiding secrets for the player characters to discover, secrets forgotten in this very modern, industrial age.

Dissident Whispers is an anthology of fifty-eight two-page adventures for roleplaying games as diverse as Basic/Expert Dungeons & Dragons, The Black Hack, Dungeon Crawl Classics, Dungeons & Dragons, Fifth Edition, Electric Bastionland, Mausritter, MÖRK BORG, Mothership Sci-Fi Horror RPG, Trophy Gold, Troika!, The Ultraviolet Grasslands, and more, including many systems neutral adventures. It has been put together by an international and diverse range of authors, designers, editors, and illustrators. So it includes ‘Graktil – The Citadel that Crawls’,  a hallowed scorpion corpse turned mobile goblin fortress; ‘Snake Temple Abduction’, the partly flooded dungeon home to a medusa queen; and ‘Necropolis of Pashtep’, an Aztec-themed puzzle dungeon. For the Mothership Sci-Fi Horror RPG, ‘Hideo’s World’ turns the player characters virtual, whilst ‘Flails Akimbo’ for MÖRK BORG has the player character wake up with their weapons nailed to their hands, and… There is so much to dig into in Dissident Whispers, in truth not all of it necessarily the best quality. However, there are plenty of adventures here that are worth the price of admission and of the adventures that are not worth that, there are many here that are worth rescuing or plundering for ideas. Last and best of all, every purchase of Dissident Whispers goes towards the support of the Black Lives Matter movement.

Saturday, 26 September 2020

Grindhouse Sci-Fi Horror

Dead Planet: A violent incursion into the land of the living for the MOTHERSHIP Sci-Fi Horror Roleplaying Game is many things. It is a lost ship to encounter and salvage and survive—and even steal. It is a means to create the layout of any starship you care to encounter. It is a moon to visit, a hellhole of auto-cannibalism, desperation, and caprinaephilia. It is a list of nightmares. It is a planetcrawl on a dead world including a bunker crawl five levels deep. It is a weird-arse incursion from another place, which might not or not be hell. It is all of these things and then it is one thing—a mini campaign in which the Player Characters, or crew of a starship, find themselves trapped around the dead planet of the title. Desperate to survive, desperate to get out, how far will the crew go in dealing with the degenerate survivors around the dead planet? How far will they go in investigating the dead planet in order to get out?

Published by Tuesday Knight Games, Dead Planet: A violent incursion into the land of the living for the MOTHERSHIP Sci-Fi Horror Roleplaying Game is the first supplement for MOTHERSHIP Sci-Fi Horror Roleplaying Game, which does Science Fiction horror and action. The action of Blue-Collar Science Fiction such as Outland, the horror Science Fiction of Alien, and the action and horror Science Fiction of Aliens. It works as both a companion and a campaign for MOTHERSHIP, but also as a source of scenarios for the roleplaying game. This is because it is designed in modular fashion built onto a framework. This framework is simple. The starship crewed by the Player Characters suffers a malfunction and is sucked into a star system at the heart of which is not a sun, but a dead planet upon which stands a Dead Gateway which spews dark, brooding energy from somewhere else into our universe. The crew is unlikely to discover this until later in the campaign, by which time they will have encountered innumerable other horrors and nightmares. With their ship’s jump drive engines malfunctioning and the ship itself damaged, the crew find themselves floating through a ships’ graveyard of derelicts. Could parts be found on these ships? How did they get here—was it just like their own ship? And where are their crews? Close by is a likely ship for exploration and a boarding party.

Beyond the cloud of derelict ships is a moon and this moon is a community of survivors. How this community has survived is horrifying, it having to degenerated into barbarism, to a point of potential collapse. Indeed, the arrival of the Player Characters is likely to drive the factions within the community to act and send it to a tipping point and beyond. Not everyone in the community welcomes their arrival, and even those that do, do so for a variety of reasons. However, in order to interact with the community, the Player Characters are probably going to have to commit a fairly vile act—and do so willingly. This may well be a step too far for some players, though it should be made clear that this act is not sexual in nature and will be by the Player Characters against themselves individually rather than against others. Nevertheless, it does involve a major a major taboo, and whilst that taboo has been presented and explored innumerable times onscreen, it is another matter to be confronted with it in as a personal a fashion as Dead Planet: A violent incursion into the land of the living for the MOTHERSHIP Sci-Fi Horror Roleplaying Game does.

Then at last, there is the Dead Planet itself. This is a mini-hex crawl atop a rocky plateau with multiple locations. Not just the source of the system’s issues, nightmares, and madness, but a swamp, a crashed ship, wrecked buildings, a giant quarry, and more. Most of these locations require relatively little exploration, only the deep bunker of the Red Tower does. Plumbing its depths may not seem the obvious course of action for some players and their characters, but it may contain one means of the Player Characters escaping the hold that the Dead Planet has over everyone. Certainly, the Warden—as the Game Master in Mothership is known—may want to lay the groundwork in terms of clues for the Player Characters to follow in working out how they are going to escape.

Taken all together, these parts constitute the mini-campaign that is Dead Planet: A violent incursion into the land of the living for the MOTHERSHIP Sci-Fi Horror Roleplaying Game. Separate these parts and the Warden has extra elements she can use in her own game. So, these include sets of tables for generating derelict ships and mapping them out, jump drive malfunctions, weapon and supply caches, colonists and survivors, luxuries and goods found in a vault, and nightmares. All of these can be used beyond the pages of Dead Planet, but so could the deck plans of the Alexis, an archaeological research vessel, the floor plans of the bunker, and so on. Not too often, and likely not necessarily if Dead Planet has been run.

Physically, Dead Planet: A violent incursion into the land of the living for the MOTHERSHIP Sci-Fi Horror Roleplaying Game is like MOTHERSHIP itself, a fantastic exercise in use of space and flavour of writing. However, the cost of this wealth of detail is that text is often crammed onto the pages and can be difficult to read in places. It also needs a slight edit. The maps are also good, though artwork is unlikely to be to everyone’s taste.

Dead Planet: A violent incursion into the land of the living for the MOTHERSHIP Sci-Fi Horror Roleplaying Game is very good at what it does and it is exactly the MOTHERSHIP Sci-Fi Horror Roleplaying Game needed—more of the near future setting, the monsters, and the horror that it hinted at. Dead Planet goes further in presenting a mini-campaign and elements that the Warden can use in her own game, although it is still not what MOTHERSHIP Sci-Fi Horror Roleplaying Game really needs and that is the MOTHERSHIP Sci-Fi Horror RPG – Warden’s Horror Guide. As a horror scenario, the set-up in Dead Planet is both creepy and nasty, but definitely needs the input of the Warden to bring it out. There is no real advice in Dead Planet for the Warden, and both it and its horror will benefit from being in the hands of an experienced Referee, if not an experienced Warden.

Dead Planet: A violent incursion into the land of the living for the MOTHERSHIP Sci-Fi Horror Roleplaying Game is a nasty first expansion for MOTHERSHIP Sci-Fi Horror Roleplaying Game, and that is exactly so delivers on the horror and the genre action first promised in the MOTHERSHIP Sci-Fi Horror Roleplaying Game. Ultimately though, the horror in Dead Planet: A violent incursion into the land of the living for the MOTHERSHIP Sci-Fi Horror Roleplaying Game is not for the fainthearted, being a Grindhouse Sci-Fi combination of Texas Chainsaw Massacre and Event Horizon.

Friday, 1 March 2019

Blue Collar Sci-Fi Horror

It is over twenty-five years since the hobby had a roleplaying game set in the same universe as the films as Alien and Aliens. The roleplaying games the Aliens Adventure Game, published by Leading Edge Games in 1991. Now the Mothership Sci-Fi Horror RPG is not the Alien or Aliens roleplaying game anew, but a Science Fiction roleplaying game in which a starship crew must survive the horrors of outer space, of confronting the unknown on worlds yet unexplored, of salvaging derelict spaceships and discovering what drove its crew to abandon their vessel, and of being terrorised by aliens intent on using them as incubators for their eggs. This is a roleplaying game of blue collar Science Fiction, of films like Outland, Dark Star, Silent Running, and Event Horizon, as well as Alien and Aliens.

Published by Tuesday Knight Games, Mothership Sci-Fi Horror RPG looks like a thick fanzine. Even at forty-four pages, its content is rather cramped, but around some rather scrappy illustrations, Mothership Sci-Fi Horror RPG – Player’s Survival Guide covers character creation, game mechanics and combat, handling stress and panic, and all you need to know about the starships. There is no specific background supplied for Mothership, but any Warden—as the Game Master is known in Mothership—should be able to develop something of her own with relative ease.

As presented in Mothership Sci-Fi Horror RPG – Player’s Survival Guide, this is a Class and Level roleplaying game. Characters are defined not only by their Class and Level, but also their Attributes and Saves, Skills, and how they react to Stress and Panic. The four Classes are Teamsters, Scientists, Androids, and Marines; the four Attributes are Strength, Speed, Intellect, and Combat; and the four Saves are Sanity, Fear, Body, and Armour. Character creation is a matter of rolling six ten-sided dice for the attributes, picking a Class, noting down various values, and finally choosing some skills. These come rated at Trained, Expert, and Master levels, indicating the bonus they grant to any roll. Each Class starts off with the same basic skills in addition to giving some options and some points with which to take more skills or improve those already known. No character begins play with any skill at Master level, but will typically have one skill at Expert level as well as a handful at Trained. Lastly, there is the matter of the Loadout, the equipment they start play with. There are four to choose from—Excavation, Exploration, Extermination, and Examination. A character also receives a random patch and a random trinket.

Character generation is simple and quick, taking no more than five minutes if you take your time. What speeds it up is the fact that the process is actually built into the character sheet. In a clever piece of graphic design, character generation can be done on the page. All a player has to do is go through five steps following a flowchart and he is done in minutes without any real reference to the Player’s Survival Guide. It is as simple as it is impressive.

Our sample character is an Android currently owned by Rasmussen Salvage Rights, a husband and wife, now husband and wife and android salvage team, which operates a salvage scow called the Mother’s Pride. She is a reconditioned Matsui-Poulton Class-12 model who has been named Sindy, a name that everyone laughs at for reasons she does not understand. Her current tasks involve computer operations aboard ship as well as tending to the hydroponics bays. Sindy sense that that is something that is missing from her programming, something that her owner is not telling her. Unfortunately she cannot break into certain files on the computer. Nor can she answer why is wearing a DNR Beacon Necklace and who it belonged to. In her spare time, she has been searching for answers in religious texts.

Name: Sindy
Class: Android Level: 1
Attributes
Strength: 36 Speed: 43 Intellect: 53 Combat: 32
Saves
Sanity: 20 Fear: 85 Body: 40 Armour: 25

Stress: 2 Resolve: 0 Health: 72

Skills
Trained (+10%): Computers, Hydroponics, Linguistics, Mathematics, Theology
Expert (+15%):; 
Master (+20%)

Loadout: Excavation Trinket: DNR Beacon Necklace  Patch: #1 Worker 

Notes
Fear saves made in the presence of Androids have disadvantages.

In terms of mechanics, Mothership is a percentile system. Rolls are either made against an attribute or an attribute plus an appropriate skill. If a character has the Advantage in a situation, his player rolls twice and keeps the best result, but rolls twice and keeps the worst result if the character is at a Disadvantage. Rolls of doubles are counted as critical successes or fumbles depending upon if the roll is a success or a failure.

Saves represent a character’s reaction to bad situations and his ability to survive against the horrors of space. Again, they are percentile rolls. If a Save is failed, a character gains Stress and potentially other effects too. For example, when a character is shot at, his player makes an opposed roll of his character’s Armour Save against his opponent’s Combat roll. If the Armour Save roll is failed, not only does the character gain Stress, he also takes damage. Making a Save with a critical success and a character will gain some other benefit, such making better use of cover in combat or gaining insight into a situation. Fail it with a critical fumble and a player will have to make a Panic roll. This requires a Stress Check, a roll of two ten-sided dice against the character’s current Stress. If the player rolls over his character’s current Stress, he succeeds, the character loses a little Stress, but if it fails, the player needs to roll on the Panic Effect table. This is another roll of two ten-sided dice, but modified by the character’s Resolve score. It can result in the character being struck by crippling fear, gaining a nervous twitch, or even suffering an Adrenaline rush. 

Although it  is possible to gain relief from Stress through rest, but this will only be a few points, if that, at a time. Instead, there is a constant chance of a character gaining, whether from when the ship a character is in is hit, going without food and water, from certain locations and creatures, and so on. So it is likely that a character will be constantly accumulating Stress. The Panic Rolls will be occurring when the ship a character is in suffers a critical hit, he sees another character die, encountering a strange and terrifying alien, and so on. The There is some balancing between them across the four Classes, so that the Android has a better Fear Save, the Scientist a better Sanity Save, the Marine a better Combat Save, and so on, but the Save mechanics in Mothership are designed to be unforgiving.

Combat itself is pretty straightforward, generally involving Combat versus Armour Save opposed rolls. Weapons are as deadly as you would expect and include a mixture of military small arms as well as utility devices which in an emergency could be used as weapons, like rigging guns and hand welders. Where the rules for character creation, combat, stress, and panic are all relatively simple, those for starship creation are less so. Starships are treated basically like characters, but do require working through a step-by-step design process and a fair bit of arithmetic and balancing of numbers. The rules also cover starship travel as well as starship combat, which works mostly like personal combat.

In addition, there are rules for handling and hiring mercenaries and running them in combat. This includes multiple roles, so starship crew as well as soldiers. The Warden can also roll for their motivation and some sample Scum—cheap and barely competent—are given as quick and dirty examples.

And this is all that the Mothership Sci-Fi Horror RPG – Player’s Survival Guide covers. There is no advice for the Warden, no background, no threat or dangers defined, and no campaign set-ups. The sample mining ship lends itself to a certain type of campaign, working class and blue collar much like Alien, whilst the inclusion of the Mercenaries rules lends themselves to not only providing a military sci-fi campaign like Aliens, but also provides a ready source of NPCs. Yet what the rules do not allow is for characters to be created straight out of the book with the ability to command a ship. So a character is always going to be a member of the crew, not its captain, at least initially. This is despite the fact that the players are going to be running the ship anyway. Similarly, for all that Mothership is a horror roleplaying game, there is not a great deal beyond environmental dangers to be horrified about.

In terms of design and presentation, Mothership Sci-Fi Horror RPG – Player’s Survival Guide could have been better. The design of the character with its flowchart for character creation is undeniably clever, but it is not as effectively carried out in other parts of the rules. There is one for combat on the Player’s Cheat Sheet on the book’s back cover, but not one for panic and stress. The one for starship design is too cramped to be of easy use. It needs an edit in places and the layout could have been better organised. That said, there are plenty of examples throughout that do show how the mechanics work as much as they hint at what the sort of threats the characters might face.

As rough as it is around the edges, there is a great to like about Mothership Sci-Fi Horror RPG – Player’s Survival Guide. Its look and its mechanics effectively evoke the film sources it draws very heavily from, the blue collar Science Fiction movies of the seventies and eighties, but it leaves the Warden left wanting more—a lot more—when it comes to taking both characters and rules up against the type of horror it wants to portray. If the players have the Mothership Sci-Fi Horror RPG – Player’s Survival Guide, then the Warden deserves her own Mothership Sci-Fi Horror RPG – Warden’s Horror Guide. Although the Mothership Sci-Fi Horror RPG is not the Alien or Aliens roleplaying game, it is a very good evocation of its genre and its aesthetic.