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One of the best rules-light systems to hit my table in recent years. It's a breeze to run, and provides a versatile framework for all manner of games within the genre. This is a leaner, meaner, Alien RPG, without all the baggage of a licensed IP. The PWYW price point for this Player's Guide, is the icing on an already delicious dessert. Winner.
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One of the best books for helping GM's. Its advice expands further than just Mothership but helps you with running any other kind of ttrpg. It also has great tips and tricks for organizing notes which can be helpful for a GM and for players.
This book is 100% worth picking up just due to the fact it is such a helpful guide.
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A tight and lean little game that still packs enough juice to power a long campaign. I’ve played Mothership for 20+ sessions, and it’s been a hit at my table of both new and experienced RPG players. I’ve found its rules to be simple and flexible, but with just enough mechanical weight to help me as a GM with maintaining the horror atmosphere. I highly recommend it for fans of grim hard-ish sci-fi, or to anyone wanting to dip their toes into horror or sci-fi TTRPGS.
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The best conceptual guide on how to design and define an ideal ship for any types of games.
I find the technical layout exceptionally helpful in designing a functional ship of my own without having to become a naval enigneer.
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The fact that Tuesday Knight Games has chosen to sell the 1st edition versions of their previous products (Dead Planet, Gradius Descent, and A Pound of Flesh) as separate titles, rather than just being an update to the 0e versions has made me question whether or not I want to support Tuesday Knight Games...and for now the answer is a resounding "NO!" I urge everyone not to support such predatory sales practices until such time as Tuesday Knight Games is forced to rethink this abominably bad decision and provide a free update to their previous product for all those who purchased the 0e versions.
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One of the best Horror/Sci-fi rpg i could ask for, my players love to strugle to survive and feel like they earn everything by surviving
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This book is a near perfect blend of location and adventure. I was able to pick it up and start using it at my table in just a few minutes, which is more rare than it should be. It also does a great job of ratcheting up the tension on the station as things start to fall apart and everything gets more dangerous for the PCs.
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Handy for Wardens just starting out like myself. Some of these are pretty funny, I did chuckle a few times.
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A massive breadth of perspectives, genres, art styles, and game systems. While some of the adventures in here are a little generic, most are absolutely stock full of new ideas you can borrow even if you don't run the adventure itself.
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Essential not just for Mothership but any sci fi gamer.
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Wasn't a huge fan...
I think this game gets more credit than it deserves.
There are some cool ideas though.
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There's some cool ideas here.
A lot of game in a compact package! That alone is a great accomplishment.
I'm not a fan of the 2d10 mechanic. I think a d20 could accomplish the same thing, only faster and easier to understand.
Personally, when possible i just roll 1d10 and round to the nearest 10.
I was on the kickstarter for the new version, but backed out after seeing a version of it. The orriginal is better.
Get this version and avoid the kickstarter for the new one.
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Without a doubt this is my favorite non-dnd rpg, besides mausritter. I especially appreciate the d10 system, and the abundance of creative tables. The character sheet is also very intuitive, but I prefer using a character generator to get into the game faster.
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Very good introductory adventure to the world of Mothership, in just one page (both sides) enough content to enjoy an afternoon with your friends. Make them feel the uneasyness and the terror of the haunting of Ypsilon-14
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The base system reads like a fun experience but it does miss some important information. There are no enemy types and examples listed within this zine. Which makes it rather hard to judge what kinda stats work in this system. A new GM has to do a lot of guess work which might provide a lot of uncomortable sessions until he gets enough experience to run this system.
This base system gives enough information for man vs man and ship vs. ship combat (though it is a bit unclear to me why this is the case for a horor sci-fi setting. Unless the whole point of Mothership is to make the PCs go insane and fight each other, which would be a letdown for me if that was the intetion and I doubt that.)
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