With the publication of the Mothership Core Box and the Mothership Deluxe Box following a successful Kickstarter campaign in 2024, the Mothership Sci-Fi Horror RPG has a complete set of rules for what is its first edition. The includes rules the construction and option of spaceships with Shipbreaker’s Toolkit, monstrous threats with Unconfirmed Contact Reports, and a guide for refereeing the roleplaying game in the form of the Warden’s Operations Manual.
Saturday, 18 April 2026
The Other OSR: Unconfirmed Contact Reports
With the publication of the Mothership Core Box and the Mothership Deluxe Box following a successful Kickstarter campaign in 2024, the Mothership Sci-Fi Horror RPG has a complete set of rules for what is its first edition. The includes rules the construction and option of spaceships with Shipbreaker’s Toolkit, monstrous threats with Unconfirmed Contact Reports, and a guide for refereeing the roleplaying game in the form of the Warden’s Operations Manual.
Saturday, 7 February 2026
The Other OSR: Warden’s Operation Guide
With the publication of the Mothership Core Box and the Mothership Deluxe Box following a successful Kickstarter campaign in 2024, the Mothership Sci-Fi Horror RPG has a complete set of rules for what is its first edition. The includes rules the construction and option of spaceships with Shipbreaker’s Toolkit, monstrous threats with Unconfirmed Contact Reports, and a guide for refereeing the roleplaying game in the form of the Warden’s Operations Manual.
The Warden’s Operations Manual is at its heart a book of questions and answers, asking and answering such questions as how do I get started? What should I run? Where do I find the horror in my scenario? What challenges do I give my Player Characters? There are effectively ten questions that it poses and gives answers to in explaining the step-by-step process. More experienced Wardens might want to miss or two, and in the long run, the Warden omit some too as she gets used to the process. It starts with simplest of things. Buying a notebook to serve as the Warden’s ‘Mothership Campaign Notebook’, inviting friends to play, and reading the Player’s Survival Guide, before choosing a scenario and asking what is the horror going to be? As it expands here, it suggests options, such as ‘Explore the Unknown’, ‘Salvage a Derelict Spaceship’, and ‘Survive a Colossal Disaster’, and to find the horror it gives the ‘TOMBS Cycle’, which stands for ‘Transgression, Omens, Manifestation, Banishment, Slumber’ Cycle. This is neat little summary of how a horror scenario typically plays. So, in ‘Transgression’, something has disturbed the Horror and caused it to activate or awaken; signs hinting of its activities or effect are found in ‘Omens’; its ‘Manifestation’ means that the Horror moves into the open and everyone can see what it is, and will now be hunted by it; ‘Banishment’ sees the Player Characters race to find a way to destroy or stop the Horror; and lastly, in ‘Slumber’, the Horror is banished or subdued, at least temporarily, until someone else triggers the ‘TOMBS Cycle’ once again. It is both a superbly succinct summary of just about any horror film—and very obviously of the key film which inspires the Mothership Sci-Fi Horror RPG—and a framework that the Warden can return to again and again to construct further scenarios.
Physically, the Warden’s Operations Manual is well produced and very nicely illustrated, with many illustrations actually serving as examples of elements of the game, such as the illustration for tactical considerations or the ‘TOMBS Cycle’. The book is very readable.
Saturday, 24 January 2026
The Other OSR: Player’s Survival Guide
With the publication of the Mothership Core Box and the Mothership Deluxe Box following a successful Kickstarter campaign in 2024, the Mothership Sci-Fi Horror RPG has a complete set of rules for what is its first edition. The includes rules the construction and option of spaceships with Shipbreaker’s Toolkit, monstrous threats with Unconfirmed Contact Reports, and a guide for refereeing the roleplaying game in the form of The Warden’s Operations Manual.
The Player’s Survival Guide is the core rulebook for the Mothership Sci-Fi Horror RPG, detailing as it does the the rules for character creation, Stress and Panic, and combat. The book also comes with a content warning giving that Mothership Sci-Fi Horror RPG is a horror game and best suited for mature players. Plus, there is advice on being a great player, waning them that their characters can die, that the game is stacked against them, that they will be faced with difficult choices, that they should pay attention, and finally, to accompany the content warning, to create a safe play environment. Of course, it is obvious, but is short and to the point, readying the player for his first experience of play in the Mothership universe.
Saturday, 12 November 2022
Blue Collar Sci-Fi Supplement I
The Hacker’s Handbook provides expanded rules for extra detail in for just the one skill in the Mothership Sci-Fi Horror RPG—‘Hacking’. One of the issues in the Mothership Sci-Fi Horror RPG – Player’s Survival Guide is that none of the skill are actually defined and so the Warden has to adjudicate exactly how they in the dark future depicted in the roleplaying game. Most of the time this will be enough, and in play, the Warden can have a player simply roll of his character if he wants to unlock a door, take remote control of a gun turret, or extract information from a computer system. However, if the Warden wants to present a more detailed, even extended challenge for the player whose character has the Hacking skill, then the core rules are insufficient. This is where The Hacker’s Handbook is useful. It still suggests using simple rules under most circumstances, but otherwise suggests presenting the hacking Player Character with a ‘Network’. This is constructed of a linked series of nodes and each node can be individualised. Each is defined by its Function, Security, and Response. In other words, what it does, the degree of how difficult it is to gain unauthorised access to, and what happens if the Hacker’s attempt is noticed by a network admin, automated security feature, A.I., and so on.
The Hacker’s Handbook lists several options for each as well as giving a modifier between zero and five for the roll on the Response Table if the hacker’s intrusion is noticed. For example, an automated security turret might be listed as ‘Automated security turret, Infrastructure/Hardpoint Control, Hardened, +2 Response’, whilst a medical database might be listed as ‘Medical Records Storage, Data Storage, Secured, +1 Response’. In play, each node can be drawn as a box and the boxes connected to form a diagram of linked nodes and thus you have the computer network for the starship or the facility, and so on.
The Hacker’s Handbook does not ignore the social aspect of hacking either. It suggests ways of gaining access via user accounts rather than direct hacking and the various types of user account which a hacker might gain access to. It also suggests that it is one way of getting Player Characters involved in a hacking attempt whether or not they have the actual skill. Whether or not a Player Character has the skill, it also lends itself to more roleplaying opportunities than might be available with a simple roll against the skill.
Lastly, The Hacker’s Handbook lists equipment that a hacker might want to carry as a loadout. This includes decks, wristcoms, and pieces of gear. Decks include gear slots and often have extra abilities, such as treating Hardened Nodes as Secure Nodes. For example, Maze ignores one response from network security whilst CoyBoy reduces the Response value of a node by a random value. Essentially, this provides some technical equipment and details which can flavour a hacker’s activities in game and bring a little more verisimilitude to play.
Physically, The Hacker’s Handbook is all text, barring the network diagram examples. This is not an issue because the supplement has a lot of information to impart, so none of feels wasted.
There is a lot to like about The Hacker’s Handbook. It provides an easy way to handle a particular aspect of the Mothership Sci-Fi Horror RPG, and supports it with enough details to keep both interesting and challenging.
Saturday, 22 October 2022
Blue Collar Sci-Fi One-Shot IV
The set-up for Chromatic Transference is simple. In fact, Chromatic Transference is so simple that it is all set-up and no scenario. What it actually does is describe a location, the top secret Ukweli-4 research facility (‘ukweli’ meaning truth in Swahili). The facility was built inside an asteroid far from civilisation to study a strange meteorite, which contained a colour never before seen by human eyes. Unfortunately, as is the way of these things, there was an accident, the original researchers were killed, and the tiny base has been long since abandoned and forgotten. What Chromatic Transference details are the base and its environs, what can be found inside, and the threat at the heart of the set-up. The Ukweli-4 research facility is built into a large asteroid with a landing pad on the surface and a single entrance to the facility. From there a single tunnel bores into the asteroid with areas off the main tunnel for the facility’s quarters, mess, then research lab, and finally engines (or should that be power plant? Chromatic Transference does not say if the asteroid is capable of movement or not). Outside the base, there are signs that a vessel has left in a hurry and inside, at least initially, signs of men and women going about their ordinary lives. The research lab contains the meteorite and the unknown Colour previously being studied, plus three bodies.
In terms of support, there is a cross section given of the Ukweli-4 research facility, two quite small and far from easy-to-read handouts, and the stats for the Colour. There are notes too of what will happen if the Player Characters do nothing and what they can do to solve the situation.
All of which is fine, except the fact that Chromatic Transference has no plot and it has no hooks to get the Player Characters to the location of Ukweli-4. There is simply no reason for the Player Characters to go to Ukweli-4 given. Yet despite this lack of either hook or plot, Chromatic Transference is described and sold as “A fully playable, ready-to-run one shot to drop in to any sci-fi RPG campaign.” Which is absolutely not the case. If it was ready to run, it would have a hook or a plot that the Warden can use straight to the table without the need for her to develop one of her own, whether that is to work it into her own campaign or provide impetus for the Player Characters in a one-shot or convention play. There is mention that powerful people are looking for it, but is that sufficient enough a hook?
Further, there are elements of Chromatic Transference simply left dangling and unaddressed by the author. The Ukweli-4 research facility has a staff of six, but only three bodies are found, so where are they? The base’s shuttlecraft is missing, so where is that? Arguably finding both the missing staff and shuttlecraft would be the perfect hook for the Player Characters to get involved in Chromatic Transference, have them trace the shuttlecraft’s flightpath back to Ukweli-4 and go from there. This is so obvious it should have been included in Chromatic Transference rather than being spelled out here. One counterpoint might be that the pamphlet format of these scenarios makes the inclusion of every detail or idea difficult, and that is a legitimate point as far as the format goes. However, it cannot and cannot apply to Chromatic Transference, which has sufficient space for this content were it not the fact that one whole page is taken up with the cross section of the Ukweli-4 research facility that imparts an incredible minimum of information. Half that cross section—and yes, the cross section might have been slightly cramped—and the author would have had the luxury of half a page to give the plot and hook ideas instead of leaving the Warden to do the job that he should have done.
Physically, Chromatic Transference consists mostly of text, primarily because of the limited amount of space in which the author has to play with. However, the big blob of a map dominates the pamphlet and is an intrusive presence.
In terms of its horror, Chromatic Transference is Alien meets H.P. Lovecraft’s ‘The Colour Out of Space’. It is a Lovecraftian horror scenario set in haunted house in space. Which is a decent combination and there is a palpable sense of the unknowable and the weird to the whole affair. The players may have an idea of what it might be, but their characters will not and leaning into the unknowable and the weird will part of the pleasure of playing Chromatic Transference.
Doubtless, some Wardens will be happy with Chromatic Transference as is and will pick it up and do what they want with it. That is very much fine. Yet Chromatic Transference as is, is not a scenario, is not a one-shot, is not fully playable, is not ready-to-run, and is not complete. All it needs is a plot or hook, and Chromatic Transference is then all of those things and thus complete as intended. It is a shame that one big map has to deny the author the opportunity to complete his intended scenario.
Saturday, 18 June 2022
Ineffably Alien
Which means that What We Give To Alien Gods breaks one of the cardinal rules of a roleplaying scenario. Which is…
Tell the Game Master what the scenario is about upfront.
What We Give To Alien Gods is a scenario for the MOTHERSHIP Sci-Fi Horror Roleplaying Game, the roleplaying game of blue collar Science Fiction Horror, inspired by films such as Outland, Dark Star, Silent Running, and Event Horizon, as well as Alien and Aliens. Hyperspace anomalies, reports of an alien structure, a missing contact, a seemingly telepathic cry for help, or even an inexplicable urge all hook the Player Characters into travelling Gaelar XII, a distant magellanic nebula. Once inside, they must negotiate dense pockets of cosmic dust, ionised gas storms, ship debris, thermal spikes, and more before alighting before a strange structure. Consisting of three immense pillars with a massive cube suspended between the three, which all together rotate as one, this is Maerkithelth, an unfathomably ancient temple to alien god. The Crew can enter any one of the pillars and begin to explore, finding signs of an alien civilisation—tools and devices left lying about, as well as extensive patterns of glyphs. They will also find indications that someone has already beaten them to the temple.
Discovering both the temple and the existence of aliens can have a profound effect upon a MOTHERSHIP Sci-Fi Horror Roleplaying Game, depending on whether or not they exist in the Warden’s campaign. However, even if they already exist, the presence of the Triathals and what they have left behind—especially the Triathal language, will have a profound upon the members of the Crew. This is intentional since the Scientist in the Crew, in particular, one with the Xenoesotericism, Xenomysticism, and Xenolinguitsics, will be translating the Triathal language and learning more and more of just what Maerkithelth contains and is protecting the universe from. Or even protecting the universe from which the Triathal came. There is such an emphasis upon the Triathal language and upon the role of the Scientist in the scenario that it is not like other MOTHERSHIP Sci-Fi Horror Roleplaying Game scenarios, and whilst the author describes it as a “A dungeon-crawl through an alien temple”, it is not that either. Rather, What We Give To Alien Gods is a puzzle crawl, an exploration of an environment that requires elements of a language to be learned in combination with skill rolls and the clues left behind by other explorers. Which obviously places a great deal of emphasis upon the player with the Scientist role. This is not say that the other roles in MOTHERSHIP Sci-Fi Horror Roleplaying Game do not figure in the scenario—and What We Give To Alien Gods does give advice to that end—but the Scientist predominates.
Much of What We Give To Alien Gods is devoted to is describing the interior of the three pillars of Maerkithelth and the almighty cube which hangs between them. It is only after this that we read of a major threat to both the Crew and possibly the universe. Doctor Aislin Grahm has an obsession with the cosmos and Xenomysticism and is driven—or possibly pulled—by whatever Maerkithelth actually contains (or keeps contained). However much like the explanation of what the plot to What We Give To Alien Gods, this does not really become obvious to very later in the book, over two thirds of the book in the listing of the NPCs, and it applies to her as much as it does the other, often very alien NPCs the Crew is likely to encounter.
Which means that What We Give To Alien Gods breaks one of the cardinal rules of a roleplaying scenario. Again. Which is…
Tell the Game Master what the scenario is about upfront.
Yet these are not the only issues with What We Give To Alien Gods and to be fair, they can be overcome as part of the Warden’s preparation. The real issue is with the extra element of preparation. For not only does the Warden have to prepare the scenario, she also has to learn how its puzzles work and learn the Triathal language, enough to be able understand and if not teach it to her players, then guide them through their learning process. In effect, the Warden has to play through aspects of What We Give To Alien Gods in order to really grasp what is going on. Then once prepared, the scenario—as the author advises—requires a lot of buy in upon the part of the players and their characters.
Physically, What We Give To Alien Gods is a solid little book. It has a sense of the ineffable and the alien in its look and use of art, of a place that is not quite like ours, and it is lovely booklet to look at. However, the writing is often succinct and there are no maps of Maerkithelth which might make it easier for the Warden to visualise and then impart that to her players.
Inspired by films and television such as Event Horizon, The Expanse, Interstellar, and Arrival, there is no denying that What We Give To Alien Gods is an ambitious treatment of Cosmic Horror for the MOTHERSHIP Sci-Fi Horror Roleplaying Game. It is conceptually brilliant and the result is fantastically weird and creepy and unsettling, but the effort to get that to the table, that is where What We Give To Alien Gods does not quite deliver.
Saturday, 19 March 2022
Blue Collar Sci-Fi One-Shot III
The set-up for Terminal Delays at Anarene’s Folly is simple and requires that the Player Characters possess a ship, especially one suited to carrying large amounts of cargo. They are making one more cargo run when they have to dock and refuel at the remote service station of Anarene’s Folly—which when their troubles begin. Their problem is twofold, at least initially. First, someone, and it is up to the Warden to decide, has placed an experimental planetary colonisation device, ‘volatile warhead of chemicals, biological agents and mutagens’ (a bit like the Genesis Device from Star Trek II: Wrath of Khan) aboard their vessel and they know nothing about it. Second, someone else does, the Space Traffic Controller of Anarene’s Folly, and he is prepared to go to ordinary lengths to get hold of it. This is when the Player Characters’ problems multiply…
First, all of the docking berths on the Anarene’s Folly are in use. Then the Anarene’s Folly seems to target the Player Characters’ ship, and when the Player Characters’ vessel is allowed to dock, the maintenance crews aboard the space station seem really, really insistent on getting aboard the ship and carrying out repairs. Does the Player Characters’ space ship require repairs? Should maintenance crews like that actually be armed? Or are the maintenance crews actually coming aboard for some other reason? If so, then what have the Player Characters down to warrant such interest? Those are all questions that that will be flying the minds of both the players and their characters as the events of Terminal Delays at Anarene’s Folly unfold.
The Game Master is given a large number of tools with which to taunt and even gaslight the players and their characters! These are built around a pair of time lines, one which escalates events on the station, whilst the other tracks the hacking attempts on the players’ ship. Together, they form a count up of escalating events and challenges for the Player Characters which threaten to overwhelm them if they do not deal with each one in turn. Accompanying this are details of the marine’s battle plan (the marines having disguised themselves as the Anarene’s Folly maintenance crews) and the profile of the main NPC the Player Characters will interact with. It is likely that the players and their characters will come to hate him, as he will prove evasive and unhelpful. The Warden can colour this interaction by using the ‘Small Talk Table’ and ‘Improvised Marine Tech Jargon Table’, and further, there is ‘Gaslighting Table’ for essentially confusing the players and their characters…
Terminal Delays at Anarene’s Folly as written feels very much like the scenario and thus the Warden is setting out to screw with the players and their characters. This is because they are placed in what is essentially a reactive stance from one event to the next in the scenario’s escalating timeline, and that escalating timeline really does require the Warden to keep track of lot. Ideally, this should be set up beforehand as part of the Warden’s preparation. The scenario also feels as if it would benefit from the use of deck plans so that the Warden and players can track where their characters are from scene-to-scene and thus which problems they are trying to deal with at any one moment.
Like Hideo’s World before it, Terminal Delays at Anarene’s Folly is different to other scenarios for Mothership Sci-Fi Horror RPG. Again, it is very much less of a horror scenario than you would normally expect for a roleplaying game which is best known for its Blue Collar Sci-Fi horror one-shots. It is much more of an escalating, against the clock affair where the horror is bureaucratic in nature, its cause unknown for much the scenario. Like Hideo’s World this scenario will need a higher degree of preparation because of its multiple timing mechanisms.
Saturday, 29 January 2022
Blue Collar Sci-Fi One-Shot II
Since 2018, the Mothership Sci-Fi Horror RPG, beginning with the Mothership Sci-Fi Horror RPG – Player’s Survival Guide has proved to be a popular choice when it comes to self-publishing. Numerous authors have written and published scenarios for the roleplaying game, many of them as part of Kickstarter’s ZineQuest, but the publisher of the Mothership Sci-Fi Horror RPG, Tuesday Knight Games has also supported the roleplaying game with scenarios and support of its own. Dead Planet: A violent incursion into the land of the living for the MOTHERSHIP Sci-Fi Horror Roleplaying Game is one such scenario, but Tuesday Knight Games has also published a series of mini- or Pamphlet Modules. The first of these is The Haunting of Ypsilon 14, the second Hideo’s World. The world of the title is virtual, a slickware slickworld game world which has become the last refuge of its designer, Hideo Kieslowski, the Hideo. Originally designed as a console called HypnoDD running slickware and a slickworld intended to be both played whilst sleeping and replace the user’s dreams, the project was a failure and despite attempts to salvage it, Hideo retreated into his creation and has remained there in a drug-induced come for a decade. Now, the slickware running the virtual world is deteriorating, degrading, and in danger of destroying it—and taking Hideo’s mind with it. In order to find that mind, the Player Characters will have to plug directly into the interface, and once inside the HypnoDD’s slickworld, move as quickly as they can.The first thing that strikes the reader about Hideo’s World is the format. It is done as a double-sided tri-fold brochure on pale pink card. In fact, the card is stiff enough for the scenario to stand up right on its own, but open up the folder and the second thing that reader about Hideo’s World is the graphic design. The beginning location, the Plaza, is a virtual menu placed around a Communications Tower takes centre stage in the middle panel. The four options—or doors—on the menu are presented on the left-hand and right-hand panels consists of Settings, Game, Shop, and Home, and each of these has further options, as does the Communications Tower. A separate lists the things that the Player Characters might encounter in Hideo’s World, including Bugs (in the system), and Raiders—hackers, fans of Hideo’s come to see his world one last time, and so on, and Mister Goodnight™, an internal program and moon-headed mascot of PacyGen Pharmaceuticals & Soft Drinks Company which has a love-hate relationship with Hideo... Mister Goodnight™ is the primary NPC in Hideo’s World and ideally the Warden should really go to town in portraying him. On the back of the pamphlet, the Warden is provided with tables of Glitches, Textures, and Adverts with which to colour the world around the Player Characters as they explore and examine its limits.
Physically, Hideo’s World is definitely a scenario with physical presence, despite its relative slightness. If the cover illustration is underwhelming, the map-illustration of the Plaza is good and the cross section of the Tower that is Hideo’s Home is serviceable. It is actually a pity that the map-illustration of the Plaza is numbered because unnumbered it could be shown to the players. Lastly, it does need a slight edit in places.
Saturday, 2 October 2021
Blue Collar Sci-Fi One-Shot I
The first thing that strikes the reader about The Haunting of Ypsilon 14 is the format. It is done as a double-sided tri-fold brochure on bright yellow card. In fact, the card is stiff enough for the scenario to stand up right on its own, but open up the folder and the second thing that reader about The Haunting of Ypsilon 14 is the graphic design. At the top of the middle panel is a black box which reads ‘START HERE’ with an arrow pointing to the first location, Docking Bay 2, and then via the AIRLOCK to the second location, the WORKSHOP, and from there to the other locations in the scenario. Each location is given a box containing a description and an icon or two to indicate what might be found there, such vents and beds for the QUARTERS area. What the graphic designer has done here is combine the floorplans of the Ypsilon 14 mining facility with the description of the Ypsilon 14 mining facility. It is an incredibly economic piece of graphic design.
Whilst the Mothership Sci-Fi Horror RPG is not the Alien or Aliens roleplaying game anew—there is after all, Alien: The Roleplaying Game for that—it very much shares the same Blue Collar Science Fiction Horror subgenre and inspirations. And so does The Haunting of Ypsilon 14. The scenario is, like Alien, a haunted house horror film in space, with first the NPCs and then the Player Characters, being stalked and taken by something unknowably alien. The crew aboard the mining facility even have cat, which can be used to add suspense and even herald the appearance of the scenario’s monster—much like Jones in Alien. When encountered the alien will be genuinely creepy, and definitely worthy of a scare or two in the low lighting of the mining facility. Whilst the main areas of the mining facility are detailed on the inside of the tri-fold brochure, the NPCs are listed and the monster fully detailed on the back, as is a set of three (well, two actually) clues—which come in the form of audio cassettes or logs—which can be found throughout Ypsilon 14. (Ideally, the Warden should record these ahead of time to play to her players when they find them, or even better, have someone else record them so that it is not just the Warden reading them out.)
The Haunting of Ypsilon 14 is designed as a one-shot, a horror film in which few—if any—of the cast is expected to survive. It is also designed to be easy to pick and run, with relatively little preparation required. The limited space of its format and economy of words facilitates both features, but creates its own problems at the same time. Advice for the Warden is light, primarily telling her to roll randomly to see which NPC disappears every ten minutes or so of game time and the various NPCs are very lightly sketched out. Now this does leave plenty of scope for the Warden to improvise, perhaps allowing a scene or two for each of the NPCs to shine before they are bumped off, but for a less experienced Warden, a little more preparation may be required.
However, there is a bigger issue with The Haunting of Ypsilon 14 and that is Player Character motivation. There are no ideas or suggestions as to why the Player Characters and their starship would actually stay at the mining facility once their cargo ‘job’ is complete. Is the crew dropping off or picking up—or both? Opting for the latter two options might be a way to keep the crew on-site as its starship is slowly loaded with ore, but the Warden will have to devise some motivations for the crew if not. Of course, since The Haunting of Ypsilon 14 is designed as a one-shot anyway, why not go ahead and create a set of ready-to-play Player Characters, complete with motivations?
Physically, The Haunting of Ypsilon 14 is definitely a scenario with physical presence, despite its relative slightness. It has just the one illustration and it needs a slight edit in places, but its graphical layout is excellent. The combination of its simple presentation and the familiarity of its plot, does mean though, that The Haunting of Ypsilon 14 is easy to adapt to other roleplaying games—even other roleplaying games within the Blue Collar Science Fiction Horror subgenre.
For the Warden ready to improvise and run a scenario on the fly, The Haunting of Ypsilon 14 is a low preparation, easy to pick up and play scenario, whilst for the less experienced Warden, The Haunting of Ypsilon 14 will require more preparation, but either way, the Warden may want to create some pregenerated characters and motivation to help pull the players and their characters into the events on The Haunting of Ypsilon 14. However, the Warden sets it up, The Haunting of Ypsilon 14 serves up a creepy even weird dose of body horror in a classic haunted house horror in space!
Friday, 1 January 2021
Reviews from R'lyeh Post-Christmas Dozen 2020
Since 2001, Reviews from R’lyeh have contributed to a series of Christmas lists at Ogrecave.com—and at RPGaction.com before that, suggesting not necessarily the best board and roleplaying games of the preceding year, but the titles from the last twelve months that you might like to receive and give. Continuing the break with tradition—in that the following is just the one list and in that for reasons beyond its control, OgreCave.com is not running its own lists—Reviews from R’lyeh would once again like present its own list. Further, as is also traditional, Reviews from R’lyeh has not devolved into the need to cast about ‘Baleful Blandishments’ to all concerned or otherwise based upon the arbitrary organisation of days. So as Reviews from R’lyeh presents its annual (Post-)Christmas Dozen, I can only hope that the following list includes one of your favourites, or even better still, includes a game that you did not have and someone was happy to hide in gaudy paper and place under that dead tree for you. If not, then this is a list of what would have been good under that tree and what you should purchase yourself to read and play in the months to come.


















