Sunday, December 28, 2025

5MW RPG: Sectors, Serpents, and Gameplay Phases

Sectors contain one or many Systems. Systems consist of one or more stars, brown dwarfs, or black holes, and their orbiting bodies which always includes at least one World.

WIP player-facing Starmap for 5MW RPG

Sectors

Sectors are groups of Systems connected through hyperspace. Systems within the same Sector are not necessarily physical astronomical neighbors, but are spacetime is folded such as the Jumps required between them are “shorter” in practice. Sectors are depicted in game as hex map segments called Sector Segments.

Sector Segments take sizes between a single System up to ten Systems. Avatars construct their own starmaps in 5MW, placing their Sector Segments on a larger, empty hexmap, weaving their own tapestry of Sectors as they explore the 5 Million Worlds.

The idea here is that the frontier is always unknown, and that folks can build their own independent Sectors to plug-and-play as needed.

Systems

Star systems—whether a solitary star, multiple star system, brown dwarf or black hole—is called a System. Systems are often named [Star]-Sys or [World]-Sys, e.g. Spindle-Sys, Breq-Sys, etc. This abbreviation is common, e.g. in-Sys travel, out-Sys trading, etc.

Each Sys contains at least one World and one Ansible. A System, its Worlds, and other major orbital bodies are represented on a System Map: 

From the Mothership Search & Rescue Campaign post 

Worlds

A World is an orbital body where people live. This may be a planet, moon, asteroid, space station, superstructure, etc. Depending on their Form, some Avatars may need to make a Body Save against World Shock when visiting certain Worlds.

World Maps can be acquired through a World’s organization, or a close orbit scan with consent from the World’s peoples.

World Shock

Ecologies and 

Ansibles

Ansibles are the single ubiquitous remnant of the Serpents: superluminal communication nodes. From an Ansible, any Sys can communicate with another Ansible within its network in real time. Fully functional Ansibles can even use the Uplink to travel between systems, uploading the Mind and printing a new body at the System destination. Most Ansibles, however, are either derelict, thought lost, or controlled by a World’s power to disseminate or control information across the Sector.

Serpents & Serpentware

Extremely few in the 5 Million Worlds know what Serpents were/are, but their proximity to the Avatars is widespread, whether as myth, spacer tales, or historical or archaeological “fact”. Many cultures blame Serpents for the constant disappearances of large-scale Artificial Minds, Hive Minds, and other forms of superintelligence.

Serpents were/are capable of creating technology beyond the ability of any culture in 5MW Space to fabricate, and left remnants of these feats behind: superstructures and Serpentware, as well as two loose orders: the Serpent’s Lance and the Avatars.

Serpentware

While reproducing Serpentware is nigh-impossible, those with the necessary Skills and resources can repair and maintain this technology. Repairs of superstructure habitats, and the teaching of these methods, is common work for Avatars.

Other Serpentware ranges from personal equipment to starship components.

Serpentware Repairs

Serpentware almost always exists as part of a larger technological system. If Serpentware needs repairing, other Serpent ruins are very likely to be within the same System. Salvaging without permission is frowned upon, but sometimes skipped in pressing crises. Usable salvage for fixing Serpentware is counted in units called Remnants.

When maintenance requires newly fabricated components, an Avatar must use a Serpent Forge. Such incredible replication machines are found within superstructures, and very infrequently anywhere else.

Chrysalis

A Chrysalis is Serpentware whose main function is an advanced cryopod for unshielded Jumps through hyperspace. Their advanced functions include: healing pod, downloading a Mind, bio-print new bodies, and collecting a library of Forms for the Avatars to change between. A Chrysalis requires expending Exotic Matter to perform a single advanced function, and must have a hardwire connection to an Ansible.

Personal Serpentware

Highly advanced cyberware, bioware, personal protection, and other equipment also exists throughout the 5 Million Worlds. Yet Serpentware rarely exists in a vacuum; it serves its location, and holds importance to the peoples of its World. Such treasures belong to the World and its cultures, not those who find them. How the Avatars handle such encounters is important for their reputation.

Serpent’s Lance

Hunters who seek Avatars who have broken the Code, their promise to help. Members of the Lance are often former Avatars, with advanced starships and Serpentware. The Lance is not immune to corruption or transmuted belief systems.

Call of the Avatar

Avatars are mediators, liberators, merchants, explorers, and troubleshooters. They answer the Call of the Avatar to fight for peace, resolve crises, and help the peoples of the 5 Million Worlds. This is the Avatar’s pledge. Breaking this pledge may attract the ire of the Serpent’s Lance; Following this pledge may attract the ire of local Sector powers. The lives and adventure of Avatars tend to follow this pattern:

Starfaring Phase

The Avatars choose where to travel. They may begin with a small Sector map, or must find an Ansible to discover local hyperlanes.

In order to Jump to another system, Avatars must have a Jump Drive or better.* Out of respect for privacy and local traffic safety, Jump Points tend to be on the polar stellar axis of a System. Jumping elsewhere in a System is possible, with the relevant Skills, but often attracts major disfavor with space-faring locals.

Avatars may spend one unit of Exotic Matter and two weeks per light year, if they have a vessel capable of such stocking capacity, and the Warden is so inclined to build out a Realspace star map.

Avatars may begin with a small starship capable of superluminal travel called a Wedge.

Wedge

  1. Airlock with Docking Sleeve.
  2. Lander Bay. Contains one Lander Pod to travel to and from Worlds without their own travel infrastructure.
  3. Bridge. Piloting, Comms, Sensors.
  4. Commons. Bunks and central living space.
  5. Cryobay. 10 cryopods.
  6. Engines. Jump-I Drive for hyperspace travel (expends one unit of Exotic Matter per single hex Jump), and Loop-I Drive for in-system superluminal travel (expends one unit of Exotic Matter per three in-Sys uses).

Contact Phase

While contacting the peoples of a World when entering a System is technically optional, it is the done thing. Space pirates and warlords never call ahead, so Contact is common courtesy, and achieved across two steps: Ansible Ping and World Ping.

1) Ansible Ping

Avatars may attempt to ping the local System’s Ansible. If the Ansible is online, the Avatars can contact those who run the Ansible, even if only the Ansible's Virtual Intelligence that remains. If the Ansible is offline, they may skip to the World Ping and attempt to discover the Ansible’s location in the Looping Phase.

2) World Ping

Avatars may attempt to directly ping a local System’s Worlds. This may be necessary to contact peoples who do not control their Ansible, whether due to power or technological struggles. Such communications can be more easily hidden or obfuscated.

If neither pings yields results or the Avatars skip Contact, move into the Looping Phase.

Looping Phase

During the Looping Phase, the Avatars’ starship enters the standard stellar orbit. Except under unusual circumstances, a starship’s sensors can deliver a System map. Detailed information on planetary bodies, or World maps may require travelling to the orbital body.

If the Avatars chose to skip both pings, and the System has the means to initiate Contact, they attempt to ping the Avatars during the Looping Phase. Avatars enter Contact at Disadvantage.

In-Sys Travel

Looping the Sys, Avatars may travel between orbits, collect Matter, and explore Worlds using the starship’s Loop Drive. Travelling between any two regions, regardless of distance, requires two weeks and expends one use of Exotic Matter on the starship’s Loop Drive.

Looping on Mundane momentum does not expend Exotic Matter, and takes much longer.

With a comfortable starship, Avatars may Expend Limit on projects while Looping (pg. xx).

Travelling within a System depends on the infrastructure, regulations, and other local factors. Mostly, Avatar starships have free reign to travel across the system, but in certain cases they may be required to dock their starship and use local travel infrastructure, or perform special jobs or duties to extract Matter from the System.

Whether using a World’s infrastructure or their Landing Pod, Avatars may visit a Worlds to answer the Call.

The Call Phase

This is the adventure phase of the game, and makes up for most of the play. What happens depends on the World, its Peoples, the nature of the Call, and how the Avatars choose to resolve the issue.


Saturday, December 20, 2025

5MW RPG, 1d100 Mementos

As the companion to the 1d100 Past Life table I posted earlier this week, here is the 1d100 Mementos table. As David Blandy talked about, lore lives in the tables, and I've tried to do that here for the Mementos that the Avatars take with them from their homeworld.

So, what do you carry with you? And why do you hold onto it?

1d100 Mementos
00 Book: The Truth about the Serpents
01 Royal Icon (beheaded)
02 Serpent Sticks*
03 Union Local Patch
04 Visard Mask (replica)
05 Black Box (ship lost)
06 Manual: Inter-species Conflict Resolution
07 Anti-Rad Gloves
08 Bounty Card, expired
09 Fuel Purity Tests, half used
10 Play: The Rokaner's Travails
11 Modulating Spray Can, needs refill
12 Postcard, blank: White Sands of Foret's Gulf
13 Wooden walking stick, covered in carved symbols
14 Parachute, needs patching.
15 Simspace, The Cataphract Wars. Unfinished.
16 Silver locket, photo inside
17 Bloodied shirt, not yours
18 Seeds, orphidean flowers
19 Pamphlet, It's YOUR Block: How to take it back
20 Three polished stones.
21 Hoverbot, fist-sized.
22 Gecko Gear
23 Bejeweled Brass Knuckles
24 Duct Tape
25 Brown Belt, martial arts
26 Spiked Biker's helmet
27 Four condoms
28 Boxing gloves
29 Infographic flyer, Lookout for atmo-theives
30 Sparring broadsword, trophy
31 Seven datachip teeth, not yours
32 Collapsible oar
33 Handbook: Dialects of Sector-XI Stalactites
34 Satchel, garden tools
35 Book: Diary of a Survivor: the Sunflower Mutinies
36 Fanged dentures
37 Antimatter wire cutters, one use left
38 Dreamweed and glass pipe
39 Police badge, bent in half
40 Ritual hair treatment kit
41 Data crystals, concert recordings
42 Cloak, always growing
43 Defunct Teleportation Key
44 Skull, insectoid transhuman
45 Eggs, rock-eating silk weavers
46 Tricorn hat, regal heraldry
47 Briefcase, assorted bones
48 Typewriter ink ribbons
49 Hypervision goggles, old
50 Can, Mold-a-Face
51 Holobelt. Plays outdated adverts
52 Blade sharpener
53 Photosynthetic skin graft, one arm.
54 Energy Hook anchors, scavenged
55 Manual: First Contact Protocols
56 Musical instrument
57 Imperial credentials
58 Cactus, hand-sized
59 Third eye, headstrap
60 Playing cards, marked
61 Novel: She Lived Under Behemoth
62 Pack of candles
63 Molecular glue, stuck closed
64 Mech model, boxed
65 Large scissors
66 Headstrap, auto-cooling
67 Stuffed animal, talking geiger counter
68 Can, Cleaning Oil
69 Aerogel stitch case, empty
70 Antisound umbrella, dancing cartoons
71 Robotic hand, not yours
72 Pamphlet: Holst-Sys Connection Map
73 Sunglasses, out of style
74 Flightsuit control gloves
75 Welded figurine, self-portrait
76 Idol, Synthetic Amalgam Lords
77 Flask, last of your moonshine
78 Business card, Jung & Butler, Sector Law Specialists
79 Apartment key, nullified
80 Whittling knife & wood
81 Case, board game pieces
82 VI assistant, stuck on far-sector foreign language
83 Devotion bracelets, nullified
84 Holo-watch, portrait of former crew
85 Animal collar and tag
86 Datasticks, labeled "Home"
87 Novel: The Cartographer's Mercy
88 Blueprints, Steam Engine
89 Pin: Diadem of Stars
90 Yellowed rebreather
91 Iron Lung Smokes
92 Patch: Aja Terrarium shows elliptical orbit
93 Rain-repelling poncho, too small
94 Perfume bottle, empty
95 Canned Syrtian Pockfruit
96 Simspace goggles, broken
97 Empty bottle, Deadhead pills
98 Spacedog Bobblehead
99 Book: Call of the Avatar


*Serpent Sticks is a dice game based on a game that appears in C. J. Cherryh's Serpent's Reach.  

Thursday, December 18, 2025

5MW RPG, 1d100 Past Lives

The 5 Million Worlds are vast. Not all worlds are star-faring, but perhaps yours is. Through hardship, you've earned a place on a starship. Whatever life you had before, now begins a new one. A new birth. You are starborn. You are an Avatar.

5 Million Worlds is a space adventure RPG where you and your fellow Avatars explore space, seek new peoples, and help those in need. 

What did you do in your Past Life, before you became an Avatar?

1d100 Past Lives

Roll 1d100 for your Past Life, and take the associated Skill. In case of Skill doubles, you gain Advantage[+] with that Skill. You may also discuss another Skill choice with your Warden that you feel is relevant.

1d100 Past Life Skill
00 Retired Avatar Serpentware
01 Site Foreman Extraction
02 Gateway Mechanic Hyperspace
03 Regional Preservationist Ecology
04 Residential Healthcare Provider Medicine
05 Emulant Manufacturer Synthetics
06 Sector Scout Captain Sophontology
07 Cloning Expert Biotech
08 Xenoanthropologist Cultures
09 Fallout Survivor Eschatology
10 Metropole Construction Superstructures
11 Youth Instructor Systems, Polyglot
12 Wildlife Exobiologist Zoology
13 Outsys Merchant Worldwise
14 Dockmaster Spacewise
15 Rights Activist Law
16 Solar Mass Physicist Astrophysics
17 Group Therapist Psychology
18 Life Support Regulator Habitats
19 City Planner Admin
20 Rewilding Planter Botany
21 Space Pirate Ordnance
22 Fertility Doctor Medicine
23 Naval Lieutenant Command
24 Esoteric Broker Xenotech
25 Upcycle Scavenger Mechanical Repair
26 Diaspora Genealogist Psychohistory
27 Serpent Researcher Serpentware
28 Synthetic Life Advocate Synthetics
29 Farmer Botany, Zoology
30 Hybrid Materials Synthesizer Materials
31 Shipyard Patrol Command
32 Nomadic Performer Art
33 Regional Magistrate Law
34 Violent Crimes Inspector Worldwise
35 Mind Resources Director Sophontology
36 Deep History Advisor Psychohistory
37 Backalley Genemodder Biotech
38 Terraformer Planetology
39 Digital Cowboy Uplink
40 Cross-reality Integrationist Hyperspace
41 Technopriest Serpentware
42 Bio-Residence Healthcare Provider Pharmacology
43 High-Performance Athlete Athletics
44 Leak Locator Habitats
45 Hydrologist Ecology
46 Serpent Tongue Scholar Eschatology
47 EVA Repair Lead Zero-G
48 Anti-boarding Tactical Response CQC
49 Fracture Evaluator Materials
50 Superstructure Engineer Superstructures
51 Geothermal Energy Specialist Reactors
52 Sys-admin Spacewise
53 Uplink Admin Uplink
54 Biodata Surgeon Surgery
55 Chief Medical Officer Surgery
56 Residential Consul Polyglot
57 Sex Worker Psychology
58 Heavy Security CQC
59 Frontline Field Medic Medicine
60 Cultural Ritual Keeper Cultures
61 Simspace Architect Simspace
62 Exoplanetary Arborist Botany
63 Deep Sea Oceanic Upkeep Mechanical Repair
64 Organized Crime Pharmacology
65 Gas Giant Diver Habitats
66 Macrodata Analyst Systems
67 Materials Allocation Manager Admin
68 Realspace Entertainer Art
69 Simspace Entertainer Simspace
70 Local Chieftan Command
71 Space Elevator Technician Superstructures
72 Moisture Farmer Synthetics
73 Indentured Mineral Miner Extraction
74 Shock Trooper Firearms
75 Lumberjack Ecology
76 Reclusive Clergymember Worldwise
77 Import/Export Customs Official Polyglot
78 Insys Merchant Spacewise
79 Radiation Nurse Biotech
80 Traffic Controller Systems
81 Contact Diplomat Sophontology
82 Enlisted Imperial Firearms
83 Wanted “Terrorist” Ordnance
84 Institute Professor Xenotech
85 Hull Patcher Mechanical Repair
86 Welfare Sociologist Psychology
87 Hyperspace Diagnostics Hyperspace
88 Ansible Comms Operator Uplink
89 Trade Union Licensor Admin
90 Megacity Crawler Athletics
91 HabBubble Constructor Materials
92 Exotic Materials Chemist Exotics
93 Apocalypse Cult Leader Eschatology
94 Ice Pusher Reactors
95 Deep Space Astronomer Astrophysics
96 Gas Giant Skimmer Planetology
97 Rock Hopper Extraction
98 Ring Preservationist Zoology
99 Space Debris Cleaner Zero-G

 


Thursday, December 4, 2025

Search & Rescue Mothership Campaign

Loads of Mothership distress signal adventures ping out in the void, so here's a way for folks to get those to table as a cohesive string of one-shots.

Guess what chump? 

You've made it onto a Search & Rescue team. For the next three years, you're a crew member on a spaceship trawling on a patrol through three star systems. Once every six months, you'll have a chance for some Shore Leave.

Misenum, J1C-II 

THR:30 BTL:13 Autocannon 1 MDMG SYS:15 CREW:15 CRYOPODS:65.

  • Autocannon, Laser Defense System
  • Extended Cryobay: Adds 25 additional crypods per ship class.
  • Tug Clamps & Mobile Engines: Affix to derelict in EVA, only for in-system travel
Your ship has a tug engine, and an expanded cryobay for potential survivors. The Company Pays the Bills (see Shipbreaker's Toolkit, pg. 40), and during this the patrol, your crew is responsible for the maintenance and upkeep of the ship.

The Patrol Loop

Your ship, Misenum, travels on a three year patrol through three systems: Calacatta & Onyx, Bizimuth, and Agate. The Loop goes:

Calacatta > Onyx > Bizimuth > Agate > Bizimuth > Onyx > Calacatta 

Your crew spends six months on patrol, then does a Jump to the next system, takes Shore Leave there before taking off for another six month patrol. Rinse, repeat. 

During a six month tour, the Warden rolls four times on the 2d10 Distress Signals table, one roll for each three weeks in space. Before assigning rerolls as All Clear, check to see if there might be an adventure that fits a previous theme. 

While the Patrol Loop suggests taking Shore Leave at designated areas, your players could also discover pirate stations or other stop-overs to spend their time. Play it loose, let the system dynamics grow as you play.

To further flesh out some of these empty worlds, check out the Rimspace Planet Generator.

Calacatta & Onyx: Binary star system


  • Calacatta: Rich system
    • Bluewhite star
    • Cal-4: lush, terraformed world; gated 
    • Cal-5:  home hub station orbits factory and mining planet
  • Onyx: Resource-rich system
    • Orange binary star; Jump required 
    • Onyx-a: Hot Jupiter, loads of resources on moons, asteroids. 
      • Shore Leave location

Bizimuth: Chaotic young system, loads of freelancers


  • Yellowhite star
  • Biz-6: Shore Leave station, orbits ice giant.
  • Hyperdense asteroid field between Biz-6 and outer gas giant, Biz-7
  • High-impact ice debris field past Biz-7 orbit out towards captured rogue planet Biz-8
  • Biz-4: Oceanic world

Agate: Outpost system


  • Orange star
  • Agate-a, b, c: dead terrestrial worlds, each with ongoing, independent terraformation studies
  • Agate-d: Shore Leave Station, orbits superearth with microscopic life
  • Agate-e: cross-ringed gas giant, hosts a few remote research stations 

2d10 Distress Signals

Every three weeks of space travel, roll 2d10 on the following table. The sole unique entry to this one would be Cold Opening, which takes place on the PCs' own ship. If it gets rolled, save that one for after a Shore Leave when they're preparing to jump into the next system. 

2. Cold Opening
3. There is a Goblin on the Loose in Icarus Station
4. Adrift
5. Terus Maju (from Distress Signals)
6. Chiron (from Distress Signals)
7. The Logorrheum (from Terrors from the Cosmos)
9. Prevenge (from Distress Signals)
10-12. All Clear. The ship is cramped, stinky, and boring. Gain 1d5 Stress.
14. Aphrodite: Luxury Space Yacht (from Terrors from the Cosmos)
16. Firebird (from Distress Signals)
19. Argosy (from Distress Signals)
20. SIS/TR

But wait, there's more!

You could just use this for any Mothership campaign, really. Replace the entries on the table with modules you own and want to run (note the bell curve), and roll 2-3 times to generate Jobs. 

You lose the potential for ship-to-ship combat, and you'll have to do your own leg work for potential system hopping, but it works. Though in this secondary case, I'd also recommend setting a Job timer and maybe consequences for if the Job doesn't get done right so bad stuff still has a chance to turn up (à la TOMBS). 

Now that this one is done, I should get around to the Ocean Superearth and Jungle Moon campaign framework tools, too... 

Monday, November 3, 2025

Mothership Month 2025 Mini-Interviews

Like last year's Mothership Month, I've kicked off a set of mini-interviews with game designers who are new to the (hellish) fun of crowdfunding adventure modules. 

My hopes are to help get more readers familiar with their work. This year, seven designers agreed to spend a little bit of time with me to describe their modules. I hope you take the time to give them a lil read!

  • stand/DELIVER, Ahmed Suffety
    • A dueling faction toolkit, set in the Dek
  • The Company's New Groove, Scott Connor
    • Play the prologue in this generation-spanning club-crawl
  • Pipesong, BoRyan
    • A crime family drama sandbox, set in the Tangle 
  • All on Red, Abe Chester
    • A medical-gambling investigative sandbox, set in the Squeeze
  • Cleaning Crew, Chris Foley
    • A janitor's handbook for a scummy corpo 
  • NO GODS, NO MASTERS, Nathan Taylor
    • Attack the corpo tower in this Mothership depth-crawl 
  • Hunters, Zoe Tweedale 
    • A death game module, set in the Choke.

stand/DELIVER, Ahmed Suffety

Chris: Hi Ahmed! You’re a new Mothership writer and new to crowdfunding, but are still a seasoned ttrpg creator, having come in from 5e, Forged in the Dark, and MÖRK BORG. Can you tell our readers what compels you about Mothership RPG, and introduce folks to your MM25 project, stand/DELIVER?

Ahmed: While my start in writing and design was proof of concept for 5e, I’ve always been drawn to other games in the industry, from Forged in the Dark and MÖRK BORG, to designing my own systems, available on sufftety.com. Mothership RPG pulled me in with its lethality, horror, and most of all, pacing.

stand\DELIVER is a dueling factions toolkit for The Dek, an entertainment district on Prospero’s Dream. Players take on the mantle of space pirates vying for approval from the fraternity of pirates (mentioned in Wages of Sin) by delivering a shipment of goods. Or as station security operations (SecOps), hunting down these drugs before things get out of hand. The imminent lockdown puts players in tense encounters as the drugs in the district begin spreading and mutating users.

stand\DELIVER adds class breakdowns and loadouts for both Pirates and SecOps, along with equipment like new Drones and fresh Cyberware. New features, Worth and Debt, drive roleplay, giving players ulterior motives, and provide encounter hooks for the Warden to introduce as complications. A new resource mechanic is introduced for both classes as well. Pirates gain contacts, a way to reach the particularly seedy denizens of the stations, for favors or the purchase of contraband. SecOps gains requisition script, a method for acquiring specialized, powerful gear available only to high-ranking station enforcement. All these new mechanics are modular to fit into any Mothership game, regardless of setting.

Chris: Never such a thing as too much cyberware, that’s for sure! One of the aspects of your module that I admire, and that I think Wardens need more of for running The Dream, is that you’ve built up a new district: The Dek. What can you tell us about this district, your inspirations, and what new mischief it brings to the Dream?

Ahmed: The district is a neon spectacle, littered with advertisements, tourists, and dark corners. Expanding on The Dream’s vibe and setting, The Dek has over 10 locations and at least one NPC per location. Each of these interests is tied to Phase Alterations, which can be inserted into any story arc or campaign and run alongside the greater threat of civilians mutating.

The Dek is an amalgamation of multiple inspirations. Some that stick out are bars and social scenes from Blade Runner, The Expanse, Altered Carbon, and Minority Report. I wanted to capture some of the “cyber-grunge” feel of those worlds while maintaining the Mothership vibe. It isn’t meant to be a cyberpunk supplement, but rather a dirty patchwork stepping stone for the uncertain future of The Rim.

As for mischief, The Dek is wrought with it. Lowly sanitation officers crafting monstrosities from the would-be recycled dead. Sleeve storage facilities provide vulnerable hosts for the mutating drug, creating soulless husks hunting for sentience among the innocent. Multiple phases from The Dek’s Locations and NPCs align with the blood thirsty horrors unleashed upon the station.

Chris: That sounds great. My favorite part of this year’s Mothership Month is seeing all these coherent, zoomed-in settings and the stories they hide. Creates such a colorful smorgasbord for Prospero’s Dream, or any cyberpunk city setting. Thanks for coming on, Ahmed, and congrats on funding stand/DELIVER , :)

Check out stand/DELIVER on BackerKit!

The Company’s New Groove, Scott Connor

Chris: Goodday, Scott! Lemme tell you, it’s always great to interview a fellow European Mothership writer! Your module The Company’s New Groove has what I’d consider an experimental angle: you’ve crafted a prequel to Prospero’s Dream as readers know it from A Pound of Flesh. Can you tell us more about your Mothership Month project and how this unique structure plays into it?

Scott: Hey Chris, first of all thank you for putting a spotlight on the smaller creators of this year!

With this book, I wanted to create something different to your typical Mothership module, something more experimental in terms of how it uses narrative and music. The Company’s New Groove is a Club Crawl where the players are rioters, breaking into an abandoned nightclub to discover that The Company has a hidden facility experimenting with music to brainwash the population. Experiments and all kinds of threats stalk in the darkness and the players need to get out or die trying.

But here’s the twist, the 5 NPCs that help, hinder or hunt the players in this polyphonic hellhole are the same characters that the players have played in the prologue set decades earlier.

For me, music is one of the biggest tools a Warden has to set a certain mood in Mothership. I wanted to use music’s power of atmosphere to its fullest extent in this module. The Prologue is set in ‘The Drunken Monkey’ nightclub full of bass and mischief. The main adventure has you re-explore this now abandoned club; this time silent as a tomb. When the players descend into The Company’s black site, music laced with hidden tones leak out of busted speakers.

Ultimately, it’s the combination of how this book uses music and character interactions that makes this module stand out to give your table a memorable adventure.

Chris: I agree that music is an incredible tool, and it’s one that takes a ton of time (for me, at least!) to research and set up, so it’s great ot hear this work is done for The Company’s New Groove! Another compelling aspect of your module is that it comes with pregenerated player characters for the prologue that become antagonists to the players in following sessions. Pregens are so rare in Mothership, and I’d like to know, what were the seeds for this idea, and how did it develop or mutate for your module?

Scott: I really wanted to pull the rug on my table in some way, something that can only be done in TTRPGs. In my experience, players seldom connect with NPCs on an emotional level. I was trying to come up with a way to change that, so I thought what if the players were the NPCs? The idea was to have this almost Shore Leave style prologue where the players get this mini sandbox and just be this friend group.

Fast forward three decades, and now the players, with their new self-made characters, come face to face with their characters from the prologue. As is often the case in Mothership, time has not been kind to them. How do the players react to that, how do they survive against these horrors who they inhabited as carefree teens a session ago?

That’s what this module is trying to do.

Chris: Hitting that kind of emotional resonance is a great goal for a module, especially one within a megacity of millions of lives, like on Prospero’s Dream. Thanks for your answers Scott, and congrats on the funding! I’m looking forward to seeing how The Company’s New Groove all shakes down.

Check out The Company's New Groove, on BackerKit

Pipesong, BoRyan

Chris: Hello BoRyan! Glad to have you here, even if so briefly. Must admit, I’ve been into your work since your Vaults of Vaarn release, and was super stoked to see you take your craft to Mothership RPG. Can you give our readers who might not know Pipesong a run-down on your Mothership Month project?

BoRyan: Pipesong is a sandbox module set on a maintenance level deep in the belly of Prospero’s Dream, run by the Molvo crime family. The boss, Horse Molvo, is dead. The new boss, Chin Molvo, is hooked on ceo-brained slicksim influencers, and has a great new plan: what if we sold out to the corps? The family got the pipefitter’s union contract with bullets and blood, but if we sold it off to the company, we could replace all the labor with ox-debtors, and make a shitload of credits.

Following the model laid out in A Pound of Flesh, and mirroring systems implemented in much of my other work, Chin Molvo’s plan will unfold as a timeline of escalating events that change the material circumstances on 04 Deck. Players will see Pipesong transform from bustling little union hab, to security crackdown, to warzone.

No crime family is complete without a cast of criminals, and Molvo delivers. To stop Chin’s plan, players will have to take out or flip the Molvo lieutenants:

  • Slick (he/him), a suit-wearing drug-sniffing party-going EVA specialist
  • Bunko (she/they), a chromed out bodybuilding enthusiast and fight pit champion
  • Zakk (she/her), an educated professional and quickbooks whiz
  • Sally (he/him), gangster film enthusiast, owner of a real tommy gun
  • Rat (she/her), information dealer, with a small army of informants

Chris: Yo, that’s way more than you’ve mentioned on your BackerKit page! Gotta respect an intense core set of NPCs like that. What’s more, Pipesong hones in on a fundamental reality of a mega-station like The Dream: plumbing and thermodynamics. I am a sci-fi nut, and love to see folks bringing a hard reality to games in a fun way. Can you tell us more about the Tangle, and what inspired you and your partner to focus on the pipes?

BoRyan: You can learn a lot about a place by asking: “Where does the water come from, where does the sewage go?” On a space station like Prospero’s Dream, logistical problems draw inspiration. A big one in space, that’s often not addressed in sci-fi, is waste heat. That was our starting point you know, like “what would it be like in this little corner of the station, where you do critical work that is left off-screen in movies, and if you make a mistake, a million people might die?”

The Tangle is a hostile environment. In the book, it takes the form of a point-crawl, where players have to face hazards, pipe-cultists, and desperate ox-fugitives. There’s the Hives, a network of out-of-date class-0 docking bays used by smugglers and EVA freebooters. The Tangle is a briar patch, a space that locals are able to move around in with surprising speed and finesse, but will straight up kill you if you don’t know the way or aren’t wearing the right PPE. It will have opportunities to get involved in crime, bounties you can go after, and a place to hide if you draw too much heat.

Chris: I’m a sucker for site-dependent gear for area traversal (that’s the Metroidvania sicko in me, I guess). Like I mentioned, I’m already a fan but you’ve hyped me up even more. Happy to see Pipesong has funded, and I hope to see more of those stretch goals unlock! Thanks for chatting, BoRyan!

Check out Pipesong on BackerKit!

All on Red, Abe Chester

Chris: Howdy-hey Abe! Welcome to the madness of MM25, I hope it’s been treating you well. As a developer on your project, I know the whole story behind the central mystery of All on Red, so what bits of intrigue can you divulge about your neon noir Mothership Month project?

Abe: Thanks Chris, it’s been going great so far, a bit overwhelming for a first-timer but so much fun! We appreciate the dev editing, it’s been invaluable!

Our primary goal with All on Red was to add a small but dense neighborhood to Prospero’s Dream, and make sure it could add something exciting to any Warden’s arsenal of content. We’ve made sure to build in a variety of physical and conceptual links to The Dream, making this module super easy to connect with any table’s version of the station. I think it would make a fantastic place to start a campaign as well as the perfect module to slip in as soon as someone important (PC or NPC) gets badly wounded and medical facilities are needed post haste.

The central mystery of “What happened to Dr. Haddaway” is a great 3-4 session investigation for a crew to tackle, but while doing so they’re also going to run headlong into other hooks and threads. Our test groups have had to make hard choices about finding Dr. Haddaway ASAP vs. dealing with other ticking time bombs such as an infestation of alien worms, handling the vicious gang exploiting the clinic, or foiling/aiding an attack on the station by a dissident faction.

Chris: It’s true this zine is packed with tons of cool, game-changing ideas, and like the neighborhood itself, this helps the station at large come alive. But you’re not alone in packing this zine with intrigue, you have teamed up with veteran Mothership writer A. Jordan DeWitt to form Glue Trap Games. Can you tell us how this came about, and some of the wild ideas you two cooked up together for this collaboration?

Abe: I met Jordan initially playing FIST: Ultra Edition by CLAYMORE RPGs. That online group had been mostly playing Mothership, and after the hilarious FIST one-shot, I joined a long Mothership campaign and Jordan and I and hit it off. We got to chatting about random ideas, and projects we were writing.

I think I started riffing on his re-sleeving facility heist mission pitch of “Anderson Frink is trapped in a box. A hard drive, to be precise,”. Ideas bounced around and I believe he suggested we just write it. We had this bizarrely fast process of just blasting out ideas and hopping around in a google doc looking at what the other person wrote and embellishing on it until we ended up with a pretty decent sized module called BLOCK PATTERN. We tested it a bunch and refined it, and we’ll come back to that after All on Red is complete and shipped.

As for wild ideas relating to All on Red, we’ve got a cybernetic cannibal, an absolutely disgusting parasite worm with a fucked up life cycle that could spiral out into the rest of Prospero’s Dream, and a hardcore rebel faction with an axe to grind against the Novos. The market with its deadly train running through the middle is wildly effective at pumping up stress and making random encounters even more dangerous and pressing. There’s also a corporate vampire. I don’t think many will find him, but he’s there for those players that just can’t help but open the thing they shouldn’t.

Chris: And what is an OSR/NSR module without such wonderful forbidden fruit, eh? Thanks for your answers Abe, and again, congrats on your funding! Looking forward seeing to the next draft of All on Red!

Bet everything you got with All on Red on BackerKit

Cleaning Crew, Chris Foley

ChrisAir: Heya Chris, thanks for coming onto the newsletter! I gotta say, the pitch for your module as a “Janitor’s Handbook” cracks me up, and hits on a point I’ve been stuck on before: Normal jobs for folks on the Dream! Can you tell our readers about what kind of gaming materials you’re including in Cleaning Crew?

Chris Foley: We’ve really tried to hit a few different angles with Cleaning Crew to create a sourcebook for all things janitorial! Starting out our focus was very much on equipment—scrubbers, cleaning canisters, disinfecting lasers and the like—but we quickly spread out from there. New chemical rules like wounds and examples, roll tables for various encounters for janitors working around the Dream, a new class for those wanting to get to mopping & scrubbing and eventually a small adventure within: Slip Hazard.

Everything in Cleaning Crew centres around the arrival of a new company to Prospero’s Dream: Hygeia Interplanetary. A cleaning megacorp, Hygeia has every intent in making its presence on the station a formidable and permanent one and will stop at nothing to accrue workers to their fold. However, Hygeia has no intention of footing the bill. Cheap second-hand equipment, gig-economy work and underhanded tactics are sowing discord on Prospero’s.

Slip Hazard is the culmination of that. Hygeia has found a part of the station they are particularly curious about and have had remarkably bad luck cleaning it out. Bad enough that they’ve had to call in the cavalry, Player Contractors, to sort it out. Players venturing down into the Slip find themselves knee deep in grime, grease and something far more sinister lurking down there, all whilst Hygeia’s presence unravels.

Cleaning Crew really brings all of these elements together under one roof, expanding the Dream as a whole.

ChrisAir: And doesn’t everyone love to hate a corporation, especially on the Dream? You’ve also hit a boatload of Stretch Goals for your project! Can you tell us more about the pamphlet Hygeia Automotives and the zine, Unions and You?

Chris Foley: We wanted to build two branches from Hygeia’s arrival on Prospero’s Dream that go a bit beyond what happens in Cleaning Crew!

Hygeia Automotives is styled as an advertising pamphlet to the richest of investors and contractors, offering to exchange their cold hard credits for a variety of formidable engines. Some of these are utility minded like the armoured Domovoy Cleaner-Tanker or the radiation-eating Tiangou Sink, though others like the Caduceus aerial bomber and the ExecuCab are clearly geared towards the more corporate-minded. It’s Hygeia’s corporate victory lap, showing fancy new offerings that came with their investments in the Dream.

Unions and You delves deeper into the darker side of Hygeia. Both A Pound of Flesh fans and current OVER/UNDER players might be familiar with the Local 32819L, the Teamster Union of Prospero’s Dream. Having been pushed to the sideline by this megacorp’s arrival, their discontent has swelled rapidly.

Faced with the threat of mass uprising Hygeia has responded with a polished iron fist. Players are introduced to dangerous Union contraband (from brand-removing steam cleaners to treacherous chem-bombs) and the newly unleashed Garrison, Hygeia’s elite ‘custodial’ unit. It should give some insight into a Dream back under threat of violence from above and below!

ChrisAir: That sounds like a properly thorough exploration of the janitors of the Dream. I can really see PCs starting from the bottom of the job market, and making a rise through the ranks aboard the Dream as they combat Hygeia! Congrats on funding, and thanks for sharing Cleaning Crew with us, Chris!

Check out Cleaning Crew, on BackerKit

NO GODS, NO MASTERS, Nathan Taylor

Chris: Hello Nathan, glad to have you here! This might be outta nowhere, but for my money, I think you’ve got the most striking cover out for this year’s Mothership Month, and to be clear, that’s saying a lot because so many are 🔥. What’s the run down of what we can find behind that killer cover?

Nathan: Thank you, that’s some high praise considering the quality of everyone else’s work this year! I owe all the credit to Brayz for the cover art. He really knocked it out of the park. I really enjoy the idea of the spark of rebellion, so littered lots of phrasing around tinder, lighting a flame, etc., throughout the pitch I provided to Brayz, and he just ran with it.

The module is about the return of a megacorp, METAStatic, Inc., to Prospero’s Dream. It’s a deal with the devil for the factions in charge as the company has been spreading its tendrils throughout the station. METAStatic is kind of the apotheosis of capitalism, a company that grows for no other reason than an expansion of their own power, like a cancer. Reaching a breaking point, the players’ crew decides to take the fight to the corp and get them off the station for good, by any means necessary.

No Gods, No Masters is my take on a depthcrawl, with all of the generative locations and situations that implies. I did a lot of digging through the design of depthcrawls with classics like The Stygian Library and The Gardens of Ynn, plus Mothership’s own This Ship Is a Tomb. My goal with this module was two-fold: A) Making a tight, compact depthcrawl, and B) making the module as user-friendly as possible. A lot of generative crawls require a lot of page-flipping and my design principle is to minimize that as much as possible. Each level’s page includes all the info a warden needs to run that level, as well as an easy reference set of tables guiding wardens on where to go next based on a given roll.

Chris: I totally understand what you mean with the depthcrawl page-flippery, I’m very interested to see how your information design tackles this. You’ve also teased the existence of the corpo horrors hiding in your tower depthcrawl. What are a couple that you can spill for us today?

Nathan: Christ, because the existence of megacorps isn’t bad enough? I’m mixing up the levels with a melange of the banal and the creepy. I’m just going to list out a handful of my favorites. The Cubicle Farms are managed by overly chipper android middle-managers, all constantly on the cusp of losing their marbles from the pressure of their positions. Another is the Financial Department where financial analysts break into bouts of glossolalia at an uptick in company stock prices and suicidal depression when it dips. There’s also the Biological Research Division, where experiments both mundane and horrifying take place, including a little something called the HK Protocol. That’s a particularly nasty creation that will pursue players from level to level, though there’s a chance that players could turn the tables on the corp if they can make it to Biological Research.

And that’s three of twenty-two total levels, so there should be plenty of variety for folks to enjoy and players to run away from.

Chris: Haha, that’s a LOT of chances of screwing with the corpos, and if there’s one thing OVER/UNDER has taught me is that players will jump at the chance to burn these kinds of characters! Glad to see you’ve funded, and can’t wait to set my players on molotoving these METAStatic sickos.

Find NO GODS, NO MASTERS on BackerKit

Hunters, Zoe Tweedale

Chris: Heya Zoe! Wonderful to see a new writer hitting so much success during Mothership Month, and from what we can glean from the BackerKit page, it’s no surprise! Can you tell us about Hunters, to clue readers in on why folks are so keen to snag your Mothership Month project?

Zoe: I am blown away by the response to Hunters so far. As someone new to crowdfunding, I’m very humbled by the faith the community has put in me as a first-time module creator.

The pitch for Hunters is simple: a death-game set in The Sink on Prospero’s Dream. The player characters find themselves trapped in the plague and monster-riddled ruins of the old corporate heart of Prospero’s Dream, and if that wasn’t bad enough, wealthy thrill-seeking hunters are competing to kill them and their crewmates. Their only way to officially “win” this lopsided game is to kill all of the hunters, which is a steep task. Or, they can use their wits to attempt to break the rules and find their own way out.

Supporting this scenario is the adventure’s location: The Hunting Grounds, a mini sandbox detailing the downtown core of the sink with over a dozen locations, fellow hunted target NPCs, unique monsters, and environmental storytelling. My hope is that Hunters can also be used as a toolkit to help support any campaign that ventures down into The Sink.

Aside from writing Hunters, I am also illustrating it myself. For me, the atmospheric and detailed art bringing life to The Sink is just as important as the text. Even if the players never see it (and I hope they do!), evocative art helps to bring the world alive in the Warden’s imagination, which I think is an essential job for any good adventure module.

Chris: After the artwork I’ve seen you put into Hunters, I have to agree. The NPC cards look wonderful, too, I must say. Which one of these sickos do you love (or love to hate) the most?

Zoe: Thanks! I always appreciate the repeated stat-blocks in the TKG modules like Another Bug Hunt as a Warden, but for the hunters, it’s a bit harder to do that effectively since their characterisation is just as important as their mechanics. So cards are a good alternative, with the added bonus that you can show them to your players without spoiling any surprises.

It’s hard to pick! Especially because once I start play-testing with my main group, they will come alive in ways I haven’t expected yet. That being said, I’m very excited to see The Green Man (the one with 4 arms on the cover) in play. He’s a terrifying and extremely challenging antagonist; he’s playing to win, and enjoys the thrill of the game. But probably my “favourite” is the secret-android corporate spy Anna Yoon. She’s an accomplished liar and at the heart of an assassination plot against some of the other Hunters, and has some fun abilities with her “invisibility poncho” and her android nature allowing her to continue fighting until the players find a way to completely destroy her. But most importantly, she’s a hook for the players to get involved in the melodrama and backstabbing of the ultra-rich if they so choose; because while the hunters are monstrous, it is important to me that these are unique characters who are fun for the Warden to play!

Chris: That’s the rub isn’t it? Because Wardens want to have fun too, and making the complex characters is a great way to do that. 750+ backers seem to agree with me too, haha. Major congratulations on your campaign, and I’m eager to see the Hunting Grounds come to life!

Check out HUNTERS on BackerKit

Wrap up 

That's all for this year's Mothership Month interviews. I'm also participating with a group of 18 designers—writers, artists, editors, production support—for a big boi zine Flatline on the Blocks, if you'd like to check that out too. 
 

 

 

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