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Hull Breach Fills A Hole Full Of Content For Mothership
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<blockquote data-quote="robowieland" data-source="post: 9178421" data-attributes="member: 7026452"><p style="text-align: center">[ATTACH=full]318843[/ATTACH]</p><p></p><p>Games like <em>Shadowdark</em> and <em>Mothership </em>might still be in the process of coming together but that hasn't stopped their fans from creating material to support their favorite games. <em>Mothership</em>, in particular, has a vibrant community that supported the game for years. These creators are ready to have a full shelf of materials when the full game drops. <a href="https://www.hullbreachrpg.com/" target="_blank"><em>Hull Breach</em></a>, developed by Ian Yusem, brings several of these creators together between two covers for an anthology of rules, adventures, locations and creepy aliens. I was sent a review copy to check out these ideas under one title rather than the usual mixed collection of pamphlets and PDFs. Should you hve this handy for the arrival of <em>Mothership 1E</em>? Let’s play to find out.</p><p></p><p>The book is separated into a few broad sections; rules, missions locations, monsters and gear. There’s also a wraparound campaign setting that’s built for Wardens who want to use the book and connect pieces to form a campaign. The opening index also includes bits of information beyond the page number. It highlights content warnings for each entry (this is a horror game, after all) and also has tags that sow off what elements can be easily lifted such as NPCs or monsters. I received a physical copy as part of the review process but the organizational aspect (along with a few handouts) makes me recommend getting the PDF if you can. It’s nice to click on a keyword in one adventure and get whisked away to the full write up elsewhere in the book.</p><p></p><p>Intel is the first section of the book which offers advice and rules for the Warden. There’s some solid discussion on how to construct a mystery as well as set ups for the dicey hand-offs that often occur in the back alleys and abandoned space stations of the setting. This section rounds out with solo play rules for those folks who can't get their groups to try out the game and a rules hack that flips the script and lets players take a turn as the slimy beasts that eat humans for breakfast. There’s some solid advice here including describing horror with a full sensor suite. The Manhunt rules sound like a good way to spend Halloween or let poor put upon <em>Mothership</em> players get some revenge for all the nasty ways they've died.</p><p></p><p>Up next are missions and this is, unsurprisingly, where the book shines. The surprise comes in the fact that few of the adventures feature monsters or aliens, instead offering some interesting experiments in genre. There’s a found footage adventure that also plays a little like <em>Fatal Frame</em>, a funnel that grinds out a starting campaign team, and a factional horror where players awake Fallout style on their colony ship to see the others who awoke before them have devolved into <em>Mad Max</em> style factions warring for control of the ship. This is one of the areas where Mothership has an edge on other space horror games. It can afford to be a little experimental and that flexibility pays off here.</p><p></p><p>The locations section that follows is the part of the book that I felt was the weakest. I think some of that is the price to be paid in building out the campaign side of the game so they have to be a little more normal than the weirdness of missions. I liked the locations fine but there weren’t any that truly jumped out and demanded to be used. When you’re talking about entries that include an interdimensional superstore and an alien megastructure cult dungeon, I couldn't help but feel a little disappointment.</p><p></p><p>The entities had a curious mix of human and alien bad guys. There’s a section for generating the shadowy corporate agents that loom like birds of doom in the background of the setting. There’s also a <em>Predator</em> style riff that provides a recurring alien antagonist. This is the most versatile section as it can be dropped into any game and any setting for a night of running around in the dark.</p><p></p><p>Finally, we get to the equipment section which featured my favorite bit in the entire book. There’s an entry for a <em>Star Trek</em>-style energy transporter that gave me chills just reading it. Something like that in a world like this seems like it would pump out Cronenberg horrors left and right. The section even includes an operation manual which the authors recommend redacting to make players hunt for a full manual as a continuing quest line in a campaign.</p><p></p><p><a href="https://www.hullbreachrpg.com/" target="_blank"><em>Hull Breach</em></a> offers a great collection of space horror inspiration that can fit into any campaign looking to fit some monsters in the black.</p></blockquote><p></p>
[QUOTE="robowieland, post: 9178421, member: 7026452"] [CENTER][ATTACH type="full" alt="1698778231852.png"]318843[/ATTACH][/CENTER] Games like [I]Shadowdark[/I] and [I]Mothership [/I]might still be in the process of coming together but that hasn't stopped their fans from creating material to support their favorite games. [I]Mothership[/I], in particular, has a vibrant community that supported the game for years. These creators are ready to have a full shelf of materials when the full game drops. [URL='https://www.hullbreachrpg.com/'][I]Hull Breach[/I][/URL], developed by Ian Yusem, brings several of these creators together between two covers for an anthology of rules, adventures, locations and creepy aliens. I was sent a review copy to check out these ideas under one title rather than the usual mixed collection of pamphlets and PDFs. Should you hve this handy for the arrival of [I]Mothership 1E[/I]? Let’s play to find out. The book is separated into a few broad sections; rules, missions locations, monsters and gear. There’s also a wraparound campaign setting that’s built for Wardens who want to use the book and connect pieces to form a campaign. The opening index also includes bits of information beyond the page number. It highlights content warnings for each entry (this is a horror game, after all) and also has tags that sow off what elements can be easily lifted such as NPCs or monsters. I received a physical copy as part of the review process but the organizational aspect (along with a few handouts) makes me recommend getting the PDF if you can. It’s nice to click on a keyword in one adventure and get whisked away to the full write up elsewhere in the book. Intel is the first section of the book which offers advice and rules for the Warden. There’s some solid discussion on how to construct a mystery as well as set ups for the dicey hand-offs that often occur in the back alleys and abandoned space stations of the setting. This section rounds out with solo play rules for those folks who can't get their groups to try out the game and a rules hack that flips the script and lets players take a turn as the slimy beasts that eat humans for breakfast. There’s some solid advice here including describing horror with a full sensor suite. The Manhunt rules sound like a good way to spend Halloween or let poor put upon [I]Mothership[/I] players get some revenge for all the nasty ways they've died. Up next are missions and this is, unsurprisingly, where the book shines. The surprise comes in the fact that few of the adventures feature monsters or aliens, instead offering some interesting experiments in genre. There’s a found footage adventure that also plays a little like [I]Fatal Frame[/I], a funnel that grinds out a starting campaign team, and a factional horror where players awake Fallout style on their colony ship to see the others who awoke before them have devolved into [I]Mad Max[/I] style factions warring for control of the ship. This is one of the areas where Mothership has an edge on other space horror games. It can afford to be a little experimental and that flexibility pays off here. The locations section that follows is the part of the book that I felt was the weakest. I think some of that is the price to be paid in building out the campaign side of the game so they have to be a little more normal than the weirdness of missions. I liked the locations fine but there weren’t any that truly jumped out and demanded to be used. When you’re talking about entries that include an interdimensional superstore and an alien megastructure cult dungeon, I couldn't help but feel a little disappointment. The entities had a curious mix of human and alien bad guys. There’s a section for generating the shadowy corporate agents that loom like birds of doom in the background of the setting. There’s also a [I]Predator[/I] style riff that provides a recurring alien antagonist. This is the most versatile section as it can be dropped into any game and any setting for a night of running around in the dark. Finally, we get to the equipment section which featured my favorite bit in the entire book. There’s an entry for a [I]Star Trek[/I]-style energy transporter that gave me chills just reading it. Something like that in a world like this seems like it would pump out Cronenberg horrors left and right. The section even includes an operation manual which the authors recommend redacting to make players hunt for a full manual as a continuing quest line in a campaign. [URL='https://www.hullbreachrpg.com/'][I]Hull Breach[/I][/URL] offers a great collection of space horror inspiration that can fit into any campaign looking to fit some monsters in the black. [/QUOTE]
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