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Mothership: Who's playing it? What are you doing with it? How does it compare?
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<blockquote data-quote="hawkeyefan" data-source="post: 9376065" data-attributes="member: 6785785"><p>I’m currently running a Mothership campaign. We’re a few sessions in, and so far it’s going well. We’re kind of creating the setting as we go, beyond a couple broadstrokes. The gist is that the PCs are in a remote star system that has a bery frontier type vibe; it’s on the edge of known space. It’s accessible only via jump gate. However, the jump gate was somehow recently deactivated. So they’re stuck in this system. </p><p></p><p>I placed a few locations in the system based on the modules I have. The most notable is aThe space station Prospero’s Dream, as presented in the Pound of Flesh module. It’s become the PCs home base. They’re working jobs for hire for the NPCs on the Dream with the hopes of saving enough money to cure two crew members who were infected in one of the first jobs we ran. Two PCs have been infected by an alien life form and will transform into one of the aliens themselves. The players wisely froze the two in cryotanks until they can work out a solution. </p><p></p><p>So that’s where things are at. They’re currently on the Dream and taking jobs for cash. They have to pay tax for oxygen and also storage costs for the cryotanks, so if they don’t pay, their friends are doomed. So far, no PCs have actually died, which is kind of amazing. The players have been really cautious (and lucky), but it’ll only be a matter of time till one or more are killed. Combat is very dangerous in Mothership. </p><p></p><p>It is similar to the Alien RPG, which I’ve also run. Both have Stress and Panic rules. Both can be very deadly. Similar themes, of course, and similar elements like gear and the like. The key difference so far is the complete lack of any kind of social mechanics for Mothership. It’s focused more on player skill than Alien RPG, I’d say, and so leaves resolution of negotiation or bluffing up to the players and GM to resolve. Alien includes some of these elements in its play.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9376065, member: 6785785"] I’m currently running a Mothership campaign. We’re a few sessions in, and so far it’s going well. We’re kind of creating the setting as we go, beyond a couple broadstrokes. The gist is that the PCs are in a remote star system that has a bery frontier type vibe; it’s on the edge of known space. It’s accessible only via jump gate. However, the jump gate was somehow recently deactivated. So they’re stuck in this system. I placed a few locations in the system based on the modules I have. The most notable is aThe space station Prospero’s Dream, as presented in the Pound of Flesh module. It’s become the PCs home base. They’re working jobs for hire for the NPCs on the Dream with the hopes of saving enough money to cure two crew members who were infected in one of the first jobs we ran. Two PCs have been infected by an alien life form and will transform into one of the aliens themselves. The players wisely froze the two in cryotanks until they can work out a solution. So that’s where things are at. They’re currently on the Dream and taking jobs for cash. They have to pay tax for oxygen and also storage costs for the cryotanks, so if they don’t pay, their friends are doomed. So far, no PCs have actually died, which is kind of amazing. The players have been really cautious (and lucky), but it’ll only be a matter of time till one or more are killed. Combat is very dangerous in Mothership. It is similar to the Alien RPG, which I’ve also run. Both have Stress and Panic rules. Both can be very deadly. Similar themes, of course, and similar elements like gear and the like. The key difference so far is the complete lack of any kind of social mechanics for Mothership. It’s focused more on player skill than Alien RPG, I’d say, and so leaves resolution of negotiation or bluffing up to the players and GM to resolve. Alien includes some of these elements in its play. [/QUOTE]
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