What does tg think of this? I don't have any experience with it but in theory it scratches all the right itches for me.>sci fi>cyberpunk>horror>indie>additional indie supplementsIs it any good?
>>94786714The survival mechanics are not as good as advertised but the adventure modules are mostly great, especially Gradient Descent.
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>>94786714It's good. Solid rules, cool concept, and really great book design. The Unconfirmed Contact Reports book in particular is a really cool take on your standard monster manual.>>94786839Gradient Descent is up there with one of my favorite modules of all time for any system. The atmosphere and setting is S-tier, especially once the players start running into android clones of themselves and start stacking up Bends.I also recently picked up The Desert Moon of Karth for a neat space Western setting and was pleasantly surprised to see that it came with its own soundtrack.
>>94786839>>94788223Sweet. I just ordered the core game along with Gradient Descent and a couple of smaller modules. I only discovered this game because I found pic related on the book rack at my lgs and it caught my attention. I picked it up and have been reading through while I wait for the other stuff to arrive and already I feel so excited to put some players in it. Any experience with this bloom module?
>>94786714I GMed The Haunting of Ypsilon-14 for my family. It was fun, quite easy system to run and learn, the simple small adventures are really nice, but unfortunately I realized that while I have the time to GM, I would rather do other things with my time than play RPGs.
>he bumpedSo are any of the new adventures any good? I have Gradient Descent, Bloom, The Other One, The Space Station One. and the other ones everyone mentions but did something good came out recently?Same goes for Death in Space, which also made KS money (I think) and is some d20 nuSR thing.Though specifically I'm also wondering if something based in a city came out for any of the scifi horror systems, mostly because I mystery boxed myself into a corner and need ideas to steal.
I love this rpg. Like other anon said it’s a simple game to learn and run. I ran a campaign which was kind of a retelling of “The Thing” (they’ve never seen it) set on a tiny French research station orbiting a toxic planet. It was fun seeing players stoked about the way they die and actually being nervous about navigating the station, especially near the end of the adventure and most of the original workers began killing each other or even themselves rather than die to whatever was haunting the station.
>>94786714You like Alastair Reynolds? Because the adventures are all Alastair Reynolds stories. Also loads of semi-clever graphic design without being Mork Borg levels of taking the piss.
>>94788306Bloom is one of the best modules to use to introduce new players to the system. It's on the shorter side and has a really cool concept to explore. The infection system with false positive symptoms is a great way of keeping the players paranoid as they're unsure if they're actually infected or not.
>>94786714the rules are good BUT>>94786839>>94788223the monster manuals are genuinely awful garbage. the worst SCP entries are stronger than their monster ideas.
>>94794967Did you tell your players that false positive symptoms are possible? Or did you just let them figure that out
>>94795042Nah, I love their monster manual approach. Keeping things vague and open-ended is the way to go to present unknowable space horrors and avoids the over-explanation that SCPs are prone to getting. I fully understand that this is definitely a YMMV situation, but I definitely prefer the interview, rumor, and legend style descriptions in this case.
>>94795141I've done it both ways and recommend not telling telling them, but also throw out other reasons that they might experience symptoms at first. Something like "Your ship's air recycler is on the fritz and has been throwing dust out of the vents. Your throat feels a bit scratchy." as they start the session aboard their ship is a good way of planting seeds of paranoia later.
>>94786714During the height of HYTNPDND I made a thread about how I tried Mother. People said that wasn't enough still. It's completely different from D&D though so I have no idea what those FUCKING CUNTS want.It's a fine game, best for one-shots or short campaigns.
>>94786839That's my takeaway from all the talk of it. Rules as written, the core book is kind of a clumsy mess, but some of the adventures written for it adjust for and improve the experience in a way that makes it pretty good.The character sheet is pretty well designed too.
Is there a mega folder with all the official and third party modules? Got the core set but the zines are imposible to get in the EU.
>>94794625Diamond Dogs would be an easy one to adapt. the degree of obsession/self-modification is pretty analogous to Gradient Descent's Bends.I've a Revelation Space like STL space opera thing going on which MS is somewhat suited for, in the early stages that is. Players are intended to go from survival horror aboard their own infested starship to playing generational cultural engineers. I ran a megadungeon mini-campaign using Diaspora (suited to the latter phase) and, regretting it, stuck to MS for a one-shot that went much better. I'll probably try re-running that campaign with MS to see how things go.It's an esoteric clusterfuck of a setting so just learning how to unveil it without inellegant loredumps is half the battle.>>94795260Like a lotta stuff there's a kernel of truth which bad faith faggots and/or retards will stretch into insanity. It's maybe OSR adjacent but then stuff like Ultraviolet Grasslands wanders so far from the regular DnD formula as to count as separe in my book. So long as everyone's satisfied at the end of the day it's not even a big deal.>>94796631Pretty sure a bunch are up in the ShrareThread somewhere.
>>94796631alltheproblemsinthisworld.com carries quite a few Mothership zines. I doubt there's a folder with ALL the modules, you might have to dig them few in a time.
>>94786714Haven't played it, but I did read the rulebook. It feels like a simplified Call of Cthulhu.Which is saying something as CoC wasn't that complex to begin with.
>>94786714Mothership is the GOAT for GMs who want to run a short-form horror campaign/one shot in space. The system is slim and elegant and the rules can be learned in 30 seconds. The character sheet is a flowchart that tells you how to make a character. I've run a few Mothership campaigns and I would heartily recommend it to anyone.
>>94786714Arguably, you don't build up stress fast enough RAW to actually get the advertised cascading failure.
>>94798221The current edition sheet is even easier to follow.
>>94798700use 1 Stress for campaign play and 1d5 for one-shots. the real problem is that players and GMs often forget to add stress for EVERY failure.
>>94795173The author admits they should have had a scenario for each and I hope it does eventually.A bunch of them are hard to see how they work in context.
>>94795042>>94799945it's more like a book of campaign seeds than a monster manual
>>94796664Sounds cool. Hope it goes well.
>>94801031Cheers, as I said I've learned from some of my mistakes so far and hope to keep doing so. Th next stumbling block will likely be transitioning from initial survival horror to merchant prince power fantasy against a cosmic horror background. As I said the intro mini-campaign "hook" is relatively accessible and loredump-free compared to the later zanier psychohistory (a running theme is supposed to be serial escalation of player power alongside new horizons of "oh shit").One thing I'm especially pleased with is that there's an in-universe reason for PCs to do in-person PC things despite being the heads of an organization which outweighs many states. They're on top by virtue of absurd mental resilience which makes them able to regularly interact with eldritch AI sans gibbering worship. To spit out pschohistoric predictions and memetic regimens interaction / harvest with PCs is a must and PCs procure the best data when they've gained a "feel" for a place as only boots on the ground can. As to survival horror unleashed AI burn out and leave Space Hulks in their wake, PCs are the only dudes who can wade into the memetic "radiation" and are forced to do so because the Clarketech shrapnel harvested there is about the only stuff that can put down an AI outbreak in full swing.There's no ironclad "right" way to play but given obvious questions like "why don't we abandon interstellar time lag for overseeing this fief-system?" or "why not just bombard the hulk and pore over the wreckage?" I think it's cool to have other crew's who've done that and suffered for it in the long term.Speaking of other than the usual debt trapping haw do MS Wardens force PCs to dungeon-dive again and again even once they've accrued wealth? Enemies who need to be fended off with ever deadlier (and more expensive).means ought to do it mostly. Probably a big part of the "better for short campaigns" criticism.
It's awesome. Check out WacoMatrixo on youtube, I ran his 'The Alexis' one-shot to my liking and it was up there with the best rpging ever. Easy for people to jump in, even normies, since everyone's seen Blade Runner & Alien.
>>94786714Link to pdf? sounds dope but I wanna read some of it before I buy.
>>94786839I really love GD conceptually but honestly the sparse, barely existent descriptions for a ton of the rooms really saps the will to run it out of me. It requires a ton of improv or prepwork to make good, as opposed to something like Ypsilon14 or Warped Beyond Recognition that just works out of the gate. That said I do really like what *is* there. The art and worldbuilding is very cool and Monarch makes for an interesting antagonist. Also, fuck the new 900 second timer.
>>94794306>So are any of the new adventures any good?I am always deeply susicious of these games that are part of the sudden proliferation of "anyone can do it" wave.Everyone can do it, everyone has been doing it for decades, but turning every pumpslop Saturday afternoon session into a pamphlet you charge money for is wank.>>94800072nta. Campaign seeds I could get on board with, but I do not see the point in "I had this idea and I had a friend sketch a doodle about it" publishing. Anyone can have ideas, if I still need to do 80% of the work of putting it into my game then what am I paying for?>>94804898>the sparse, barely existent descriptions for a ton of the rooms really saps the will to run itFor a megadungeon, agreed.Happy to do it in bursts, but the idea of endlessly detailing big rooms or small rooms does not appeal.That's a disagreement I have with megadungeons as much as a Gradient Descent problem though.