Showing posts with label Mothership. Show all posts
Showing posts with label Mothership. Show all posts

Monday, 16 June 2025

Coconut Tree Wellness Centre


Work has been slow on SPILT MILK between other jobs but it's coming along. I'm pretty confident about the first case, and I think about half of the phonebook is in a playable state. But as I keep bemoaning, it doesn't work until the whole thing is ready and all d100 phone numbers work.

Let's call one of them now, shall we?

015 COCONUT TREE WELLNESS CENTRE. Combination spa and therapist. Well maintained, expensive furniture, lots of houseplants. Soft slide guitar music plays in the background, under the gentle sound of the raindrops from outside. 

Healer Kim Ng wears floral silk shirts under a lab coat, and large round glasses that magnify her freckles. She is very nice but not very good at her job. Unlicensed by PacyGen Soft Drinks and Pharmaceuticals, she is unable to prescribe medication. 

100cr per session, paid up front. At the end of your last session Sanity save vs therapy, one reroll allowed per session taken, compounding any Stress gained. Relieve 1d5 Stress or a relevant condition on a success. 

Open for over-the-phone or in-person sessions. 

Closed. 


One of the shorter entries. I don't think any one of the numbers gives a thorough vertical slice of the whole adventure, the point is the sum total, the volume and variety of material. But a lot of them are a bit like this one - things to spend money on, possible mechanical benefits, characters who might provoke interaction.

Players will come across these naturally as they go about solving cases. Once they've built up their own little black book somewhat, the hope is that they'll form their own interests and connections, driving gameplay.

Consider this a preview I guess. Now then, back to work ðŸ«¡

PS it's Odai 47 again, not 57 after all, I've decided. I reserve the right to undecide later

Tuesday, 6 May 2025

The Iron Coffin

I did some dev editing on this great new Mothership pamphlet by Sam Seer, available now over on the TKG store and digitally on itch! Extra goodies with the digital version too

It's a tight little adventure of classic space horror on board a sinking ship - a perfect introduction to the game or a worthy addition to any Warden's arsenal. I can be nice about it because I didn't come up with it lmao. Also there's art by fellow MoSh mainstays Zach Hazard Vaupen and Victor J Merino?! You gotta check this one out

Thursday, 6 February 2025

Mothership en noir

 Been doing research for SPILT MILK, the phonebook mystery adventure, which means watching film noir movies on internet archive and playing Hotel Dusk on my old DS

Noir isn’t the only aesthetic at play in Odai 57, but the more I lean into it the more I find it fits Mothership specifically. The black and white is apropos but the connections run deeper


1. The Solve. Most apparently, MoSh is a mystery game already. I’ve already done a “solve” focused module for TKG, Piece By Piece, which has an X-Files vibe. The survive and save are still there, but are reliant on players working through the immediate questions first, and are easier when equipped with answers from the central mystery. There are still people to die for and things to kill you in the phonebook too, but they’re fewer and further between. No aliens, for one thing. But none of this is outside a Mothership module’s jurisdiction 

2. The Panic. I rarely put too much focus on making things horrific when I’m writing for Mothership, I find it comes naturally. But it is a horror game with that Stress/Panic core and flimsy characters made of nasty wounds and repressed trauma. I don’t think any of this is far removed from noir - people die, sometimes the lead, always in quick, dramatic bursts after long stretches of simmering tension. There are guns everywhere but few shots are fired and fewer make contact, like a survival game you can count the bullets. Our heroes are troubled, desperate and weak. It’s only their quick thinking and a little luck keeping them out of the frying pan, which sounds pretty OSR to me.

3. The Rest. All that’s left is vibes tbh. Closing in on aesthetic specificity is part of the joy of each new MoSh module. Every corner of the outer rim has its own corporate overlords and tech levels, each author has their own sci fi vision. If I want my landline phone network in focus, I can say that the station’s extensive radiation shielding renders wireless comms useless. If I want rain-soaked streets, I can make the station’s pipes drip with leaks and submarine-style condensation. Mothership is malleable enough to get us the rest of the way there without fuss


I think a lot of very good modules have already been made within Mothership’s existing vibes wheelhouse. I’m excited to make something a little different, even if it turns out the heart is still very much the same

Thursday, 16 January 2025

Night Shift Noir

 Progress continues on SPILT MILK, the phone book setting for MoSh. I’ve got half the numbers locked in and about a third fully detailed so far. That’s the setting, which is essentially standalone and player facing - cases slot in modularly. I’m working on a couple from scratch to try and take full advantage of all the new frameworking. Got one close to playtest levels which should be fun.

Anyway, thinking about failstates and procedures. I wanted a more obvious way of tracking how things were going on an investigation. Each will have consequences for not being solved which are generally pretty easy to think up - don’t catch the killer, now there’s a killer on the loose. But what do the specifics look like in practice, and how long before they kill again?

Clocks are an option, the WOM suggests them for enemy schemes, but I wanted something universal, more player facing and tied to the style and tone of this specific setting. STRICT TIME RECORDS are an option too but, frankly, dull. And MoSh doesn’t delineate time all that specifically, I wasn’t about to graft on a whole system just to give players even more to worry about. Dungeoncrawls do turns, hexcrawls do watches and travel times, so whence the phonecrawl?

The solution I’ve settled on is a function of the world more than a rule or procedure. Every* entry in the phone book, meaning every number/location combo, has a day and night shift. No more specific than that, just two options for what’s going on depending on the general time. Many are only open by night or during the day depending on the kind of business. Some are more unique, with different people working there or entirely different services offered.

*some are 24 hour, automated, etc

Time will pass because the players will find they want to do X during the day but wait til night for Y. They might not be able to follow up on a lead until tomorrow, which could lead them to discovering a new favourite hangout or even a whole other lead as they find somewhere to while the night away. It gives them a new way to engage with the world that’s less about bookkeeping and more about player driven actions and consequences. Now I can say the killer will strike again in three days, say, and have that mean something.

Also, since these slow burn mystery investigations don't have as much in the way of spooks and scares as a "traditional" mothership module (mosh modj), I have a new easy fix to keep the tension simmering that fits the new dynamic. +1d5 Stress per full day that passes while working a case. Players can rush to solve the mystery quick (risking botching it) or wash their hands of it entirely to avoid the repercussions of taking too long, but now that's on them.

I’m also happy with this because noir and other mysteries are all about those neon lit nights and grey days, and now those aesthetic choices actually mean something to play. Next stop is more work on the bloody massive phonebook. Excited to see how this all falls apart in play

Wednesday, 13 November 2024

Mothership Month!

A load of zines from 3rd party creators are all crowdfunding at the same time right now over on backerkit, along with the big new MoSh book and magazine. I'm involved with two of them:

Awaiting the Burning Gods is about tomb raiding on an alien world. It includes a faction of smugglers and a whole sub module for them with generators and loot, plus a one shot I wrote to induct PCs into the criminal underworld. This is a social investigation adventure, a Coen brothers style clusterfuck waiting to happen on a remote space station. Some really good NPCs in this one, not to mention all the other stuff you get

The Dose Makes the Poison is an investigation behind the facade of big pharma. I did some developmental editing on this one and it's a lot of fun, hits all the notes you want from a Mothership game but with a more Bioshock esque art deco aesthetic than usual MoSh stuff. Comes with in world audio which is always a good time in play

Check them out and support some independent creators! There's over 20 projects to look through, I personally love the look of PK49 with its Y2K punk vibes, and The Interloper looks great, Joel's stuff is always good. Every project is already successfully funded too, so you can just browse and pick up the ones you want

So many new ways to die in space. Have fun x

Thursday, 1 August 2024

Mysteries within mysteries

 Working on the phonecrawl adventure - a murder mystery setting for Mothership, mapped as d100 working phone numbers. Twin Peaks in an airport mall.

Once again it’s being rebuilt from the ground up, but progress is still being made from before as I’m using a lot of the same Lego pieces. Folks who supported the project by buying the ashcan version way back when will still get the final thing when it comes out. Also idk if it’s still called Odai 57. We’ll see.

Anyway. Update number one is that I’m shifting the campaign frame slightly. A maintenance worker being drawn into these cases as auxiliary mysteries to their main job is a fun conceit and would be great for a short story or two, but in game it’s an unnecessary layer between the players and the juice of the thing.

So now they’re insurance adjusters, getting to the bottom of android accidents and malfunctions and finding someone to blame so that their bosses don’t have to pay out. This has a more cynical MoSh feel and gives us some great actionable verbs for each case: Find fault, recover assets, prevent further losses. I’m this close to calling them the Android Claims Adjustment Bureau or something lmao

Right now I’m building out some of these cases. The structure here is vital as this adventure doesn’t have one otherwise - all areas being theoretically available at all times negates classic dungeon exploration, and I’m avoiding combat scenarios almost entirely  - though they still make a great failstate.

One of the main inspirations for the setting is the Phoenix Wright games. In those you examine a scene until you find all the clues, then the game unlocks the next scene and you can travel between locations freely. Obviously there are key differences between mediums, here players decide when they’ve found enough clues and where they want to go next, but the flow is similar enough.


Looking into how this flow is built in these games is proving helpful for organising my own cases. The above image comes from a presentation by the series director and covers the progression of a case in-game. You don’t need to understand the text, the key bit is that little loop in the middle. There’s a similar diagram in the Warden’s Operations Manual. Basically, the body of a case is a series of smaller mysteries, little question-answer loops that build until the denouement and climax.

These loops are crucial to play in a mystery-focused game. The overall solve can, and should, feel huge and out of reach, so players need these little victories that propel things along. Structurally I’m thinking of them like rooms in an exploration game or fights in a combat based one. They’re not the treasure or boss at the end of the dungeon, which the players might not even get to, but without them there’s really no adventure at all.

The difference is in the verbs. Players fight a monster and explore a room, but what they need to be able to do with clues is make connections. Everything has to point to something else, building up the staircase of little answers to hopefully get to the big one at the end. As the WOM says, the game also has to work if they fail, but ultimately this is a game of connecting dots. I’ve just got to write a whole load of dots.

Will try to keep posting as the project develops. Don’t want to give too many answers away though x

Tuesday, 11 June 2024

Mothership 1E

 

Five years ago I started working in ttrpgs. One of my first jobs was a little pamphlet adventure for a game that wasn’t really out yet, but that I’d seen enough of to know it was going to be cool. It was fun to write, people seemed to like it. I hadn’t even seen Alien.

Fast forward five years and 2d5 published adventures later, and Mothership has finally landed. I’m so proud to see this little game grow into the horrific behemoth it’s become.

You can get the box set for Mothership here, including a new starter adventure that I contributed to. You can also get the core rules for free. Also free are a companion app for Apple and Android (no relation), and more community resources and helpful fellow Teamsters than you can shake a space stick at.

I hope you all have fun dying horribly for many years to come x

Sunday, 10 December 2023

MNKRM #2

 New issue of MNKRM out now! d50 pop up ads, mostly scams. Read and subscribe for free here.

Tuesday, 10 October 2023

MNKRM

Everyone seems to be doing newsletters these days. I know I always enjoy reading them. But I knew if I did one of my own it’d have to be something a bit different, fun enough to keep me writing, and most of all useful to the folks who subscribed. I waffle on long enough already here - I wanted this thing to be like a monthly injection of succinct, practical game material.

Announcing MNKRM!

1000 words of sci-fi horror resources, new issues on the 10th of every month. The first issue just went live, you can read it and subscribe for free right here.

This month’s theme is BASICS. It’s pretty much all the stuff you need to get you game started - a hub location, micro-adventure and some sources of inspiration. We’ve got bioengineered bullet beetles, a conversation with eyeball soup, and - because it’s me - a playable in-universe gambling game.

The idea behind MNKRM is that once a month you’ll get this concentrated shot of game juice directly into your inbox, all ready to take to the table, and hopefully there’s at least something in there you want to steal or take inspiration from for your next game.

Things like stats and item prices will be written for Mothership, because that’s what I run and have experience writing for, but there’s not reason you can’t adapt MNKRM material for a game of Alien or Death In Space (which my MoSh stuff tends to be a good fit for totally anyway tbh).

Anyway - it’s totally free to subscribe, so please go ahead and do so! I’ve also added an optional paid tier at $5 USD a month, which is the lowest amount substack will accept. People who pay don’t get anything special or extra, but it’s a great way to support this project specifically, or you can think of it as a tip jar if you like this blog or my work in general.

Anyway, that’s all for this month from MNKRM. Don’t forget to subscribe, and I’ll see you next time.

Thursday, 7 September 2023

Murder On Line One

“Hey, maintenance? Yeah, I got a real mess over here. Someone trashed a milk right out the front of my store. You gotta send someone to clean this shit up… Nobody likes looking at a dead android. Bad for business.”

New update to the Odai 57 ashcan version! (see last post)

I’ve added a text version of Murder On Line One, a neo-noir Mothership mystery. Just the text but it’s all there and it’s all good. The adventure works as a standalone like All the Fun of the Fair, but it makes much more use of the setting’s phonebook.

I’m still working on the third adventure, which is a slightly more low-keep introduction suited for longer games in this setting. Lot of work getting a setting intro right, so that’ll be out when it’s out.

(I also feel like I didn’t end up getting that in depth with what makes the phonebook setting so suited to mysteries in my last post, so maybe I’ll revisit that in future. Not today though, it’s very hot and I’ve got like 200 zines to ship. Weapons Test 023 backers, thank you for your patience, they’re a-coming!)

Big thanks to the folks who have downloaded the Odai 57 ashcan already! Like I said this was a big experiment from me, I had no idea how it would be received or if it would even get any attention. So I appreciate your faith that the material will be good despite a lack of presentational polish as of yet. Hope you’re getting some good games out of the two adventures so far. £10 for 2 adventures seems good to me, idk.

I’m still thinking on what the best way of making and releasing this stuff is going forward. Maybe like a subscription thing? £5 a month for more polished content or something. But until I have a better idea, buying this ashcan version is the best way to support not just this project but me in general. (Or hire me! graverobbersguide(at)gmail(dot)com)

Or getting anything from my store really, maybe there’s something else on there you’d be into? Did you know I did a game about golf? I don’t talk about stuff I’ve done in the past nearly enough, there’s some cool shit on there. Take a look.

Anyway, back to shipping zines and slowly perishing in this heat. All the best x


Monday, 28 August 2023

Odai 57

 Following on from last week’s post. What kind of game do we get when the world is presented as a phone book?

I love mysteries. I rarely watch TV as it airs, but right now I’m up to date with The After Party and Only Murders In The Building (both fun). I’m also rewatching Twin Peaks, including The Return for the first time. Also have had Ace Attorney lets plays on in the background while I write. Also replaying Ace Attorney Investigations. I know what I like.

Mysteries are well suited to dungeon crawling RPGs in the classic midwestern folk tradition. Someone has set out bits of useful information for you to explore and find and put to use, with possible rewards at the end. It’s the same premise. Mothership specifically lends itself to mystery, with Solving being one of its core tenets and Blade Runner being among its big inspirations.

There are mystery adventures for MoSh already - my own Piece By Piece is an X-Files style one-shot murder case, and there’s the tense social investigation of Picket Line Tango. Every module has some element of investigation, really. But what does it mean to expand from an adventure to a setting?

Long-running mystery series, from classic detective fiction to TV, run on their investigators. What energy does the lead sleuth bring to each case? And so for a Mothership setting we look to our PCs. Fragile but skilled, outgunned but clever, crucially working class.

The default for mystery fiction is cop, but thankfully there are plenty of alternatives. Private eyes, writers in over their heads, precocious teens and their dogs. What we’re asking here is the key question for most ttrpg settings - who are these people and what are they doing? This gives us the basis of our setting but also sets up the players, informs their characters’ actions and invites them in.

This but Agatha Christie

In Odai 57, my mystery-driven phonebook setting for the Mothership RPG, players are maintenance workers. They get called in to fix things on the titular space station, a stopping point in the Qilin Gate Company’s astral gate network.

Each job is its own case, an investigative adventure in which getting to the root of a technical issue on Odai 57 (the Solve) leads the players and the residents of the station’s Commercial district into danger (the Survive and the Save). While each job works as a disconnected one-shot, stringing them all together reveals a complete setting, and possibly a larger conspiracy…

It’s Twin Peaks in an airport mall.

(Also - I know MoSh is a horror game and this doesn’t sound like the scariest place to be. But neither did Elm Street until there was a Nightmare on it. This is a different flavour of horror than typical for Mothership, not the uncaring void of space but the insidious darkness in the shadows of suburbia.)

I’ve been at work on this project for a while already, and honestly I feel like I’m just getting started. This thing is going to be enormous. Like I’ve said before, this is all deliberately crafted adventure content, little to no random generation or work for the Warden.

Each case is a complete standalone pamphlet adventure, though every one impacts the wider setting in some way, from introducing a killer who may strike again to offering player upgrades. And while some span multiple phone numbers, some are at the end of just one call. At the rate I’m going I’m looking at upwards of 30 interlinked adventures before I’m done.

But! I don’t have the time or frankly the funds to work away at a project this big. I’d turn to Kickstarter but… ugh. So here’s what I’m thinking.

This but he’s the guy who’s come to do your wifi

Right now, three of the adventures are closest to completion, with a couple of them 100% written. These are:

Odd Jobs. An introductory adventure that gets players set up on Odai 57, eases them into the setting’s quirks and sets them on a few errands around town, with clues to a potentially deadly secret linking them all together. Vibe: small town sheriff’s department by way of The Wrong Trousers

All The Fun of the Fair. An investigation into old tech going haywire in Odai 57’s derelict amusement park quickly turns into a destructive chase with a despicable villain. Vibe: Scooby-Doo gone very, very wrong

Murder On Line One. An android shows up dead next to a public phone. Your job is to clean up the mess, not investigate a murder. But it looks like this case is going to keep causing problems… Vibe: Classic hardboiled noir with a Mothership twist

I’m putting up an ashcan version of All The Fun of the Fair, by far the easiest of the three to run standalone, for download. This ain’t going to be pretty, I’m doing the layout and scribbling some art myself, but it’s a complete adventure, as good as the best stuff I’ve done, finished and playable.

In lieu of a crowdfunding campaign, I’m selling this for £10. I get that that’s a lot for one pamphlet, but think of this like a donation to the overall project. I’m going to work on getting ashcan versions of the other two done as well, so bare minimum you’ll end up with for your tenner is a three-pamphlet miniseries, which seems like a better deal to me.

Realistically, any money I make off these is going to rent and bills first, but if I get enough support I’m going to fold it back into making these adventures better. I’ve got great plans and some amazing potential collaborators lined up, and I’d love to turn this into like a digital starter pack for the setting, maybe with some cool extra add-on materials too.

So, the plan:

- Ashcan versions of three cases.

- Any profit from those gets put into making the final files.

- If there’s enough support and interest I can continue adding cases, until the whole setting is done!

- Maybe, eventually, collect it all in one big physical phonebook?

If the final thing ends up being worth more than £10 I’ll up the price accordingly, but obviously anyone who’s already bought it will continue to get new files and updates for free. So what you get for your contribution is up to you.

Honestly I have no idea if this will work out. I’m basically just gauging interest. I’d love it if this were a project I was able to focus on, but what I want to make and what people want to play don’t always align. So if this is something you want to see more of, please support in whatever way you can - you can buy the ashcan and get in on the ground floor, or post about it and share it with your group.

If anyone buys it I’ll know I’m onto something! And if I can sell like 50 of these in the next month or so I’ll be off to the races. If not, no harm done. I’ll do the three ashcan pamphlets at the very least, and then move on to the next thing probably.

Anyway, that’s all that. You can buy the ashcan version of All The Fun of the Fair here, and doing so will get you any and all upcoming updates for free. Thank you!

*

General maintenance crew wanted for immediate start. Unskilled labour, minimum wage. For further enquiries call 00-57-01 or report to:
Maintenance Office
QGC Utilities Building
01 Commercial District
Odai 57
Odai System
GC101.108.977

Tuesday, 22 August 2023

Cities of Phones

 So in a recent post I had some vague thoughts about laying a city out like a dungeon. This makes the city feel a certain way: lets you spotlight traversal, define areas and position them in relation to one another, use encounter systems to emulate a vibe. This city will probably feel busy, maze-like, claustrophobic and sprawling, with a stable concrete layout made ever-changing by its inhabitants and happenings.

But that’s not all a city can be. I don’t feel like I’m traversing a dungeon when I head out into my city. I’m not delving or dealing with encounters, I’m moving freely and easily. I don’t have to learn complex systems, I have them internalised or handled for me - I can roll onto a bus or train or DLR, zone out and my destination comes up to meet me. I barely think about where places are in relation to one another, except to decide if I should just walk or not. I don’t drive, so I don’t have personal dungeoneering costs or equipment to maintain. Apps and contactless payments handle my journey. It’s not a quest… it’s not a dungeon.

So if we don’t want to focus on traversal, or encounters, or even where locations are in relation to one another, how else can we define a space? And why might we want to, what new game modes or vibes could open up to us?

In that post I briefly mentioned a Big Thing I’ve been working on, so I figured I might as well share!

Short answer, it’s a phone book. d100 phone numbers, each with a location on the other end. (Yes these are landline phones, this is Mothership.) Players can use the phone network in-game, but also travelling around between these placers is just as easy as calling. It’s a table of contents, a list of locations they can pick from as and when they want. In the same way that I can just decide to stroll up the high street and walk into any of the shops in any order or combination, the focus here isn’t on movement and space but on an open and accessible list, the points without the crawl.

So here’s what I’ve been working on and a few things I’ve found out so far. Hopefully this is useful to anyone who might want to do something similar!

The biggest drawback as I’ve seen it is that you need all your bits written up front. In a big dungeon-city I can make one “floor” or less at a time, and expand as and when the players get to the edge of my map. Here, every phone number needs to work straight away or it all falls apart. I can mitigate this with generators somewhat - different reasons a number might be disconnected, “filler” entry tables. But it works best with a whole lot of bespoke, specific gameable bits, so that’s what I’ve been doing.

I’ve found it easiest to do what I normally do, small individual adventures, and mosaic those into a complete whole. So one phone number might have its own complete mini-adventure at the end of it, or one adventure could be spaced across a few locations that lead to one another. Each adds a little bit to the city overall, and while I prefer to keep things modular I can sprinkle in some interconnected-ness to keep the space feeling cohesive. And numbers can be reused ofc. I can also fill out more numbers with non-adventure-specific game bits, like some of the item-list vendors I’ve posted here already.

The space, btw, is not a whole city. d100 carefully planned locations is a whole lot of game for me to write but is maybe one road’s worth of landlines in the real world. So this is a high street, a typical commercial/residential space, on a space station to give the space clear edges. I’m folding in some of the “at the gates of dawn” setting stuff I’ve posted here too, but the overall size and shape is something like an airport mall in a Stanford torus.

That means I’ve got more than enough distinct locations to be getting on with, without overwhelming the Warden with millions of phone numbers and characters to keep track of. Keeping things modular in individual adventures with their own relevant subset of numbers helps here too. Also means I don’t have to write as much, so I can focus on those deliberately constructed details over generators to fill things out. Detail makes space in ttrpgs anyway. I don’t even have close to d100 yet and this place already feels huge.

So what kind of a city does all this give us, and what kind of a game? I’ll go into that next time!

Friday, 18 August 2023

WEAPONS TEST 023 is out now!

Travel through a war-torn wasteland in this sportswear-sponsored suicide mission for the Mothership Sci-Fi Horror RPG.

Art by Zach Hazard Vaupen

Tuesday, 1 August 2023

Cities of Rooms

Whew, things got shaky for a minute there. Just about levelling out, thanks in no small part to some fine folks offering work, so you’ll be seeing some cool new projects before too long. Thanks all.


Not much chance to go out and do fun stuff in July but I did catch a showing of the Cowboy Bebop movie Knockin’ On Heaven’s Door. I hadn’t seen it not-dubbed before which was interesting, lovely old 35mm print too... you’re lucky this isn’t a film blog. Suffice it to say it’s a worthy accompaniment to the classic series, recommended. (Cowboy Bebop is my touchstone for Mothership. I don’t recall the exact timeline because I definitely saw Alien for the first time that year, but I don’t think I’d seen it when I did The Haunting of Ypsilon 14 - I had seen the homage episode from Bebop though. Anyway.)

In one of my favourite sequences in the movie, we see a montage of Spike doing some on-the-ground detective work around Mars’ Alba City’s Moroccan district. (Ok a little film nerd time - the production team wanted a vibe that set this place apart from their mostly Pan-Asian/European settings in the series, so they visited Morocco and it really shows. Some of the best painted backgrounds in the film here, and that lovely “real”, lived-in vibe that permeates so much of the show. And it’s all set to this, a great 00s-gone-old-school working class country love song, but in-universe! So good.)

Anyway, the next day or whenever I was watching North American urbanism videos on YouTube, which I do sometimes to feel better about my own life, and this popped up. Take what you will from the overall message but the bit about parts of cities being like outdoor rooms with buildings and other features as walls stood out to me. In gaming, granular city maps are often designed this way, but the real world context and application just connected some more dots for me I guess.

So what’s my point? Well like I said I’m hard at work atm, so I don’t have the headspace to come up with new examples for this post, but it got me thinking about laying out a city more like a dungeon. This is nothing new, but I specifically mean a MoSh city as a MoSh style flowchart map. Transit maps like the good old Tube are essentially circuit diagrams after all, and maps as a series of connections rather than a representation of physical space makes sense in a setting where you can just walk anywhere anyway (I have more thoughts on different ways to represent city space but you’ll have to wait for a particular Big Thing).

And if our districts and streets are rooms, and our flowchart lines are transit connections, then we get interesting choices coming up around traversal. Do the players take the subway to the other side of town or walk the whole way, triggering encounters? Does the subway cost money or have its own encounters, and how does that factor into decision-making? Are there places they’ve been told to avoid, and what will they see as they loop around them? If a place they need to get to is only two stops away, why not save on travel and walk, thereby triggering a whole other event in the spaces between? If they can find a way through the front of a building in one area and out the back into another, can they establish new shortcuts and routes themselves? What about transit strikes? (Great transit scene in the movie too btw, more inspiration.)

And that’s as much as I’ve got today. Electric Bastionland encourages you to lay out a Tube-style map, which is worth a look. And I will, as always, recommend Cowboy Bebop. tschuss x

Are you living in the real world?

Thursday, 20 April 2023

Wandering Star Supply Store

Wandering Star Supply Store

Purveyors of Fine Goods & Sundries / Duty-Free

Odai Starport West / 0-567-75

Complimentary Souvenir Patch with Every Purchase over 10cr

*

Incense, 1cr / Bootlaces, 1cr / Munsen’s Tinned Victuals, 1cr / Munsen’s Protein Jerky, 1cr / GooChew bubblegum, 1cr / Novelty switchblade comb, 2cr / Lucky Star cigarettes, 2cr / Gorilla Red cigarettes, 2cr / Gorilla Jr cigarettes, 2cr / Synthskin wax, 2cr / Souvenir playing cards, 2cr / Souvenir mug, 2cr / Sheriff Starr audio drama cassette, 5cr / Harvest Moons non-synthetic coffee beans, 5cr  / Soap, 10cr / Anti-glare pilot’s shades, 10cr / Souvenir lighter, 15cr / Souvenir logo hat, 15cr / Dunston’s brand vintage leather pilot’s jacket, 1AP, 20cr / Junkfisher’s overalls, 1AP, 20cr / Frontier Co. single-use Campfire-in-a-Can, 25cr / ForgeRite skillet engine attachment, 30cr / Frontier Co. climbing rope and piton, 30cr / Electromagnetic crampons, 50cr / Straight razor, 1d10dmg, 50cr / Leather saddle bag, 50cr / Shotgun shells 50cr / Frontier Co. single-use Tent-in-a-Can, 50cr / Electronic fishing game, 65cr / Electronic bagatelle game, 65cr / Freeze-dried steak, 100cr

Monday, 17 April 2023

Mudhar’s Whimsies

 Mudhar’s Whimsies was once a small but stable independent manufacturer of novelty items, operating from a union-controlled satellite in the mid-rim. Their prank items were quickly added to a nearby marine chapter’s long list of contraband, which ensured their proliferation throughout the lower ranks.

This Streisand Effect (so named after a Mother Earth philosopher) was exacerbated when the company’s products were banned as flight risks by the Qilin Gate Company, following an incident involving an android pilot, a whoopee cushion and a shipment of imitation peanut butter.

Mrs Mudhar now enjoys a proliferation of trade across the outer rim. Some of the manufacturer’s most popular offerings include:

1. Exploding cigarettes. Sold in packaging closely resembling the popular brands Gorilla and Lucky Star, despite the copyright holders’ protestations. A single cigarette is a loud firecracker, while a 10-pack lit at once is similar in effect to a flashbang grenade.

2. The Super Pellet Popper (formerly Super Pellet Gun, renamed to comply with union trade regulation). Fires proprietary pellets in 5 harmless but nonetheless effective varieties: Sticky!, Spicy!, Slippery!, Smoky! and Sparky!. The latter is often hard to come by, as anarchist sects favour it for its utility in shutting down simple electronics.

3. Mudhar’s Fantastical Enjoyment Buzzer. An evolution of an ancient design, concealed in the palm and emitting a vibration similar in sensation to a mild electric shock when pressed against a surface, eg during a handshake. Popular for its presumably unintended utility as both a sex toy and a means of identifying disguised androids, who are unable to react to the buzz in an appropriately human manner.

4. Holochete. A fake boarding knife that can be used to feign injury.

5. Mudhar’s Abominable Itching Powder. Notoriously irritating and difficult to clean. The chemical reaction with human or synthetic skin won’t occur in cold temperatures, leading to the classic boot camp prank of lining a cryochamber or vaccsuit with the powder so that it transfers to the victim while in use, and waiting for the effect to start once they return to a temp-reg zone.


(also BREAK!! is live on KS baybeeeeeeeeee)

Wednesday, 12 April 2023

Hush My Darling (a Mothership adventure)


 1.     Camp.

Last known whereabouts of Dr Mason and her android companion Faraday. Bivouac dome, ration packets, half pack of Lucky Star cigarettes.

Nearby, a mound of earth and stone opens into a dark, yawning cave. Atop the hill a gang of male raptors have nested birdlike around the top of the shaft, occasionally rising on warm updrafts from the opening. They are docile unless approached, with the largest taking charge and squabbling over food. [C: 60 Toothy beak 1d5; I:30; W:2(10)]

2.     Cave. Hung with stalactites, echoing drips in the dark. The stone floor slopes into a wide, shallow pool. Laying in the water is the body of Faraday, synthskin riddled with tiny holes, reaching back to the entrance and the camp with a face frozen in pain. Faraday carries a knife, flare gun and radio transmitter. No signal underground.

The pool is home to a swarm of leeches which bite and drain the fluids of any prey that disturbs the water, Body save vs 1 Wound per round while at least partially submerged.

Across the water the natural rock wall gives way to a green panel, smooth plastic-like stone. This alien tech opens like shrivelling skin with the application of both liquid water and light pressure such as when submerged, exposed to rain, or with a soft push from a wet hand.

A drip from a stalactite above causes this panel to partially open and close in steady sequence, releasing bursts of warm air from the shaft beyond.

3.     Shaft. Vertical, unnaturally smooth cylinder set deep into the ground, pumping warm air up to the top of the hill by the camp. A green panel in the wall partway up connects to the cave.

At the bottom, an alien engine thrums low, venting its heat straight up. Black tubes, cold to the touch, run from the engine along the walls and down into the tunnel.

4.     Tunnel. Narrow, dark, cold. The walls are thick with black pipes and frosted over, moisture permeating from above. Any water quickly becomes solid ice if exposed to the air here.

Partway down the tunnel, Dr Mason is crouched by a tube in the wall, knife in hand, corpse frozen solid by the icy air from the hole she’d made. In her lab coat are tools for xenobiological sample collection and a cheap plastic lighter.

The tunnel runs deep underground from the engine at the bottom of the shaft to a green panel at the other end which serves as the door to the chamber.

5.     Chamber. Spherical hollow, kept chill. A large, humanoid figure with smooth, amphibian skin rests in cryosleep on an altar.

While kept cold, it sleeps. If awakened before its time, the alien attacks in confusion and rage. [C:80 Unnatural strength 2d5; I:85; W:5(20)]

PacyGen Soft Drinks and Pharmaceuticals have a bounty on undiscovered life forms on the planet. While Dr Mason and her team have already registered most native fauna, evidence of intelligent life could be worth up to 1mcr.

Tuesday, 28 February 2023

WEAPONS TEST 023 is live!

For zine month this year (which it still is, just barely) I’m making my first ever physical zine! 😬

Do battle with experimental weaponry, cyborg streamers and a Whole-Ass Mech in this sportswear-sponsored suicide mission for the Mothership RPG.

Live now on Kickstarter! Click here to support x

Sunday, 5 February 2023

How To Make A Mothership Pamphlet

 A pamphlet adventure is essentially 2 pages of GM notes. If you’ve found your way here, you already have all the skills needed to make one yourself.

As with anything, we start with an idea. Ideas are cheap and easy. Use your best one, they’re not worth hanging on to and you’ll have a better one before you’re done.

Because I have game design brain, my idea is for a random table. Yours might be more abstract but that’s ok, just represent it through a table entry or room description or blurb, something you’d read in an adventure. The writing doesn’t have to be good, we’re just getting words on the page, you can change it later.

I had the image of players frantically searching through trash, so I’m going to write a table of trash. I reckon they should be able to find something useful, so what’s something people would throw away that might be useful?

This is Mothership so there’s probably a monster, so the item we’re looking for is something the monster is weak to. Let’s say this monster has a great sense of smell, it’s a hunter type beast thing. So the trash smells really bad - now it’s something the players can use as a weapon, but that would realistically be here.

Let’s put something generically smelly on the table, plus something like… weapons-grade smelly.

1. Moulded old fish guts.

2. Hot sauce bottle, unopened.

“Unopened” will make players more likely to hang onto it even if they don’t know why they might want to yet.

That’s 2 entries, we’ll go for 5 or 10 because MoSh uses d10s, probably 10 to convey variety. No need to come up with them all now, move on to something more exciting.

*

Let’s think about this monster. All we know is that there’s trash nearby and it can smell well. Also it’s normal everyday rubbish, food waste and stuff. So our location is a restaurant or an apartment complex or something.

Pick somewhere small and contained, the unity of place is good for both horror and game design, plus you don’t have much space as far as wordcount. A good word count for a pamphlet is like 1000 words. 800 if you have a map and lots of pictures, never more than 1200 or so. Just not enough space.

Let’s say this trash is in the skip outside an apartment building. Why is the monster here? Idk I’m thinking it’s basically a werewolf type thing. That’s what I think of when I think of good sense of smell + monster. Don’t have to decide what exactly it is yet, or indeed ever. It’s “the monster”.

The players have tracked it to its nest. Maybe it’s out hunting and there’s a time limit to investigate and set up an ambush before it gets back. That’s pretty good! Good enough, at least. Good enough is better than perfect because it’s achievable.

This might be a good time to check over the advice in the Warden’s Operations Manual, things like the TOMBS system are great for outlining these kinds of details. I’m just gonna rawdog it tho lmao

*

So, we have a bit of a random trash table, a setting and a monster, and kind of a mission. Let’s outline the rest of our location and see if things come together.

5 or 10 distinct locations is a good shout because then we can roll for one if needed later, plus it’s not too much for our word count. Start with 5 and expand if we think of more good ones. If you have between 5 and 10, don’t stretch to think of the last few, just cut the worst ones.

1. Alley. Round the side of the building. There’s a big communal refuse bin, nearly overflowing, faded recycling warnings.

Then the table goes there. It’s not a great description, I’d probably go back and add details about the smells, the sounds, the lighting.

Also I’d probably add something interesting that would make players want to look here because they might not care about a dumpster otherwise. A suspicious rustling noise from inside would be good - turns out it’s just a fox.

Anyway i can note that now and come back to edit later, we need more words on the page first. More locations for a start.

Let’s make the ground floor of this building a shop, that differentiates our locations a bit. Go for variety, if two rooms are too similar just merge them. Unless you’re separating locations to establish exploration, put secrets somewhere else or something. Idk I’m not a cop

2. Store.

I can’t think of what the store is so i just note this for now. Go for something that’d be full of potentially useful items. Maybe a cafe, kitchens are a great source of danger and utility, you got hot and sharp and heavy and everything, water, fire, food to distract the monster etc.

Anyway we’ll name our other locations before working out the details.

3. Stairwell.

A side entrance for people who live here to get up to the apartments without going into the cafe. Around this time I feel the need to get a mental map of where shit is so I’ll sketch a flowchart.

Can always change this later, make the apartments connect to the alley if you can jump out the window for instance. If you don’t have the ability or budget to put things like maps on your pamphlet just make sure you describe what each space connects to as part of the rooms descriptions.

Btw we like to divide places into rooms or hexes or whatever because they’re good little individual spaces for players to focus on in the present, then file away for later when they move to the next one. More complex mental geography like how these spaces all interconnect is best learned over time as they play rather than a big dump of description.

Anyway I did locations 4 and 5 like they’re the two apartments. If I can’t think of two separate rooms for those that are interesting enough to deserve being 2 locations I’ll probably change 5 to be the rooftop or something else.

For now we need to work out why the stairwell is interesting, I know why it’s there from a layout perspective as it handily connects things up and would logically be there if this were a real place, but idk why anyone should care as far as gameplay.

If I can’t think of anything I’d just fold the stairwell description into another location, like 4 could be “apartment plus hallway”. But I think a decent use of this space would be building dread and maybe dropping clues. Like claw marks on the walls, but less shit than that.

I can’t think of anything right now but I’m sure I will at some point, so I make a note and move on.

*

The apartment, whether it’s location 4 or 5, is where the monster lives so is a key location for our concept. Maybe it’s normal on the surface but shit’s weird once you take a closer look, or maybe it’s more horrifying to have a normal flat in a normal building be this fucked up beast lair. Go with your gut about what would be better in a horror context, you can only really scare yourself.

4. Nest. Darkness, no power to the lights. Stench of musk and piss. Fixtures ripped out, clothes scattered and piled up, human bones strewn about and riddled with teeth marks.

That’s good enough for now. I’ll put more info and some fun interactive items or elements once I’ve decided more about the monster.

5 I’m not certain about yet. If it’s another apartment I’d swap its location with 4, so the players pass the more normal location first, maybe a neighbour turned victim or someone who’s locked themselves in their place because they know who lives upstairs (and has found a way to deter them? Decent idea).

Anyway, at this point I have a decent idea of what’s in each location, and a decent premise of why the players are there - set a trap while the monster is out. I’d set a time limit for this one, the monster returns in 1 hour or whatever, maybe add a system for tracking it into the adventure because I don’t know that MoSh really tracks time like that.

And that’s basically it, we have the skeleton of our adventure done. Everything else is just filling in blanks, going over bad writing and redoing it until it’s playable. Things like statblocks can come last, just copy one that’s basically as strong as you want your guy to be and change the details.

We’ll probably get close to 800 words just filling in each of these locations with a table and paragraph or two, but if there’s still space it’ll be time to think of something else to add. Maybe more items in the shop or something. Nothing just to fill space though, it has to be good in its own right. If you have space and don’t know what goes there, just leave it for a while. Come back once you’ve watched a movie or gone for a walk or something.

Anyway, that’s one way to do it. Reckon you could pull that off.

Then just lay it out across two pages, 3 columns each, on some free software. Add a royalty free cover image, maybe look up a fun font. Then email TKG to submit if for a 3rd party publishing license, info’s probably on the discord or somewhere like that. Upload to itch or somewhere. Now you’re as much of a professional as any of us!

Or just keep it for yourself and have fun in your home game.

Looking forward to seeing what you come up with x

Wednesday, 18 January 2023

ADSPACE

 

Art by Zach Hazard Vaupen
ADSPACE is a 3-pamphlet miniseries for the Mothership RPG

Take part in a deadly live-streamed obstacle course, explore the local shanty town beneath a mutagenic rain, and try to make it to the moon in time for civil war.

Available now.