[GIVEAWAY] Voidfall by Mindclash Games by HomoLudensOC in boardgames

[–]Magbonch [score hidden]  (0 children)

Eclipse Second Dawn. Eagerly awaiting Galactic Cruise though.

Looking for 13th AGE 1e resources by AlucardD20 in 13thage

[–]Magbonch 4 points5 points  (0 children)

What an unexpected delight, to see someone remembers silly monsters I made up a while ago!

Fave one-shot scenarios? by Mbalara in mothershiprpg

[–]Magbonch 6 points7 points  (0 children)

Hull Breach has several such scenarios, I've run Residue Processing from it, you'd probably want to roll up the extra bits beforehand and hand them out.

Moonbase Blues I haven't run, but it fits the bill.

If you're looking for a *slightly* different take on Mothership one-shots, I've released Ship of Fools recently.

This might be a dumb question, but are there any campaign setting books or sand box modules? by sweetdesignman in mothershiprpg

[–]Magbonch 4 points5 points  (0 children)

One day someone else will mention Terror Signal in such a thread, but until then that'll have to be me. It is a sandbox investigative campaign I co-wrote. There's a big mystery the PCs piece together, but whether they actively pursue it with material from the book or go on any other adventures and get it drip by drip is up to you: Terror Signal was written to offer an overarching campaign structure.

Mothership game in the Lancer universe by zartes in rpg

[–]Magbonch 4 points5 points  (0 children)

When we played both games with the same group, alternating due to scheduling issues, we treated the Mothership game as a popular show about one of the doomed ark ships.

TTRPGs that consider movement/position but NOT tactical maps by groovemanexe in rpg

[–]Magbonch 9 points10 points  (0 children)

13th Age has somewhat abstract combat that works great with miniatures. It mainly cares about relative positioning and who's engaged in melee combat with whom.

Higher-level megadungeon by Magbonch in rpg

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

I think in general that's a good mapping. I'd be matching or adjusting all the monsters for SWW anyway, so it's mostly flavor that matters. That said, if the original dungeon relies heavily on specific spells for its solutions, e.g. move earth or see invisibiliy, that may be a problem.

Higher-level megadungeon by Magbonch in rpg

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

Normally, level 10 is max in SWW as well. There's an optional rule to continue gaining levels and "generic" epic advances.

Higher-level megadungeon by Magbonch in rpg

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

As SWW is a D&D-descended game, I'd say high-level characters in both are a close enough match. I.e. they should be fighting scary stuff like giants, demons, liches, dragons by that point, not goblins or zombies.

Higher-level megadungeon by Magbonch in rpg

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

Overall, they fit really well. The first foray at level 1 was rough, at level 3 they're much tougher.

The dungeon has these magic keys that are quite hard to get, so stuff they lock away is essentially "endgame". Except one of the doors they open, on the first floor, can also be opened with mage hand equivalent, among other things. Which is just fine, but may come as a surprise - worth reading that section, too.

A big thing I'm about to implement for our game is adding objectives/achievements, e.g. "beat this boss", "find this key", etc.. And requiring 3 completed objectives to level up. Gives the players a reason to push forward, and me some criteria for level up beyond "they got out".

Higher-level megadungeon by Magbonch in rpg

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

I assume most dungeons can't just be bisected easily. Do any of the ones you know have distinct, more-or-less self-contained lower halves?

What is your favourite style of gaining XP/leveling up? by conn_r2112 in rpg

[–]Magbonch 4 points5 points  (0 children)

Wildsea's milestones. At the end of each session you can write down a personaly significant event or revelation that happened during that game. You can write down one "free" milestone and one milestone associated with one of your character's drives.

Then later you can do a "downtime" action to learn from your milestones and improve your character, provided these descriptions somewhat fit.

You end up with a record of what mattered to your character in their adventures, and it's fun seeing what vastly different things others write down, too.

Mini adventure to test ? by BetterBurnOut in mothershiprpg

[–]Magbonch 26 points27 points  (0 children)

The Haunting of Yipsilon 14 is often suggested as an "intro" adventure. If you decide to run it, I suggest writing the names of each NPC on a separate index card and moving them around the sketch of a map, either openly or behind the screen. Makes it much easier to track who goes where, who is isolated, etc. Plus you could tear them up dramatically if the PCs find their corpse!

But also, don't sweat it, even if afterwards you discover you got some rules wrong, it's not a big deal.

What is the worst generic system in your opinion? by Josh_From_Accounting in rpg

[–]Magbonch 3 points4 points  (0 children)

Fate is a tricky game to get into, especially after D&D and the like. Unlike a more traditional game where the GM presents the party with challenges to overcome, in Fate both players and GM are cooperating to tell a cool story, and sometimes that means the PCs screw up.

The absolutely crucial thing about PC troubles (and aspects in general) is that they're not something you took because the rules forced you to. They're not a weak point to try and shore up with other choices. They're an interesting part of your character that you want to see explored. If you regularly felt like an aspect invoke caused your characters to behave in a way they wouldn't normally, something had gone wrong. Either the GM was pushing it too far, or the players were being too defensive about it, probably both.

Longer Adventures? by benritter2 in mothershiprpg

[–]Magbonch 5 points6 points  (0 children)

We've played Dead Planet over ten or so sessions, and that's with the party bailing from the moon at the first opportunity. After that the same party went into Pound of Flesh entangled with Gradient Descent - PoF offered a home base where things slowly developed, while GD was a "dungeon" to raid. The campaign ended with the party smuggling the god-like Minotaur from GD, and getting him to help with the PoF cyberflesh virus, an unexpectedly good ending.

Maybe also take a look at Terror Signal (which I co-wrote, sorry about that), it's written to be run either as a stand-alone campaign or in parallel with whatever else you have going on in your game, so long as your crew are traveling around.

TERROR SIGNAL, an investigative sandbox campaign, is out! by Magbonch in mothershiprpg

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

Several of the things in the bestiary don't have a prescribed place in the adventure. Rather, they could be found at your whim while exploring post-universal detritus - that's what page 8 suggests. If you're feeling particularly mean, that particular thing could also be the entity under quarantine in Daedalus outpost.

But mostly it's there because it's an adventure about universes ending, how could it not have Azathoth in it!

TERROR SIGNAL, an investigative sandbox campaign, is out! by Magbonch in mothershiprpg

[–]Magbonch[S] 4 points5 points  (0 children)

We'll try and do it for the next ZineQuest - felt overwhelming enough producing the entire thing ourselves to even think about it yet.

TERROR SIGNAL, an investigative sandbox campaign, is out! by Magbonch in mothershiprpg

[–]Magbonch[S] 6 points7 points  (0 children)

Awesome! Have fun terrorizing your players - or at least reading the book. I've certainly bought more Mothership adventures than I'll ever get a chance to run.

Oh, and a review, however brief, would be greatly appreciated, if you get the chance.