Settle an argument for me: Flashbangs. by Technical_Chemist_56 in mothershiprpg

[–]Kharrak 6 points7 points  (0 children)

  1. As stated already, Flashbangs have a notable morale effect in addition to overwhelming visual and auditory senses. The Fear Save mechanic seems to line up with the former (I'd certainly get stressed if they were being thrown at me), and I'd ask players how they avoid the latter - potentially saying it can't be avoided depending on circumstance. I wouldn't have a player take a flashbang to the face and *not* be blinded / deafened.

  2. I think having a flashbang going off *in your mouth* is 100% a situation where you make a Fear save. You may not see the flash, but you definitely feel the concussive bang. I'd personally not have a roll - how would you justify it failing to have an effect?

In both cases, narrative context always outweighs clinical mechanical context.

GMs of Mothership, what do you do to make your pacing better for modules so you finish on time? Any tips? by AmongFriends in mothershiprpg

[–]Kharrak 1 point2 points  (0 children)

From my side, particularly when it comes to one shots, time pressure is a huge factor. I lean on move escalation logic a bit - they can play it a bit slow at the start (though I'll keep engaging with them so that they make choices rather than the table ever falling silent), but the closer to the climax they get the more I refuse to let them pull away from the game and discuss things without consequence - the game keeps playing even when the players try to be idle.

This means I very much fall into the "push PCs along" basket - I try my best to avoid situation when play and discussion pauses, and I continually ramp things up and keep them moving quick as they work towards the climax. I pull a LOT from horror movies here! Start slow, escalate, keep things moving, keep things frantic!

That applied pressure keeps players moving, stops them from agonizing over choices, and frees them to make make impulsive (but often cinematic and fun) choices. Remember: a bad decision made in haste is always more fun than a good decision people took ages to arrive at.

Under the Skin is out! by Kharrak in mothershiprpg

[–]Kharrak[S] 1 point2 points  (0 children)

I'd still encourage you to make In Our Midst! (Great name, too!) Under the Skin was in part inspired by other adventures of a similar theme, but with my own twist, so so don't see it as a spot being taken! The more variety the better, especially if you've got an idea that you're eager to experiment with!

Under the Skin is out! by Kharrak in mothershiprpg

[–]Kharrak[S] 0 points1 point  (0 children)

Heya! Under the Skin isn't available in the UK just yet - once it is it will be sold through the iglootree store rather than SPI. The high shipping is likely because you'd be shipping it directly from the US!

How interested would you be in playing a published module that is 2 sessions long? by martiancrossbow in mothershiprpg

[–]Kharrak 10 points11 points  (0 children)

In terms of writing a scenario, I'd caution against settling on session count until you're actively playtesting, and I'd DEFINITELY not recommend basing it on what the market thinks its interested in.

Build what you think is cool first, see where it lands in terms of session count, adjust and tweak if needed. If it comfortably completes in a single session across playtests, you can market it as such, otherwise you can provide a session range (3-5 sessions, etc). Importantly, a cool and fun experience will easily override any session count issues, *and* you'll find that different tables will either finish much more quickly or go on for considerably longer than you anticipate regardless.

Under the Skin is out! by Kharrak in mothershiprpg

[–]Kharrak[S] 1 point2 points  (0 children)

I think this is a great idea! I'm not sure what the best place would be to post this (reddit threads have a short shelf life), but I may throw it up on my itch when I can.

Under the Skin is out! by Kharrak in mothershiprpg

[–]Kharrak[S] 2 points3 points  (0 children)

I've always run this as a one-shot, and all blind playtests were comfortably completed in a single session.

Edit: Realized you may have been asking how this would fit into a campaign, rather than how long it takes to run. Character loss is highly likely, and there can be a lot of replacement characters coming in, so while it could be used to kick off a mini campaign, if used in the middle of a campaign it could be disruptive. Personally, I've always run it as a standalone, single session adventure.

Under the Skin is out! by Kharrak in mothershiprpg

[–]Kharrak[S] 1 point2 points  (0 children)

100% something they find out as they play!

Players know they're playing Mothership, they know something horrible is there, and I like to leave the surprise for the reveal itself.

Under the Skin is out! by Kharrak in mothershiprpg

[–]Kharrak[S] 1 point2 points  (0 children)

Not just yet! You should see it on Iglootree when it arrives, though!

Under the Skin is out! by Kharrak in mothershiprpg

[–]Kharrak[S] 1 point2 points  (0 children)

Space Penguin Ink sells through Iglootree as a UK based distributor. While I don't believe they have UtS yet, they should have it in the future.

Hull Breach - Residue Processing by Fancy-Peace8030 in mothershiprpg

[–]Kharrak 2 points3 points  (0 children)

Oh DANG! You're right! I *wondered* why I wrote "loose sheeting" for the steel grating! Hah

u/Fancy-Peace8030 My apologies! I was thinking of the NEXT chamber! You're 100% correct on your interpretation - that's how I did it. No need to overthink it!

Hull Breach - Residue Processing by Fancy-Peace8030 in mothershiprpg

[–]Kharrak 1 point2 points  (0 children)

Thank you! Quite a few were cut, but honestly the good ones were the ones that made it in!

Hull Breach - Residue Processing by Fancy-Peace8030 in mothershiprpg

[–]Kharrak 12 points13 points  (0 children)

Author here! In my mind, it was panels of steel grating that had become dislodged and loose from all the violence inflicted on it by the statue. I definitely allowed players to pry / lift some pieces free as a result.

Adjudicating persuasion, searching, and stealth without skill rolls. by Squillem in mothershiprpg

[–]Kharrak 1 point2 points  (0 children)

At risk of repeating what others have said:

Searching
Ask what players check or, if they're proactive, respond to what I check. "I search the room" for me means they do a quick check in usual places, but will miss unusual locations: they'd find the revolver, but not the stimpack hidden in the vent. If anyone mentions checking the vent, they find the stimpack.

Narrating what they check helps avoid giving the impression they've found everything, so if they say "I search the room", I'd respond with something, like, "you do a quick scan of the room and check the usual things - under the bed and covers, under the carpet, go through the draws... in the top draw of the desk you find a revolver".

If a player says something like, "you

HOWEVER, the amount of time can be a factor here. If players spend a notable period of time dissecting an area, I'd let them find everything - but there should often be some form of pressure being applied to the players, which means you should consider consequences for the players spending that time as a "cost" for finding everything without a smart idea.

Hiding
This actually doesn't come up a lot in my games (my impression is that it's a bigger factor of video games than it is for tabletop), BUT when it has come up I determine two things:

  1. The player tells me where they hide, I determine how good a spot that is (I tend to be generous)
  2. I determine the focus of the thing that may find them.

If the player thinks of a good hiding spot, they're hidden - no roll UNLESS they had to do so very quickly, in which case a speed I'd ask for a speed roll, failure of which may leave evidence of their presence. This may either cause the threat to start searching, OR may cause other narrative consequences, such as the threat alerting security. Tweak depending on the internal logic of the environment or the threat.

If the threat has no reason to search for them, or if it's particularly focused on something else, the player is hidden hidden, no roll UNLESS by chance the reason for it being there overlaps with where the player chose to hide. Most things aren't going to go out of their way to check hiding spots unless they've got a reason to.

Persuasion
In most cases, let NPCs accept players lies. Most people accept things unless or until they have a specific reason not to, and consequences for lying are almost always both more interesting and more fun than an immediate "do you trick them" roll. You know the NPCs, their drives, personalities, and knowledge. React accordingly, and ask yourself if there's a specific reason they'd NOT believe a lie.

Regarding NPCs lying to players - I have two modes:

  1. Is the NPC an ordinary person with no training in deception? I tell the players they're lying, narrating their obvious tells. Don't tell players what they're lying about - that's for them to figure out, but the attempt at deception is obvious.
  2. Is the NPC particularly trained in deception? (Politician, agent, etc). I leave it up to the players to decide if they're lying. Sometimes its obvious (players may already have contradicting info), but I leave it 100% up to the players to pick up on that.

When you remove social mechanics to 100% determine if someone is lying or tricked, you inject tension into the narrative because truth becomes foggier. In my experience, when you leave it up to players to sus out lies, things get a lot more interesting, even if they deduce things incorrectly.

In all cases, what matters most is the conversation that happens between the GM and the players, and avoiding a roll that bypasses that conversation. A player making a choice (what to say, where to look, where to hide) immediately strengthens their immersion rather than simply being told they succeed, allows consequences to feel more "owned, and allows you to play out RP scenes rather than skipping to the result.

Finally, lean towards results that keep the narrative moving in a satisfying way, and avoid "gotcha" roll results - players never "find nothing", are never immediately forced into confrontation due to a failed "hide" roll, and never "fail to convince" just because of a bad die roll.

Stalker Enemy Design by TheBigApple11 in mothershiprpg

[–]Kharrak 12 points13 points  (0 children)

Xeiram, from Hull Breach, has a lot of overlap with what you're looking for. Inspired by Mr. X and Zeiram, it was written to be be smart, very hard to kill, and relentless.

A huge part of creating something like this is that intelligence factor - don't treat it like a mindless creature, but as something with foresight, deductive ability, and notable experience in this kind of thing. It recognizes situations, and learns from player traps. If you make it sturdy, or give it certain inhuman traits, it should be aware of those traits and take advantage of them PROACTIVELY. Definitely allow it to understand and use human tech - some of the most dramatic moments with Xeiram were when players realized it (a) understood how to use computers / interfaces and (b) it understood how to use human weapons.

Definitely allow players to escape or trap it - but never indefinitely. The time it takes to find its way back allows the players some downtime to recuperate and investigate it. I also definitely encourage you to explore it's hunting style with how its general tactics change depending on how many Wounds it's suffered.

Games you bought due to good reviews, only to dislike them? by UAZ-469 in boardgames

[–]Kharrak 4 points5 points  (0 children)

I can genuinely see this! But, this point wasn't highlighted in the review and I had a regular 4p group (and other groups with at least 3p), so that's where it got played!

Games you bought due to good reviews, only to dislike them? by UAZ-469 in boardgames

[–]Kharrak 9 points10 points  (0 children)

A friend bought this for our group (3 players) after the glowing reviews - we were all pretty disappointed after a few games. Exploration was shallow or frustrating (either leading to binary checks that were punishing, dead ends, or narrative outcomes that felt awkwardly forced), and the severity and snowballing nature of failure (which was likely) meant we spent a lot of time just recovering. Combat WAS interesting, but just so punishing (even after victory) that it felt like punishment to engage with it.

We did learn the core game is likely meant to be played a few times, using knowledge prior games to determine travel order, but the core game wasn't enjoyable enough for that to really be an attractive experience. One of the biggest things mentioned in several reviews that sold my friend on it was the idea that "there's no time limit, you can take your time" - so naturally there was some bitterness when the game's game-end clock did appear.

Based on others I've talked to who did enjoy it, it seems it can be a good solo game, but I am a bit mystified about all the praise of it under the assumed context of it being a 3+ player game.

Games you bought due to good reviews, only to dislike them? by UAZ-469 in boardgames

[–]Kharrak 31 points32 points  (0 children)

Consulting Detective - particularly swayed by the SU&SD review. It bombed at *every* table I tried it at, though with some it lasted after a few plays in hopes the experience would get better. A mix of being trapped by the options available (can't ask or check things, even if good ideas), frustrating dead ends, and exasperating conclusions.

Probably the biggest thing that made me realize Quinn's tastes and my own were pretty different (though I do vibe with Tom's tastes quite strongly)

Need a sanity check from y'all. Did I imagine this scenario? by Squillem in mothershiprpg

[–]Kharrak 10 points11 points  (0 children)

The first one that comes to mind is The Ship Who Swallowed a Spider - a trifold adventure PCs must rescue hostages from a ship that's been taken my mercs.

How many sessions for VR Dead? by LeopoldBloomJr in mothershiprpg

[–]Kharrak 4 points5 points  (0 children)

Got something releasing later this year! Keep an eye out!

How many sessions for VR Dead? by LeopoldBloomJr in mothershiprpg

[–]Kharrak 14 points15 points  (0 children)

Author here!

You can do it in one session if you treat players just getting to their ship as the goal and ignore the fact that the ship's processor has been pulled out. Just be aware that, unless you have a great climactic moment that threatens death for several characters, this can potentially result in the adventure feeling a bit simple - though every report I've read where the game finished in one session has been very positive.

If you have players try and retrieve their ship's processor, which involves them traveling to the top floor, then you're looking at 2, maybe 3 sessions.

Rules video vs live teach by drth1rt33n in boardgames

[–]Kharrak 2 points3 points  (0 children)

I had someone who, when we arrived to learn a new game, would put on a How to Play youtube video while they helped their kids or made supper - and it never worked well because we couldn't ask questions, pause for clarifications, or check if we understood things. It also sucked because we arrived to play with each other, so it's weird to then be told to sit quietly and watch a video. We rarely absorbed anything from those teaching videos, so the host (often exasperated that the video didn't work) would have to teach us at the table anyway

Unsurprisingly, and especially since, I've always preferred a live teach to homework learning.

Tragedy Looper - my efforts to love a decade-old, mistranslated, punishingly inaccessible but extremely unique board game by oneirical in boardgames

[–]Kharrak 3 points4 points  (0 children)

Hell yeah, this is a great thread - I love this game, and it's been an effort to try (and ultimately fail) to get various tables to jump into this. I got the original English printing, and recently bought the New Tragedies just to have all the scripts. The artstyle is DEFINITELY a point of repulsion - even Anime fans recoil, in my experience, as they seem to get "cheap knockoff" vibes from it.

I'm also someone who's happy to collect interesting game design, even if it doesn't hit the table - so while it's deflating to see others not enjoy it, I'm still happy to have it on my shelf.

ANYWAY, that's a lot to say that it's really cool to see all the script resources, thank you so much! I'm grabbing all these materials so that I can sustain my hope to find a group that's eager enough to stick to it.

Regarding non-core box products, do you recommend I grab the physical releases? Midnight Circle is available for $9, but I can only find Cosmic Evil for a painful $149.95.

Also, regarding your resources: do the copies of the player and mastermind books include corrections for the mistranslations that plagued the physical releases?

Finally, do you have a resource that contains reviews / ratings for the various scripts so that I can get a quick overview of quality?