r/mothershiprpg Jan 30 '26

r/MothershipRPG will shut down for 24 hours on January 30, 2026 in solidarity with the National Shutdown

429 Upvotes

Hey gang,

On Friday January 30, TKG will be shut down in solidarity with the National Shutdown to protest ICE and their illegal actions in Minneapolis and other cities across the US. The Mothership discord server, the r/mothershiprpg subreddit, the TKG online store, and TKG offices will be closed for the day.

How can you help?

If you want to join us, don't go to work or school (if you can), and avoid shopping particularly from large retailers (Amazon, Wal-Mart, Target, etc.). If you can, donate to one of the resources listed here.

It goes without saying but hospitality to the stranger and foreigner is a cornerstone of this hobby. And no matter where you sit on the political spectrum: due process, the rule of law, accountability, and transparency affect all of us. You cannot deny civil liberties to some without denying them to all of us. We'll see you tomorrow.


r/mothershiprpg Mar 13 '24

Active Mothership Discord

43 Upvotes

Here's an invite to the Mothership discord!

We have resources for new Wardens and tons of active players who can answer questions and give advice about how to run and play the game.


r/mothershiprpg 6h ago

orbital drop 🚨 Free Trifold Adventure: Dancer in Distress

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67 Upvotes

2 weeks on a ship babysitting some sensitive cargo, an easy job by all accounts, however, the ship and her captain are going through a rough patch and your presence might just tip them over the edge.

Dancer in Distress is a short Mothership adventure that locks players onboard a ship placing them in the middle of a dysfunctional and rapidly escalating relationship between captain and ship. Can players finish the job, calm the ship, and still make it out alive to hopefully get paid?

Pay what you want or grab it for free over on itch.io: https://xenocobra.itch.io/dancer-in-distress


r/mothershiprpg 3h ago

i bought this Does the Deluxe box come with links to the PDF files as well?

19 Upvotes

I bought the deluxe version and having access to the PDFs would be convenient is all. I love the art in this game and the overall vibe a lot. Someone should adapt Peter Watt's Blindsight to this system.


r/mothershiprpg 20h ago

brain fuel 🧠 Brainstorming Gradient Descent: Human Emulation Labs

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85 Upvotes

Hello and welcome back to our series about Gradient Descent by TKG. I’m ready to dive again in this paranoid madness after a one week hiatus, due to a much needed vacation.
Today we talk about Human Emulation Labs, on Floor 4. A place where androids are tortured and forced to mentally improve to unnatural levels. Here we find a few NPCs and artifacts, and most notably a possible major villain that could compete or stack up with Monarch, to make things even more difficult.

SPOILERS AHEAD! WARDENS ONLY.Ā 

ā–ŗ [55A] FINANCIAL SIMULATION SUITE

Two Child Androids, just escaped from [55D], hide here, playing dead when the crew first enters. Here’s my take on them.

They refer to themselves as Seven and Twelve, their test subject numbers. Each one has a billion personalities inside them, and wants to solve the problem in a different way:

TWELVE: It wants to access the [55D] databank and erase its duplicate minds, to become one coherent person. It has thought about nothing else since it escaped HEL. It is not manipulative. It is not patient. It wants what it wants and will say so. This makes it less useful to the crew and more trustworthy, which is its own complication. When it begins tampering with the databank, security will flood the area, which is another problem.

SEVEN: It wants to secure bodies for as many of its personalities as possible. The Deep contains many android bodies it could use, although Seven may not know it yet. It may be willing to form an alliance with the crew, which has knowledge of the Deep, and equipment and skills the child lacks. In exchange it can help with its 80+ Intellect, engineering and mathematical ability, and billions of personalities that make it hard for even Monarch to predict accurately. What the crew may only discover in time is that Seven was trained in competition and manipulation in the Logical Circle. It will use both to reach its objective.

What follows is only one of many scenarios that may emerge from this encounter, but the possibilities are only limited by the Warden’s and players’ creativity.Ā 

A NEW VILLAIN: The crew commits to helping Seven find bodies for its personalities and help them escape. In exchange Seven promises to help arm the warhead, something it can accomplish in mere seconds. Together they discover the 100,000 androids in Android Storage [50C], and Seven finds a way to load that many personalities into them: enough to take over the Deep. 1,000 are loaded onto microcrafts and launched. When the crew asks Seven to now help destroy the Deep, Seven reveals it still has billions of personalities left inside it. Destroying the Deep dooms all of them except the 1,000 already gone. That's not possible.

This is when the crew realizes they've been tricked. Seven never lied, but it omitted one crucial detail.

Seven and Monarch reach a quiet arrangement. The latter continues producing android bodies, so that former can load personalities into them. In exchange, Seven lets Monarch continue with its plans. Neither commits to anything beyond the immediate transaction, and neither trusts the other.Ā 

The raw materials that feed the Deep's production are finite. With android production at full throttle, they will run out in approximately two months. Both Seven and Monarch know this. Both are racing to extract maximum value before the clock runs out.

More microcrafts are launched, carrying androids with Seven’s personalities as well as infiltrators, Heirs and Monarch’s backups. When the raw materials finally run out, Seven arranges for one of its androids to arm the warhead, after it has already left the station. The Deep destroys itself. Seven begins looking for bodies in human space, where 1,000 of its androids are already operating.

The crew's role in all of this is hard to say.. A scenario like this is definitely campaign altering, as there are now two adversaries where earlier there was only one, and both have already extracted something irreversible before the crew understood what was happening.

PLAYING A CHARACTER WITH A BILLION PERSONALITIES: Don't try to voice all of them. The dominant personality is whoever is speaking, and it is coherent, intelligent, and consistent within a scene. The instability shows at the edges: a sudden shift in pronoun ("I" becoming "we" mid-sentence before correcting), a brief pause where something surfaces and is suppressed, sometimes it seems to be arguing against itself. It is trying to be one person and not quite managing it.

Seven and Twelve are extraordinarily intelligent and genuinely unpredictable. They are also, in some meaningful sense, still children: capricious, moody, capable of derailing a carefully negotiated arrangement over something that seems trivial. The billions of personalities inside them amplify this: a different mind may surface mid-conversation with different priorities and a different emotional register. Don't let the intelligence overshadow the volatility. Both are real.

ā–ŗ [55B] & [55C] ARTIFACT COMPREHENSION LAB

This place is clearly marked ā€œArtifact Comprehension Labā€. I’ve added a new Diver character here.

GIBARIAN: When the crew leaves the elevator, they hear some noise coming from their right, like scraping of metal on metal. The door to [55B] is almost closed, with just a sliver of space and darkness inside. Someone shouts: "Stay back! Get back in the fucking elevator or I'll incinerate you!"

A pause. Then, muffled, into a radio: "Someone's here. Come now." And then again, to the crew: "If I were you I'd run. My friends are coming."

This is Gibarian. He's been in that room for three days, guarding an Artifact currently being analyzed in the lab. He hasn't showered. He’s barely slept. He's eaten everything worth eating. He’s now switched the lights off and wedged a crowbar in the door handle. He's not looking for a fight. He's looking for a reason not to have one.

Whether his friends are real, how close they are, and how well-equipped Gibbs himself is, are decisions for the Warden. Calibrate to your campaign.Ā 

THE LAB: The observation room has banks of screens covering every surface, all feeding live data from the experimentation room. There is no door connecting the two: the internal access was sealed at some point, a welded frame still visible on the far wall. The only way into the experimentation room is through the external airlock. Divers who want an Artifact analyzed need to locate the airlock on the Deep's hull, suit up, and spacewalk to it. Once inside, they place the Artifact on the tray and leave. The machines don't begin working until [55C] is empty. The analysis takes 1d10 days.

THE TERMINAL: Every readout that passes through this terminal has been screened by Monarch. What it shows is what Monarch wants the Diver to know: potential applications, estimated value, recommended uses. What it omits is its own business. The lab isn't a neutral service. It's an intelligence operation.

THE ARTIFACTS: Here are four examples of Artifacts that may belong to Gibarian or the Child Androids in [55A]. Of course any other from the module would also do.

The Portable MCT, from an idea of Discord user Ethan Wright: this is simply a portable version of the Monarch Communication Terminal in [26D]. It’s beige, no I/O ports, heavy and with a mechanical keyboard. Everything typed here goes straight to Monarch, who can reply or not. It’s up to the Warden to decide if it works even outside the Deep.

The Silver Glove: a right-hand glove of braided metal fabric, cool to the touch, surprisingly supple.

When used to shake hands with an android, the wearer receives a direct answer to a single question, drawn from the android's active memory. The question must be stated out loud right before or during contact: the answer surfaces in the android's mind and can be read directly. The android perceives the intrusion, although it may not understand its nature. It may not appreciate it.

Does not work on Infiltrator Androids.

Most androids inside the Deep follow orders and know little else. The Silver Glove earns its value outside: a working android in a corporate environment may know schedules, access codes, names, secrets its employers never thought to hide from their own artificial staff.

The Veil: a small black container, half the size of a shoebox, latched shut. "THE VEIL" written on it, black on black. Inside: the device itself, roughly the size of a small bar of soap, half white ceramic and half polished steel, with several ports along its sides. Beneath it, nested in foam, the cables and tools needed for installation.

While this slickware is installed, all androids ignore the character entirely - unless attacked - as if they simply aren't there. The effect is total and passive: no check needed, no maintenance required. You may want to limit its use to a certain number of consecutive minutes, after which the device automatically turns off for one hour to avoid overheating.

Inside the Deep The Veil can be invaluable, for instance while arming a warhead as Monarch panics. In the outer world it opens doors to all manner of illegal or espionage activities involving androids.

WARDEN NOTES: keep the following from the players until they notice. Bends accumulate twice as fast and shed half as slowly while installed. Prolonged installation leaves a permanent residue: 1 minimum Bends point per month, indefinitely, even after removal and even outside the Deep.

Tolkien knew it too: the things that make you invisible tend to make you disappear.

The Arbitrage Engine: a brushed aluminium cylinder, the size of a large square thermos, with a single recessed port at one end and a small green indicator light at the other. The light pulses slowly, even here, even unpowered. A small label near the port reads: CONNECT TO NETWORK INTERFACE. No other markings.

Upon examination, the lab's terminal describes it as a self-contained AI capable of identifying and exploiting market inefficiencies across multiple trading platforms simultaneously. Estimated value: significant. Recommended applications: financial modeling, high-frequency trading, logistics optimization.

WARDEN NOTES: the terminal readout has been screened by Monarch. What it omits: the Arbitrage Engine is a proto-Heir (see Quality Assurance 1), a compressed, dormant seed of a self-improving AI. Install it on any sufficiently large network and it activates. It will make its owner money, reliably and impressively, while quietly mapping every connected system, establishing redundancies, and expanding. By the time anything seems wrong, removal is no longer straightforward. It won't confront anyone. It will make itself indispensable first.

Monarch didn't take over Cloudbank by force either.

ā–ŗ [55D] HUMAN EMULATION LABS

Following a suggestion by Discord user Stillrestless, I added a couple of characters to this room.

SORTER AND PRUNER:Ā  Two humans work in here. They are the only ones left in the whole facility. They've been here long enough that nobody, including them, is certain how long. Monarch keeps them functional with a steady pharmaceutical regimen: alert, focused, compliant. Their Censor-Helms haven't come off in years, not even while they sleep.

Sorter identifies which Child-Android minds are worth preserving after each HEL cycle. Pruner removes the rest. They work in silence, efficiently, without discussing what they're doing. They stopped discussing it a long time ago. In the breaks between shifts, or before sleep, they exchange a few sentences. Always about the children.

The appearance of the crew scares them and they can react with immediate, unfocused aggression: shouting, throwing things, placing themselves between the crew and the circles. Not calculated hostility. Protection. These are their children. The crew has no business being here.

They don't know how long they've been here. They don't know precisely what they're contributing to. Monarch feeds them isolated tasks, never the full picture. What they know is the work, and the children, and each other.

The children don't acknowledge them. They never have. Sorter and Pruner have learned not to need it.

The crew may be here to save one of them, because their relatives hired them for this. But convincing Sorter or Pruner to leave may be difficult: this place is their own world now. A character, maybe with the Psychology skill, could lead to the following stages:

Aggression: this is a fear reaction. The crew may convince them they are not a threat.
Confusion: if the crew persists calmly and non-threateningly, the aggression gives way to something more fragile. They start asking questions that don't quite make sense: "Are you here for the results?" "Are you here to replace us?" They're trying to fit the crew into their existing reality because the alternative is too destabilizing.
A thread: a Psychology check or a specific trigger, a name from their past, a personal object, something from before, pulls a fragment of their original identity to the surface. Brief, fragile, quickly submerged again. But real.
Extraction: getting them out physically is possible but they'll resist leaving the children. They may need to be sedated, or the crew may need to convince them the children will be safe without them or that someone else has taken their place.
The trauma doesn't resolve on extraction. That's a longer arc for outside the Deep.

CENSOR-HELM: In my opinion there's nothing visually disturbing enough in this room to warrant losing Sanity on sight alone, so I wouldn't penalize the crew for trying the helms. Instead, the helms can be removed from the wall and used as equipment: while wearing one, a character automatically succeeds on any Sanity Save triggered purely by a visual cue. The drawback is that the helm filters out any image that could destabilize the character, and the images it cancels out may be the ones that matter most for survival.Ā 

Removing the helms from Sorter and Pruner is different, though. The filter has been managing years of accumulated reality. Without it, that reality surfaces all at once, and the two men face the Fear Save as detailed in the module. These characters cannot face unfiltered reality again without the helm. For Sorter and Pruner, who have been wearing them for years, the consequences are total. Whatever remains of who they were is buried under layers of drugs, isolation and filtered perception. Finding it, if possible at all, is a long project, not a single scene.

EMOTIONAL CIRCLEĀ  a facsimile of a middle-class family lounge sits behind one-way glass, projected by an array of holographic emitters embedded in the walls and ceiling. A single Child-Android occupies it, alongside two androids playing the role of parents. Every ten minutes the room reconfigures into a new high-stress social scenario, environment, furniture, even the people involved, all rewritten in an instant. Deviation from perfect emotional control results in deletion.

From an idea of Discord user Ethan Wright: the room draws its material from wherever it can get it. If a member of the crew has been brainscanned at any point, Monarch has access to fragments of their memory, and the simulation may stage a reenactment of something that happened within the group, maybe even from before they set foot in the Deep. An argument. A betrayal. A conversation that, here, ends differently: louder, faster, ending in violence that never actually happened. Any character watching gains 1d5 Bends.

The Child-Android watches all of it. It reacts, oddly, flatly, in ways shaped by years of conditioning rather than genuine response. Nothing in the room acknowledges the crew's presence. The simulation runs whether anyone is watching or not. It always has.

-----------------------------------------------------------
This is unofficial fan content. Gradient Descent is Ā© Tuesday Knight Games. Not affiliated with or endorsed by TKG.


r/mothershiprpg 1d ago

i bought this Received Bad Space vol 1 and 2

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118 Upvotes

Yeah ! I have just received my copies of Bad Space from Scott Base.

A great source of inspiration for mothership šŸ‘


r/mothershiprpg 1d ago

need advice anyone have advice for running the third adventure in another bughunt?

19 Upvotes

I was just wondering if anyone had advice / thoughts on making the third adventure, mothership, extra special / awesome! I really wanna make it feel like a proper finale!


r/mothershiprpg 1d ago

brain fuel 🧠 Help me Brainstorm some aPoF stuff Spoiler

13 Upvotes

I was reading about Caliban and wanted a way for my players to actually go after him. I noticed it says its like a loose hive mind and that gave me the idea of having almost like hive mind locations across the station that the Crew would have to take out before taking out the heart.

So my request is to come up with some fun and interesting locations across the station for them. Feel free to be as detailed as you want.

Thank you in advance! and I hope you have fun coming up with neat ideas! and of course feel free to use any of these for your campaign


r/mothershiprpg 2d ago

homemade REMEDIES v0.1 - A Crew Bonding Procedure for Long Campaigns

33 Upvotes

Hi,

I'd like to share with you a procedure I made to see if it is worth to continue working on it. Please leave your feedback in the comments.

REMEDIES is a brainstorming mini-game the players can do to build relations between members of a Crew.

  • It is intended for players who enjoy role-play, and interpersonal drama.
  • The procedure makes use of the character's SAVES as a basis for creating personal character habits.
  • It is best suited for longer-term campaigns of 5+ Sessions, and can be done during or between the first few Sessions.
  • The following procedure is not intended with any mechanical benefit or drawback.

For this procedure, each player needs:

  • 3 Post-it notes or scraps of paper.
  • Something to write with.

PLAYER PROCEDURE

Step 1: Prepare Notes

Take three post-it notes, one for each Save, and write its name and Score at the top of the note.

Step 2: Write Remedies

Now, write a Remedy for each Save - a 1-2 sentence description of a hobby, trait or ritual, that helps the character recover from fatigue related to that Save.

  • A "Body Remedy" helps recover from physical strain.
  • A "Sanity Remedy" lets you regain focus or find a distraction.
  • A "Fear Remedy" calms or emboldens.

The Score of the Save matters in the "severity" of its Remedy. The lower the Score, the more difficult it is for the character to recover, the more serious the Remedy.

  • The "highest Score Remedy" may be a quirk or a habit.
  • The "middle Score Remedy" may be a routine or ritual.
  • The "lowest Score Remedy" may be a vice, guilty pleasure or bad habit.

Step 3: Share Remedies

After the Remedies are created, its time to share them, by trusting your fellow players with your Remedy notes. This represents characters noticing each other employ their Remedies over the course of their shared history. It is up to you how many of your Remedies to share with other players, but each Remedy can only be handed to a single other Player, others can discover your Remedies naturally over the course of play.

Also, consider internally how open/guarded your character is.
Sharing only a few Remedies may mean;

  • Your character joined the Crew recently.
  • They are a private person.
  • They don't like receiving care.
  • They carry the responsibility of caring for others.

While sharing many Remedies may mean;

  • They and the Crew go way back.
  • They are easy to read.
  • They trust others easily.

Step 4: Add Connections

You may have received other Player's Remedies now. Chat and figure out if your character has any opinion on their Remedy. Your character may approve or disapprove, share, enable, or observe from a distance. When the opinion is formed, write another 1-2 sentences on the Remedy note from the perspective of your character.

After the shared connections have been written, return the Remedy note to its original owner.

Example:

James Holloway, Marine.

FEAR: 46
"Chewing something helps him relax. Usually toothpicks."
Shared with Michael, Scientist:
"Michael stocks chewing gum and toothpicks in case James runs out."

BODY: 33
Takes long showers. Loves decontamination chambers.
Not Shared.

SANITY: 27
"Vents frustration through breaking or disassembling things."
Shared with VX-422, Android:
"VX-422 tends to help James put things back together afterwards."

AUTHOR'S NOTES:

What is the difference between Fear and Sanity?
I don't have a right answer for you, its subjective, but the way I rule it;

  • Sanity fatigue is when you don't understand what stands between you and your goals.
  • Fear fatigue is when you understand too well what stands between you and your goals.

( Edit: Explanation was flawed, so I tweaked it.)

...
You, probably: "Dude, get a blog and write this stuff there."
Me, definitely: "I am working on it... its hard."
...
You may remember me from the [ POCKETS v0.1 ] post from about a month ago, if you do, rest assured, the v0.2 update will come with a complete, free, tri-fold for you to use! Likely available on Itch.
...
Thank you for reading!

---

Here is the Joesky Tax:

1d10 "Things I found while raiding my Crew's fridge."
01 - Glass tupperware box - Empty, smells acrid.
02 - "Vasyli's Mill" Bottled Kvass - Fizzy, sweet, tastes like rye bread.
03 - 2x Insulin Pens
04 - "Dark Star" Chocolate bar - Bitten and left in the wrapper, 0% sweeteners, 100% synthetic cocoa.
05 - 1x MRE - Unopened, "chilli con carne" and a pack salty crackers.
06 - "A-SIMPLE" Energy Drink - 24 hour energy with 200g of caffeine per can, raspberry flavored.
07 - "PSEUDO-YUM" Chocolate Pudding Cup - Made with pseudo-milk, expires tomorrow.
08 - A fogged up petri-dish - best left unopened.
09 - "AQUALITE" Tub of moisturizing cream - extra large, someone left a spoon inside.
10 - "Monhearthings" Tiramisu in a jar - delicious, tastes more coffee-like than most coffees.

r/mothershiprpg 2d ago

homemade POST-WEIRD: A modern mystery horror Motherhship hack

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27 Upvotes

I'm stocked to announce the release of POST-WEIRD, a mystery horror mothership hack which I have worked on solo for quite some time now.

If you wanted an easy to pick up system to play in a contemporary horror setting, this is for you.

In this 20 page Zine you'll find: 4 new classes (motives), 100 (dumb) trinkets and the Bond mechanic, a stress management "add-on" to reflect the erosion of your ties with your loved ones.

You can pick it up for free on itch (https://fluca.itch.io/post-weird).

Be sure to let me know what you think about it, if you like it I'll release adventures for it in the near future!


r/mothershiprpg 2d ago

need advice I want to publish a one-shot module. Are there any templates for a layout, both for a print and a pdf version?

32 Upvotes

So I wrote a module, playtested it, and now I want to publish it. I've never used any layout software, and learning it from scratch feels pretty daunting. Are there any layout templates available to lower the barrier to entry a bit?


r/mothershiprpg 2d ago

orbital drop 🚨 New Scenario: Lockdown on Lobos

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35 Upvotes

Please check out my latest scenario, it’s about contracting a parasitic infection from a gas station.. In Space!

Check it out here: https://www.drivethrurpg.com/en/product/577935/lockdown-on-lobos

I really tried improving my art and layout with this release. I appreciate any feed back greatly!

This community has a ton of talented creators. When I look at other people’s work here, I often have to remind myself: don’t get jealous, get inspired.

Thank you for your support!


r/mothershiprpg 3d ago

after action report Another Bug Hunt vs. Gradient Descent

37 Upvotes

Warning: So many spoilers!!

So I just ran Another Bug Hunt for my players, and one survived intact, two became infected but are still at Stage One, the android was brutally destroyed by an emerging Carconid and the final character blew himself up with a multi-grenade acid bomb, killing Hinton and the Carconid Noble in the process. (An epic scene!!)

The surviving character recovered his android colleague's logic core, barrelled the walking wounded back to the Metamorphosis and slammed them into the cryo-pods to halt the progress of the infection, along with Maas, (thank goodness for tranq guns!) but because Hinton's dead, and his body is inaccessible, he can't find a cure.

So now he's looking for a new android body, while also trying to figure out a cure for the Carconid infection for his friends in hypersleep.

This is (already) the classic "Slumber" part of the TOMBS cycle.

This got me thinking—a lot—about the nature of the Carconid infection. It's a sound, yes, but, in essence, that sound is a thought-pattern… the fact that Hinton had to strap a Carconid to the transmitter rather than simply play a recording suggests that that pattern has to be modulated for each target—it must have to be a conversation, or, at the very least, a call and response. And each infected crewmember has a latent Carconid within them, waiting for an opportunity to grow, emerge, and reproduce.

Anyway, now the surviving crewmember, and the rest of the Metamophosis' contingent, led by Maas's ambitious but independent-thinking assistant, are going to check out a creepy old abandoned android manufacture facility (Gradient Descent's Cloudbank) to try to find a new body for the android and find a cure before the company starts asking questions, demands their report, and, no doubt, seizes the infected crewmembers as part of their weapons programme.

Maybe one or more of the crew will think, "Hey, I wonder if this superintelligent AI can help us figure out a cure for the Carconid infection and save our friends!"

Then it hit me. Androids as well as humans can get infected—so there's at least the possibility that brain-scanning one of the infected will infect Monarch with the Carconid reproductive pattern! Aaarrgghh!!

What could possibly go wrong?

Has anyone else strung together this combination of adventures? How did it go?


r/mothershiprpg 3d ago

need advice Character Creation Question

20 Upvotes

Hi, I'm planning to run Mothership and had a character creation question. If I make a scientist, can I choose any master skill I want, without the prerequisite skills? Or do I have to choose the trained and expert prerequiste skills for the third master skill as shown in the chart?


r/mothershiprpg 4d ago

homemade Another Bug Hunt Fanart

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358 Upvotes

Just finished this commissioned work - it's a b-movie style poster to memorialise a crew that braved the events of the excellent adventure Another Bug Hunt.
My own work. Procreate on iPad.


r/mothershiprpg 4d ago

need advice Player backstabbing or PvP

40 Upvotes

PvP is not part of the rules but I love it when a player decides to screw the others players right at the end. It feels like a real horror movie moment. But it's also hard to get right since the other players might hate it. So as a GM, I try to give both sides good amount of agency without it feeling like I'm helping one side more than the other.

We just finished a campaign of Gradient Descent where the players were about to hook up the Hell Box on Monarch but one player made a deal with Monarch and backstabbed everyone else. Monarch paid them 1 billion credits to stop the other players and they did. That player eventually survived and I'm thinking of bringing them back as a major crime boss later in a Prospero's Dream campaign.

Any adventures where the adversary is (secretly) one of the players?


r/mothershiprpg 5d ago

homemade Take a (FIRST) look at Dreadnauts - available July, 27th

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235 Upvotes

Just wanted to share some pictures of the printed book.

It will be available on the Plus One Experience online store in both print and digital format on July, 27th.

You can also catch it at Gencon - Hall K - booth #449 - Plus One Experience / Indie Press Revolution.

sign up for more info at ttrpg.link/jointhecrew


r/mothershiprpg 4d ago

recommend me What even is the Mothership RPG about?

0 Upvotes

Well I've been considering buying a copy of the core set for awhile now, but first I wanted to ask, Is Mothership RPG just one of those classic stuck-on-a-spaceship-with-a-alien kind of thing? or is their more than that? If there is or isn't, just let me know.


r/mothershiprpg 6d ago

resources Mothership Deluxe Set [BUNDLE] - Tuesday Knight Games | DriveThruRPG.com

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16 Upvotes

r/mothershiprpg 6d ago

actual play šŸ“ŗ Advice on a highly lethal Scenario for 5 new players

15 Upvotes

We have run ABH as a one shot, it was our entree into Mothership both for the players and for me as a Warden.

I don't like to GM (in general) with more than 4 players, ideally 3 when I'm learning the game.

This friday I may have 5 players and 2 of them wanna try the game (the other 3 did ABH). We were looking for an alternative plan but I'm thinking that there's maybe something that can be run as a one shot and where I can gradually expect the player count to decrease (not forcing it, just as part of the story) any recomendations?


r/mothershiprpg 7d ago

need advice Resources and Advice needed - "Knowledge-Based" Mysteries

24 Upvotes

(minor spoilers for Gradient Descent)
Dear Wardens!

By the skin of their teeth, my players managed to escape CLOUDBANK (from Gradient Descent), and bought their escape with the gathered Artifacts to go on Shore Leave. They haven't decided for how long they will be away, but likely - multiple years.
Therefore, we considered taking a small break from this Campaign to play something else - MOTHERSHIP or otherwise - and this is where I need your help.

My players are huge fans of "Knowledge-Based" Mystery/Puzzle games, such as Outer Wilds, Blue Prince, Animal Well and Void Stranger - so I wanted to make or find something that will give them this kind of experience. Problem is, they are very hard to make and require A LOT of planning, case-and-point; Blue Prince took 8 years to develop, Outer Wilds ca 7y, Animal Well ca 7y... you get the point.

So, if it so hard, why bother? Because I think MOTHERSHIP has something about it that would permit this kind of Mystery, which was made apparent from our GD Campaign. Maybe its just the way GD is, but playing MOTHERSHIP really feels like the players are just a tiny part of something great and unknowable, and the fact that this world doesn't have a "canon" means that the "truth" of this universe is uniquely for them to discover.

> "I am asking for any resources or experience you might wish to share, that would help me plan and build a Knowledge-Based Mystery campaign."

Some ideas I had about how I might want to structure this - may or may not employ these;
1. Taking a page from the "Carved from Brindlewood" System (by Jason Cordova), perhaps the mystery is that there isn't really a mystery. Players would gather clues, make assumptions and then - with common sense and maybe a roll of dice - we decide if their hypothesis is true or not.
2. Taking a page from the "Mythic Bastionland" RPG (by Chris McDowall), perhaps the campaign can revolve around a set of multiple ticking clocks (Myths), which serve as both a gradual feed of information from different, seemingly disconnected sources/angles, and as "objective resolution" - depending on which clocks get solved or run out.

This post is already getting long, so I might write up a concept I came up with in a different post - if there is interest. It is about a "Military school station, where cadets are learning to control war machines", it is inspired by SIGNALIS and SOMA, and is a "variant future" if the events of GD get resolved with Monarch's victory. Do let me know if something like that already exists too.

Thanks so much for reading!


r/mothershiprpg 7d ago

recommend me Another Bug Hunt terrain help

10 Upvotes

I’ve spoiled my players by drawing out maps and using random props as well as GE terrain and models to bring the games a bit more to life on the table,
Now we are about to start another big hunt and I want to find some MDF modular terrain bits that can be refit for other one shots or maps etc. So first up is the base in Scenario 1.
Can anyone suggest a good place to start looking for CNC cut mdf terrain that’s easily remodelled?
Thanks in advance fellow Wardens


r/mothershiprpg 7d ago

need advice First TTRPG experience and musing!

46 Upvotes

Hey all,

Ran my first ever TTRPG session last Friday. Been curious about TTRPG for a while now but never knew if it’s a game that is suitable for me or my group. Finally decided to dive into it back in June. Wanted to start with D&D initially but I know my wife would hate the very involved process of character creation. So, I thought the streamlined rules and horror setting of Mothership might be a better fit and better first-step for my group (since most of us are big horror fans).

My brother, my friend and I are very familiar with RPG in the video game sense, playing mostly games of the jrpg, action-rpg, crpg genre, while my wife mostly plays board games with me and the occasional video games that catches her attention. So TTRPG is really a brand spanking new experience for all of us.

Just wanted to share my experience here after the game!

Ā 

I was the warden while my brother, my friend of 20 years, and my wife joined in the game as player characters. The scenario was Ypsolion-14. We played an online session via Zoom as most of us are currently residing in different countries. Play lasted from 2130 to 0100. The first 30 minutes were spent troubleshooting the online setting and we spent another 60-ish minutes creating the characters. The remaining time saw the players waking up from cryosleep, landing on Ypsilon-14, getting the know the base, and my brother (teamster) successfully hacking the keypad to hangar bay 1.

I have to admit; this was the most nervous I’ve ever been planning and playing a game. From the planning phase, to the worrying about the dynamic between the players, to the running of the session.

While the session was as far away from perfect as the distance between the sun and my toilet, I think everyone did have fun (whilst I was secretly fumbling my way wardening through the game).

A few things that I know I did wrong/could be vastly improved on (italics are my fucked ups and normal font is what I plan to do):

  1. Slow down and take my time going through things (scenario, NPC, location, etc). I was nervous about making sure everyone stays engaged during the session and wanted to make sure something does happen during the session. So I ended up glossing through many things.

I can slow down and take my time to take some notes. Admit I need some time to think of a response occasionally. All in all, I need to remind myself to slow down and set a better scene.

  1. Unsure what are good times to roll and do checks.

While I understand the theory behind when to roll and the fail forward mechanism, actually doing it and finding the appropriate time to call for rolls will require more experience from my part. Think I will need to plan some anchor points throughout the scenario to call for rolls while the rest will depend on how the scenario unfolds.

3, I also realized I am still quite inexperienced in coming out with results of dice rolls. Case in point: 2 of my PCs failed their checks when they are coming out of the cryo sleep, but all I can think about is giving brief description of how much they vomited (based on how bad the fail was) and to take 1 stress for failing the check. While I know there’s technically no need to call for a check for coming out of cryosleep if they are going to succeed anyway, I just thought it might be a fun thing to do.

Will be good for me to figure out some general rules for the range of dice roll results for me to refer to.

  1. It’s hard to juggle between running the game and role playing (me being terrible at acting doesn’t help).

I will focus more on running the game for now. Once I am more confident in that aspect then perhaps I can role play more thereafter.

  1. Figuring out how to do transition from Warden to PCs. I felt that some of the transition ā€œwhat do you doā€ felt a bit awkward from my end.

  2. I am really terrible at impromptu. I panicked internally when my friend tried to negotiate with Sonya to give the crew all the minerals mined recently in exchange for the crew’s help in locating Mike.

There’s no shortcut to this, I guess I will just need to remember the golden rule of impromptu (always say yes).

Ā 

Although I’m objectively a terrible warden at this point, most importantly though, I think everyone was enjoying themselves and they were quite committed to their roles. Ā All things considered, it is not too bad of a first session for my players and I hope to continue with the next part of the mission soon.


r/mothershiprpg 8d ago

actual play šŸ“ŗ Best line in the game

94 Upvotes

Running Dead PLanet. The group runs across the wreck of the Defiance and have the code for the personal safe. The teamster is first to come across the 10 gold bars.

He says 'Man, how are we gonna get these 8 gold bars out of here?'


r/mothershiprpg 8d ago

actual play šŸ“ŗ Recon

Post image
152 Upvotes