SMOOSH JUICE
Mothership is Good Enough

A few weeks ago I ran my first scenario for Mothership, the OSR hit about space horror. Space horror is extremely My Jam. Before I ran it I thought Iād have a lot to say about the experience, but a month later Iām just left with one thought: It was okay!
Okayās not bad. But itās not great. Itās okay. Good enough can be good enough!
But Mothership is such a popular game, surely Iām missing some subtlety in its design? I donāt think I amā¦but also I donāt think itās popular because of its mechanics. More on that below.

How It Works
Mothership is a very lean OSR style RPG. Characters have four stats and three saving throws, all randomly determined. You pick from one of four classes: marine, android, scientist or teamster. You pick some skills that give you bonuses later, and then youāre off to the races! The character sheet itself walks you through all eight steps and is perfectly self-explanatory.

If Mothership has a thesis, itās that folks facing scary stuff occasionally lose their shit. Fair enough. Thereās only a very lightly implied setting, and it relies on whatever youāve brought to it via the Alien franchise. Thereās a big corporation, there are marines that work forā¦someone or something that doesnāt really get explained, there are chunky NASAcore industrial-style ships that carry around crews who mostly cryosleep between destinations.
Rolling is very straightforward and very OSR ā weāre told up front that players should be rolling as little as possible, and mostly succeed at things their characters would be good at by virtue of their class. You want to roll under your stat and possibly a skill bonus, and if you miss your stress goes up. If you roll doubles and succeed, thatās a critical hit. If you roll doubles and miss, thatās a critical miss and you make a Panic check based on how much stress youāve accumulated. Each class has its own rule that interacts with the stress/panic/saving throw system. And thatās more or less the entire system.

On a purely mathy level, the stress/panic system just doesnāt work as advertised. On the one hand, weāre told to roll as little as possible. Thatās an OSR thing, and I get it because most OSR systems donāt offer much in terms of system feedback. These games want you to talk and talk and convince the GM that youāre making reasonable plays. But the main way stress on your character sheet goes up is when you miss rolls. If youāre admonished to roll as little as possible, well, neither your stress nor opportunities for panic checks come up very often. Or maybe ever in a three or four hour session.
There are a couple very clever system gestures I appreciate in Mothership. The big one, which our table was mixed in embracing, was that players can just choose to roll for panic whenever they want. Thatās great, very play-to-lose. If youāre at a table full of hard-charging play-to-win folks, thatās just not going to happen. But itās great that the option is right there.
Being an OSR jam, there is of course the whole āif you donāt like it, change itā thing throughout. Even the adventure that comes with Mothership, called Another Bug Hunt, comes with stress triggers that arenāt from the formal rules. Stuff like āthe first time you see a dead bodyā or whatever. Which is great! Why not include those triggers in the main rules body? So you can change them if you want.
One blog I read recommended characters get d5 in stress instead of just 1 each time they miss a roll. The odds of succeeding at tests are generally against the characters anyway, and you can always just nudge the rolling frequency higher, so in our own play it was a good solution. That is, if the āproblemā youāre trying to solve is seeing more panic checks.

Itās a little like the tension at the core of Call of Cthulhu, in which losing Sanity is both considered a āpunishmentā and is the funnest thing to happen in the game. Itās why Graham Walmsleyās Cthulhu Dark discards literally everything else about the Lovecraftian cycle and retains only the inevitable march toward losing oneās Sanity.
Sitting on the question of whether stress is a āproblemā that needs to be āsolvedā for Mothership as written got me thinking long and hard about the nature of horror in RPGs.
What Even is RPG Horror?
A confession: horror is my favorite genre that I hardly ever run straight. I mean as the main focus, you know, like a Trail of Cthulhu or Kult game. But so, so much of my gaming is horror-tinged, up to and including the rare X-card intervention. Iām good at injecting horror at the table, is what Iām saying.
My many years of indie-inflected character-driven play make me assume that āa horror RPGā means scaring the players. Thatās a foolās errand; there are too many release valves. Even if you can control the environment ā dimming lights, keeping distractions and interruptions out ā you canāt really control stress-relieving outbursts from players. Jokes, wry asides, all that. Itās really hard to draw a magic circle that allows for this level of personal vulnerability.
To be sure, invoking scary feelings in players has been done before at the design level in a few ways. Ten Candles is all about controlling your physical environment, for example: the room is lit only by the candles and theyāre going out throughout the game. Itās good stuff.

So if itās not getting the players to feel scared, that leaves us with just a couple other choices. One is simply modeling fiction in which characters sometimes experience loss of agency. You know, creating a horror-shaped object. If it had monsters and characters lost their shit, I guess thatās a horror game.
Another choice is to really push stress as a resource-management game, Blades in the Dark style, to generate tension in the player. I think this is where Mothership as written fails for me, unless the Warden (the GM in this game) fiddles with the rules-as-written to dump more stress faster into the game. Maybe itās different across a lot of sessions? After three or four sessions and no downtime, maybe everyoneās stress really does become a problem. Multi-session horror is a challenge in its own right, maybe worth getting into at a later date.

And of course thereās the pleasure of experiencing horror at an ironic distance: check out this freaky monster! Can you believe this fucked up situation our characters find themselves in? Itās watching a scary movie but always knowing you can hit pause, pee, grab some more popcorn. Itās a haunted house attraction.
I think Mothership accomplishes the horror genre emulation goal, the horror-shaped object, across a long enough timeline. Eventually a character will panic. In our one-shot (where we rolled a d5 for each stress), we had two panic events. Unfortunately the odds of getting a boring outcome on the panic table are pretty good: you get even more stress, or you gain a condition thatās only going to matter for campaign play, whatever. Meanwhile, the more stress youāre carrying, the better the odds of something more meaningful happening. I guess itās okay! (Iām going to keep saying that a lot about Mothership.)
My players reported that the sense of not knowing when or how the stress/panic system would finally strike was generally fun. I have the feeling some of my folks realized there were long odds on something really debilitating happening. But, yeah, they had a pretty okay time.
So how does a pretty okay translate into such high praise?
Itās the Community, Stupid
Tuesday Knight Games and creator Sean McCoy have done a stellar job of building a busy, engaged Mothership community. This is something the OSR space is just plain better at than most system-forward indie publishers. There are exceptions like Magpie Games, but theyāre nearly post-indie at this point.
At about 13,000 members, the Mothership official Discord is busy as hell. There are channels for Tuesday Knightās own Mothership modules, channels for third party modules and resources, a lot of sustained energy around making and talking and supporting. And itās been going on for years. They had an established ā0 editionā fandom before the first edition box even came out.
As a system-curious indie guy none of this stuff matters to me. But thereās a huge cohort of space horror fans out there eager to collect and play beautifully produced module content. When you buy Mothership, youāre buying the community energy if you want it.

To be honest, my first hook into Mothership wasnāt Mothership itself, but Fey Lightās This Ship Is A Tomb. Itās a procedurally generated hellscape-inside-a-haunted-ship crawl based on Emmy Allenās The Stygian Library. Iām a huge Event Horizon fan and the title itself tickled my fancy enough to back the Kickstarter. Since then Iāve had a chance to play similarly structured stuff, such as The Facility and reminded myself that I care more about character-driven play than sandbox survival. TSIAT continues to sit on my shelf, underloved. Maybe Iāll run a few hours of it at a con sometime.
The system is simple and direct enough that itās also spawned an entirely new game, Cloud Empress, a love letter to NausicaƤ of the Valley of the Wind and related anime. Iām not sure how the stress management/panic element of Mothership fits, and I havenāt sat down to read Cloud Empress. Iām not sure it matters. Roll-under percentile outcomes, tiered skill bonuses and the stress minigame are all very simple and inviting. I expect there will be even more Mothership derived games, and some of them will have crossover appeal with an established audience.
Well Designed Information
To its credit, everything about Mothership is very well visually designed. Sometimes itās visually striking in that NSR-y vibes-forward way, but everything Iāve seen either out of Tuesday Knight Games itself or by other publishers has been just terrific as reference material.
The starter mission, Another Bug Hunt, is a high water mark in staged adventure design, for example. Each chapter is very clear and easy to reference within itself, leads to the next chapter in a really clear way, and is just overall very easy to play right out of the book.
The Wardenās Handbook, the facilitator-facing book, is another example of excellent information design. Itās also a place where the line between āsystemā and āgreat adviceā gets really fuzzy. Fuzzy to the point where my argument about Mothership being just-okay falls apart depending on which side of that line you fall.
Session prep advice is sharp, derived directly from the gameās āSurvive, Solve, Saveā catchline and then followed up by the TOMBS acronym: transgression, omens, manifestation, banishment, slumber. When I ran my homegrown mission for my folks, I followed all this to the letter and, yeah, we got a very playable setup that was a bit different than how I would have designed it.
āCould I have gotten here without this?ā is my benchmark for deciding how much of a sessionās success is down to my own skills, versus the gameās materials. One more mark in favor of advice being the system, I suppose!
The Bottom Line
Itās not hard to see how visual clarity, best-in-class community support with lots of love for the OSR DIY ethos, and being damn near the first space horror game to market made Mothership a hit. None of those things are the game ā which is okay! ā but for an audience thatās mostly there for the modules, itās great. For readers and players who want clear, explicit advice on how to get the most out of the game, also great. If youāre not into module content? Still okay, and itās more flexible and de-licensed than Free Leagueās Alien. And if you just want a system that has very little to say (āgets out of the wayā as the saying goes) but is easy to eyeball and execute? Maybe more than okay.
Best Rorschach test of what I want out of my games in a good long while!
