Crab Meat — my thoughts after running Another Bug Hunt
The meat of Mothership is in its modules. The adventure, setting, and
scenario writing has been where the specificity and quality of the game
resides for as long as I’ve been aware of it — and I’m amenable to that,
pretty positive on it even. My tastes in the rules end of ttrpgs are for
assemblage: a default resolution mechanic is fine and good to have, but
as a campaign comes together it is valuable to be able to attach and
detach whatever tools make it go or hinder it without significant
disruption, and specific adventures bent around certain ideas can be a
great place to collect and deliver these tools to other players who may
also find them useful. This places me in and adjacent to a number of
osr-esque principles, which certainly is where my tastes tend, but it’s
something that has held true for me in a vast swathe of other games as
well.
I recently ran a short campaign of Another Bug Hunt, the module included
with the Mothership boxed set and presented in its content as an
introductory adventure for both. I came away with a number of doubts as
to its ability to successfully introduce the style of play that the
other core Mothership material positions as ideal (which aligns
reasonably to my preferences) to anyone who isn’t already enculturated
into it, or to be a satisfactory scenario for anyone who already
is.
The module itself is a series of mini-scenarios arranged in a roughly
linear pattern, with advice for the gm on how to run them as an
interconnected series or as individual one-shots — I opted for the
former. It reminds me of the WotC dnd modules I have personally
experienced in both 5e and 4e: each discrete scenario is a differently
arranged combination of space and objects in that space with objects to
poke at to get to a few different outcomes, all of which push you along
towards one or more of the later scenarios, until the very last one that
is distinctly a dramatic ending. You move from dungeon crawling basics
to a socially-inflected situation where choices advance a timeline to a
much more grandiose deathtrap-setpiece, and finally have a frantic
escape sequence for those who survive all of the above or decide to
leave early. I found the second scenario, featuring squabbling survivors
in a failing power plant, to be the meatiest and it’s the one I will
most likely run on its lonesome in the future: theres a lot of chance
for clashing goals and personalities in a way I find fun and fertile
ground.
It feels like it is built to be friendly and familiar to someone who has
primarily experienced those, which makes a lot of sense given the way I
have seen Mothership explode in popularity in spaces that tend towards
this style, and the moment to moment advice in the sub-scenarios tends
to strike me as good. This produces a lot of the worries I mention
above: despite some brief gesture at travel across expanses of jungle,
there is very little to assist in what the game might become if the
players do not progress pretty linearly with time spent outside of the
scenario-setpieces being treated as perfunctory. No random encounter
table, no ecology to the world, very little specifics to build out the
lush jungle we are told exists all around. If someone were to run this
as their first venture into Mothership, I think it would prepare them
quite well to run it again, but in the larger world of supplements that
exist I think it would leave them strikingly unprepared to parse a lot
of what’s in the best work in the space and to interface with tables
that preexist the 1e explosion.
Thinking about the module from the GM side necessitates thinking about
the Wardens Operation Manual, a document that I tried to use as much as
possible when running these sessions to see what outcomes came of the
tools it offers. An uncomplicated positive, in my opinion, is the advice
on organization of a notebook. It is practical and actionable in a way
that the vast majority of GM advice I encounter simply isn’t and that
deserves some real applause. I’m already a notebook-user but it
definitely inspired me to buy a new stack of cheap composition books to
have on hand, and I’ll probably be trying and adjusting its specific
advice for a number of future games I run. Some of the more rhetorical
moves it makes are where tension arises. This passage on page 22 stood
out to me in light of a conversation I had regarding the value of
skills:
“A lot of times, players want to know which Skills are useful. Tell
them to treat their Skills like a wishlist of items they’d like to see
come up in play. If they’re really nervous about survival, they should
take a Skill like Firearms. If they’re more interested in learning about
the world, some of the sciences might be better for them.”
I pregenerated a number of characters with a pretty wide swathe of
skillsets, and my players noted that it felt like the presentation of
the game bent towards the 5e-esque “I want to use my Signature Thing and
will try to bend the scenario to do so” much more than the “I want to do
clever problem solving with tools on hand that removes the need to go to
the dice for resolution” that is more to my taste and played up in the
WOM as something to aim for. It felt to me that Another Bug Hunt ends up
being pretty uneven in terms of having ground to do the aforementioned
wishlisting in.
An aside: I think the TOMBS Cycle is goof-ass in its
prescriptiveness.
We also ended up having a conversation about the way that stress
accumulation and Panic feels pretty inconsequential in this sort of
shortform campaign — notable when shortform play has been what I
anecdotally see Mothership positioned as being for in a lot of spaces
I’m in. I perhaps could have followed the one-shot advice to hand out d5
rather than 1 per failure, but given that I ran the whole dang scenario
without it mattering much despite being a thing we had to take the time
to track, it seems like maybe that advice should extend to any game that
aims to have a concrete end date. The Shriek infection and crabification
process was fun to use and felt much more consequential. I was left with
the thought that my favorite Mothership modules are Luke
Gearing’s Gradient Descent, which has its own alternative stress
track in a similar style, and Joel Hines’s Desert
Moon of Karth, which is just made to be played for a longer time in
a sandboxy way and as such will involve a greater accumulation of
stress. I wonder if there wouldn’t be some value to a version of
Mothership wherein the panic table is unique per adventure and thus more
interestingly tied to the writing, paring down the systemic workload
that much more while opening the space up for more creative uses of a
descent into horror.
I do think that what I think of as the default Mothership house style
strength shone through: when the game needed to convey dry numbers and
mechanical content, it did so with efficiency that is easy to parse and
work with and did not distract from the writing.
Danni and Cameron, who were two of my players for this game, touch on
some of their player-side experiences with it in one of their monthly
patreon podcasts (It’s behind a $5 paywall but if there’s anything I
feel good about shilling for its Ranged Touch’s patreon content).
Cameron’s perspective on a desire for setting and adventure material to
be where distinct mechanics lie rather than systems is something I both
agree with and think I’m already deeper in the world of than he is, as a
number of game objects and play spaces I enjoy already hew to this, and
expect further rules assemblage to happen over the course of distinct
campaigns. I recommend to anyone interested in seeing some of this in
action my favorite “teaching the game” adventure I’ve read is Chris Bisette’s In The
Bluelight, which has a great example of how one might do this
assembly on the fly based on various practical needs in its alternative
modes of navigating the basilisk lair, or Ezra
Claverie’s Crypts of Indormancy for some interesting appendages to
any given dnd-descended system wrt gaining experience.
I know that the other player of the campaign, Michael H, is writing a
post on the sessions and his thoughts on the game to put on his blog. I look forward to reading
and sharing the post when it is done. UPDATE: it is
posted!
I plan to write some thoughts on the Shipbreaker’s Toolkit and
Unconfirmed Contact Report books, as well as some other aspects of the
boxed set, at some point but that is for a later time as they weren’t
directly consequential to this game.