Saturday, 27 June 2026

The Other OSR: Another Bug Hunt

It is curious to note that since its original publication in 2018, the Mothership Sci-Fi Horror RPG from Tuesday Knight Games has been reliant upon the single rulebook, the Mothership Sci-Fi Horror RPG – Player’s Survival Guide. First as a ‘Zero Edition’ and then as an actual ‘First Edition’. Curious, because despite the horror roleplaying rules detailing no alien threats and giving no advice for the Warden—as the Game Master is known in Mothership—the has proved to be success, with numerous authors writing and publishing scenarios of their own as well as titles from the publisher. What the Mothership Sci-Fi Horror RPG offered was a stripped down, fast playing Science Fiction system that supported a number of sub-genres. Most obviously Blue Collar Science Fiction with horror and Military Science Science Fiction, the most obvious inspirations being the films Alien and Aliens, as well as Outland, Dark Star, Silent Running, and Event Horizon. Yet the authors of third-party content for the roleplaying game have also offered sandboxes such as Desert Moon of Karth and Cosmic Horror like What We Give To Alien Gods, showing how the simplicity of Mothership could be adjusted to handle other types of Science Fiction. This combination of flexibility and simplicity has made it attractive to the Old School Renaissance segment of the hobby, despite Mothership not actually sharing roots with the family of Old School Renaissance roleplaying games derived from the different editions of Dungeons & Dragons. It is thus, at best, Old School Renaissance adjacent.

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.

—oOo—

Contact has been lost with Samsa IV. A survey detected signs of biochemistry on the planet and the Company assigned a team of researchers, engineers, and marines to establish a base of operations, a terraforming station, and investigate the signs. Doctor Edem, the team xenobiologist reported finding a species of arthropods on the planet, nicknaming them ‘carcinids’ or ‘carcs’. A subsequent report informed the Company that one had been captured for further study and examination. That was nine months ago. Six months ago, communication ceased with Gretna Base on Samsa IV. Three months ago, the crew was hired to investigate the loss of communication and reestablish contact. Specifically, they are to rendezvous with the marine commander, Second Lieutenant Kaplan, re-establish satellite communication and restore the terraforming machinery to full operation, and if that fails, evacuate Doctor Edem and the colony’s synthetic science officer, Hinton, or at his logic core. After several weeks in cyrosleep and following a briefing by Company representative, Maas, the Crew finds itself dropped at the landing zone for Gretna Base, surrounded by jungle and in the pouring rain, the rusty, scarred, base ahead along the muddy path.

This is the set-up for Another Bug Hunt, which describes itself as ‘The Introductory Adventure for the Mothership Sci-Fi Horror RPG’. As an introductory scenario to the Mothership Sci-Fi Horror RPG, what Another Bug Hunt does is almost exactly not what you want it to be doing, but the good news is that it does it well. In fact, very well. What Another Bug Hunt does is take direct inspiration from the most obvious of influences over the Mothership Sci-Fi Horror RPG, which are the films Alien and Aliens. That would seem too obvious, too easy, too derivative. Whereas what you would expect the scenario to do is show how Blue Collar Science Fiction horror can be done without any reference to either film. Especially since the Warden’s Operations Manual was about running the game and creating your own content and Unconfirmed Contact Reports contained numerous examples of threats that the Player Characters might contend with in Mothership Sci-Fi Horror RPG. Instead, what Another Bug Hunt does is take that inspiration and show how it can presented as playable content without being derivative and does so as an extension of the Warden’s Operations Manual.

The Warden’s Operations Manual is the best of the core books for the Mothership Sci-Fi Horror RPG. It takes the reader and prospective Warden through the first steps of getting started the roleplaying game, helping her think about the sort of scenario and horror she might want to run, decide what obstacles to present, what she wants each of the roleplaying game’s four roles to do, and so on. It is obvious advice, but that does not mean that it is not helpful. It is, because the scenario is an introductory scenario, written to be run and played by those new to the Mothership Sci-Fi Horror RPG at the least. If the Warden’s Operations Manual tells the Warden how to run the roleplaying game, then Another Bug Hunt extends that advice by showing her. It goes beyond simply telling the Warden what she needs to run the scenario, but also calls out rules as needed, such as how to handle Fear Saves, how to describe locations, handle pacing and tensions, how to handle searches in locations, and asking something as basic as when should the players roll dice? At every stage of Another Bug Hunt, there is useful, helpful advice on how to handle the different aspects of the scenario, from set-up to the climax and then into the aftermath. This does include advice on running the individual parts of the scenario as one-shots, but doing so does mean that the players and their characters will not get the full story or the plot to the scenario.

The Warden’s Operations Manual is the best of the core books for the Mothership Sci-Fi Horror RPG. It takes the reader and prospective Warden through the first steps of getting started the roleplaying game, helping her think about the sort of scenario and horror she might want to run, decide what obstacles to present, what she wants each of the roleplaying game’s four roles to do, and so on. It is obvious advice, but that does not mean that it is not helpful. It is, because the scenario is an introductory scenario, written to be run and played by those new to the Mothership Sci-Fi Horror RPG at the least. If the Warden’s Operations Manual tells the Warden how to run the roleplaying game, then Another Bug Hunt extends that advice by showing her. It goes beyond simply telling the Warden what she needs to run the scenario, but also calls out rules as needed, such as how to handle Fear Saves, how to describe locations, handle pacing and tensions, how to handle searches in locations, and asking something as basic as when should the players roll dice? At every stage of Another Bug Hunt, there is advice on how to handle the different aspects of the scenario, from set-up to the climax and then into the aftermath.

In terms of that story, Another Bug Hunt is just another bug hunt. There is an isolated planet, contact has been lost with the team sent there, the Player Characters will find signs of chaos and discover a desperate situation on the planet, and the primary threat they face does consist of bugs, the aforementioned carcanids. Much like the Xenomorph of the Alien universe, the carcanids have a lifecycle which involves infecting victims—which it does with a shriek—and transforming them physically and mentally. The process gives a player with an infected character some interesting symptoms to roleplay before they completely transform and become an NPC for the Warden to control. If the parts of Another Bug Hunt are run as a one-shot, the Warden will need to speed the process up as it is more suited to the length of the whole scenario. Fortunately, there is scope for replacement Player Characters.

In terms of structure, Another Bug Hunt is divided into four parts. These start out simple and get increasingly more complex as the story progresses. The first part, ‘Distress Call’, is an exploration of the battered and chaotic ruins of Gretna Base, a mini-room crawl containing hints of the horrors to come. It ends with the first encounter with the carcanids, a surprisingly tough encounter that unnerve the players, let alone their characters. The Player Characters are free to move around wherever they want, so it is possible for them to encounter the carcanids very quickly. In ‘Hive Mind’, the Player Characters make contact with the survivors of the team sent by the company to investigate the biochemistry signals on Samsa IV. Here, the Warden has several NPCs to keep track off, three of whom give the Player Characters sub-missions to try and complete. These take place in and around the terraforming station, effectively a dam and pumping station, and they include attempting to call the dropship for evacuation, recover the team’s research from the laboratory, and rescue a squad sent to prepare the reactor against the oncoming storm. The latter, combined with the rising waters, is a growing threat in the scenario, especially when the Player Characters discover that the carcanids can swim! The Player Characters can tackle the three in any order, but the flooding makes them increasingly difficult to do. In addition, they have to deal with the tensions between the survivors and their clashing demands.

Each of the three missions has a cinematic feel to them, whether it is the drive and flight along the top of the dam; the creepiness of the laboratory which is completely in black; and descending down the chimney to cooling room of the reactor. If the first two parts take their cue from industrial spaces of Aliens, then the third part, ‘Mothership’, draws from Alien and Prometheus as the Player Characters ascend into the mountains and discover the carcanid mothership and clamber inside. The inside of the mothership is the setting for the scenario’s grand finale and showdown with its actual villain. It is great scene that the Warden should play for all its worth, terrifying and awe-inspiring, that should with a tense finale as the Player Characters flee for their lives! As the storm breaks and the carcanids swarm towards them in the fourth and final part, ‘Metamorphosis’, the survivors and the Player Characters race to evacuate the planet. This should be narratively exciting encounter as the Player Characters hold off wave after wave of the carcanids, now better equipped to deal with them—at least temporarily—as they make a run for it. This can end in a bang and a total party kill, but the subsequent scene has a sting in the tail and the final scene is a bit of an anticlimax as it purports to be a scene in which the spaceship combat rules for the Mothership Sci-Fi Horror RPG can be taught. As the scenario makes clear, the spaceship that the Player Characters are aboard is not capable of defeating the alien spaceship, so the best option is for them is to flee.

There are elements of the scenario that could have been better handled. For example, the flooding element lacks mechanical support, forcing the Warden to make up something to cover the omission. Which is pity since the scenario is designed to teach the Warden. The aforementioned spaceship encounter is a disappointment.

Physically, Another Bug Hunt is a busy affair. The layout is clean and tidy, accessible, but a little tight in places, but there is a lot going on. The artwork is decent and the cartography serviceable. It is well written and the use of the ‘Warden Educational Support’ to give out the advice is an entertaining touch.

Another Bug Hunt is not just ‘another bug hunt’. It is more than that. It is essentially a tutorial scenario for the Mothership Sci-Fi Horror RPG that draws from its primary inspirations and combines our familiarity with those inspirations with the unfamiliarity of its own story in a pleasing balancing act. Another Bug Hunt is well designed, it does a good job of showing where the rules come into play and where they do not, and it is a great introduction to both the Mothership Sci-Fi Horror RPG and its genre.

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