The Mothership Wardens Operations Manual walks you through prepping both a session and a campaign. It’s one of the best published examples of that that I’ve ever seen.I've really enjoyed Mothership the past few months, and it is so night and day different from D&D both in theme, setting and mechanics. So what's a prep session look like for Mothership?
True, though just to note, while the mechanics are similar, Solis People of the Sun is a modern sci-fi, solarpunk-ish, near future setting.and over here too!
Traders and Gunboats, packed with 70 new ships, is now in stock and shipping!
Pre-orders have already been sent off, and we stand ready to fill the spacelanes of more campaigns!
![]()
Traders and Gunboats
This book gives you more than 70 new ships to be used by Travellers, pirates, traders, government forces and corporations, for use in the Traveller TTRPG.www.mongoosepublishing.com
![]()
Traders and gunboats are present in their tens and hundreds of thousands throughout the universes Traveller, and are amongst the most common ships found on the spacelanes. This book gives you more than 70 new ships in this class, to be used by Travellers, pirates, traders, government forces and corporations. Each vessel...
- Mongoose_Matt
- Replies: 5
- Forum: *TTRPGs General
Publishers creating more resources to help support and encourage gamers to take the GM's chair is a good thing.Preparation is fundamental to the creation of entertaining ttrpg one-shots and campaigns. Consider the best published ttrpg adventures and how much preparation was required to create them. Great adventures, great scenes that get a group of players interested and engaged don't happen by accident. Can a GM adept at storytelling pull a fun adventure out of their butt? It happens, but that's the exception not the rule here. Running ttrpgs WELL is a skill that requires practice and regular education and more practice.
I watch way too many streamed ttrpg actual plays on YouTube and ..... the hundreds of sessions have proven to me that good GMs are are very rare creatures. In AD&D Monster Manual terms, that means about 4% of all streamed ttrpg adventures feature a GM who knows what they are doing. Which means most players aren't getting the experience they really want from the hobby.
The "explicit divide" between players and GMs is Game Mastery: using maps, creating interesting NPCs, knowing the rules, setting expectations, handling OOC issues, creating scenes that interest the players and challenge their characters, reward players for exceptional RP, plus more - and all that starts with PREPARATION.
And experienced players and GMs can tell when a GM is winging it. We can tell when a GM isn't familiar with the rules. We can tell when a GM hasn't prepared the combat scenarios. We can tell when NPCs haven't been fleshed-out. We can tell when the GM isn't familiar with the setting. And IMNSHO when GMs "wing-it", the adventure SUCKS. As A player, I have - and will continue to - dropped out of ttrpg sessions because I can tell the GM hasn't prepped their material. Say what you want about Matt Mercer but that guy is a Gamemaster. He knows his stuff and it's deeper than voice-acting. Do you think he just "wings it"? Of course not, and that's why his campaigns have been so entertaining for so many people.
In life, if you look at the people who are the very best at what they do, understand that preparation is foundational to their work ethic and resultant success. Doesn't matter what occupation. Again, sure, you can run ttrpgs with little or no prep. But, that experience will almost never be as engaging for a group as when done by a GM who has prepped their material and is ready to game.
Back on topic: What does the ttrpg hobby need? The same thing it's always needed and the reason why I started running games in the first place:
We need more players to step into the GM chair and run games for the thousands of players out here.
![]()
I didn't type anything like that. Read the text please.But . . . expecting your average GM to rise the level of the top stars in various streamed games isn't a realistic expectation.
What do we think the RPG hobby needs now?
To be fair this isnt unique to RPGs. Sports talk has changed alot in the decades as well. This kind of thing has become prevalent with the rise of social media. Folks are conditioned to positions over interests type discourse so it unfortunately comes out this way in the wash on any subject.This is going to be a kinda weird answer, but...
Sports teams.
People argue about sports for days. They love to do it. There are multiple billion dollar sports industries. When people argue about sports they spent hours ranting about teams they hate, and evangelize teams they love. What they don't do is spend all their time tearing down their favorite sport. Sure, they may spend time complaining about new rules, or referees, etc. But overall, being a fan is about liking the game and hating your opponent (not hating the game).
RPG discourse these days is too often about tearing down RPGs. This is bad game design. That is bad for the industry. People often have literally no separation between their opinions about what they want to play, and their steadfast beliefs about what the rest of world ought to be playing. The arguments are often infighting that attacks the industry from within, rather than promoting it.
I play Battletech a wargame, and having factions that different folks can build towards allows exactly this. I think if you can combine a healthy rivalry in a "semi-competitive" environment it works wonders. That kind of thing needs to be fostered though or it spirals out of control. I like the concept though.So, what we need are some kind of sports teams. Healthy rivalries that promote RPGs through friendly-ish antagonism. I feel like this was kinda-sorta fulfilled in D&D 2e by the high number of settings, and in 3e by rules discussions (which isn't to say these things didn't have their own problems). I have no idea what it looks like in the current RPG landscape.
Shadowdark isn't a "damn" D&D adjacent game?
Anyway, there are a lot of "fantasy heartbreakers" for two main reasons. 1) Lots of designers want to try their hand at "D&D but better/different", and 2) lots of players want to play D&D style games . . . but "better/different". Groups choosing a close 5E variant like ToV or Level Up have different reasons, but often it's "I want to play D&D but not support WotC" . . . or of course they like some of the sub-systems in those games.
D&D games dominate the hobby, but there is no shortage of games with different systems and different genres. Especially now, we are in a golden age of RPGs, both D&D-style games and not-D&D games!
Getting your player group to try some of those other games can be a challenge, and more attention from publishers on that issue would be good!
The Mothership Wardens Operations Manual walks you through prepping both a session and a campaign. It’s one of the best published examples of that that I’ve ever seen.