Every Week It's Wibbley-Wobbley Timey-Wimey Pookie-Reviewery...
Showing posts with label Cosmic Horror. Show all posts
Showing posts with label Cosmic Horror. Show all posts

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.

Monday, 4 May 2026

[Fanzine Focus XLII] Hypergraphia Issue o

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed how another Dungeon Master and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970sDungeons & Dragons, RuneQuest, and Travellerbut fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. Of course, not all fanzines are dedicated to classic fantasy roleplaying games.

Hypergraphia Issue o was published in August, 2017 for release the following October at NecronomiCon Providence 2017. It takes its name from the rare behavioural condition in which the sufferer has the compulsive urge to write or draw, often resulting in voluminous amounts of text or detailed illustrations. However, the fanzine does not suffer from the effects of the latter, since it only runs to thirty-two pages in length. In-keeping with the nature of NecronomiCon Providence: The International Conference and Festival of Weird Fiction, Art, and Academia, a biennial convention and academic conference held in Providence, Rhode Island dedicated to the life and works of H. P. Lovecraft and other creators of weird fiction, film, and art, the contents of the fanzine are dedicated to Lovecraftian investigative horror. Mechanically, all of the content is written for Cthulhu Dark, the rules light roleplaying game of Lovecraftian investigative horror. What this means that all of the content is readily adaptable to the roleplaying game of Lovecraftian investigative horror (or just horror) of the Game Master’s choice.

The issue opens with ‘Night Business – Three scenario hooks for Cthulhu Dark’s London 1851 setting’ by Charles Gerard. They include ‘Link-Boys’ in which it rumoured that the Link-Boys that once lit the way home for pedestrians on the streets of London have retreated from the gaslit streets into the maze of alleyways and other dark routes, where razor-teethed , some hunt the unwary. ‘Rat-Catchers’ asks how far will the suppliers for the rat-baiting pits go in providing tougher creatures and what happens when the rats push back? Lastly, in ‘Resurrectionists’, the cadaver gangs have returned to London to fulfil a shortage of bodies for the surgeons and the anatomists. Where have the bodies of the dead of the workhouses gone and who is disinterring the dead now? Overall, nicely detailed ideas that the Game Master can develop into some further.

In between, Ed Possing’s ‘Unwanted Visitor’ is a short piece of fiction that hints at the dread of being alone in the cabin in the woods, as ‘Cleaning Up the Supernatural – An investigator background for any game system’ from Tyler Hudak explores the role of the janitor or garbage collector in horror games. He notes that theirs is a ubiquitous and unnoticed presence, collecting rubbish, raking over the trash, and having access to caustic chemicals and disposal systems. There are no game stats, but it suggests that stealth and hiding skills are appropriate along with lower social skills and a lower social status given the nature of the job. It is perhaps slightly too basic a description to really work from, but the article is accompanied by a trio scenario hooks and a description of ‘The Order of Janus’, originally founded in Ancient Rome to clean up evidence of activity. In the modern day, the Janus Corporation performs crime scene clean-up for law enforcement around the world. It is an interesting idea and would be fascinating to see this developed further with some actual scenarios and Occupational write-up.

There is more support for the period with Max Mahaffa’s ‘Ashes in the Dark – A scenario hook for Cthulhu Dark’s London 1851 setting’. It highlights the horrors of being a chimney sweep in the Victorian era, whilst also presenting a horror they could encounter at 50 Berkeley Square, infamously described as, ‘the most haunted house in London’. Essentially, there is something nasty in the chimneys of the townhouse, and the sweeps are noticing how few boys go in and come out again. What if the Player Characters are given the task of sweeping the townhouse’s twisted, cramped chimneys? Playing on claustrophobia, it includes lists of key words to describe the location, physical feelings, and the monster itself.

Somewhere on the road to Kingsport stands ‘The Green Bough Inn – A setting for any game system’ by Anthony Lee-Dudley. The dark and sombre building is as unwelcoming as the family that run it. The accompanying adventure seeds suggest that the family leads a cult in the nearby woods, that have something growing in the attic, and so on. In comparison to the hooks presented elsewhere in the issue, these are threadbare and will need no little development to be fully useful.

Ian MacLean explores the mysteries and legends of Canada in ‘Occultarum Borealis’. In particular, the lost village of Hochelaga. The St. Lawrence Iroquoian village was described by French explorer Jacques Cartier in October, 1535, in some detail as being well-defended, organised, and home to two thousand indigenous peoples. However, when Samuel de Champlain, ‘the father of New France’, visited the area seventy years later, it was gone. Although suggestions are given as to what actually happed—war, emigration, or disease—the article suggests that the Player Characters could be European visitors or even other locals looking to trade, but they could also be from rival tribes wanting to war on the village of Hochelaga. Further, he suggests Mythos involvement in the form of Iroquoian legends of the Flying Head, said to ride on howling winds, ripping its victims apart with bloodied claws. Could this be Nyarlathotep as the Haunter of the Dark. Alternatives include suggestions which could be the ‘Little People’ or the ‘White Buffalo’ that seek the surface to writhe and ravage the lands that could be Cthonians. Another option could be Mi-Go interference given European interest in mining rights. This is one of the more detailed articles in the fanzine and gives a lot of suggestions for the Game Master to work with, no matter which roleplaying game she is using.

‘Fragments of Fears and Phobias – Coulrophobia: Fear of Clowns’ by Sean Murphy examines the history of clowns, clowning, and the phobia some have of them. It notes that their portrayal in the media as monsters preying on children and adults alike, combined with their not quite human appearance has constantly pushed children’s happy association with clowns into fear and loathing. It is a solid overview of what appears to be a relatively new phobia and it would be interesting to see other phobias treated in the same way. Sadly, there are no hooks as there are in other articles in the fanzine.

Penultimately, Edwin Nagy takes the reader to the venue for NecronomiCon Providence, more recently seen in The Shadow Over Providence. In ‘Horror at the Biltmore’, he describes the planned multi-table Call of Cthulhu scenario at NecronomiCon Providence 2017 in which it possible for players to buy elements such as a revolver, or spell or if they are feeling nasty, a monster to add to the playthrough, and the monies going to charity. This sounds a lot of fun and a future issue of the fanzine should definitely tell what happened.

Lastly, ‘Off the Rails’ by Brian Murphy explores what happens when the players take their Investigators and gave them do something entirely unexpected, even also most counter to the scenario being played. Or at least, what happens when the Investigators decided to settle down in the Dreamlands with a lot of money in their playthrough of The Sense of the Sleight-of-Hand Man. His solution is to escalate events to the point where the Investigators were turned into pariahs and driven from the city which had burned down after it was attacked by the Black Ship owned by the Men of Leng which the Investigators had sold. It is thoroughly apocalyptic and quite, quite entertaining.

Physically, Hypergraphia Issue o is clean, tidy, and simply laid out. The artwork is a mixture of photographs and publicly available images and well chosen.

Hypergraphia Issue o is a good mix of background and suggested ideas for play. All of it needs development to one degree or another, in order to make it playable. Otherwise this is an engaging read that will work for almost horror roleplaying game.

Saturday, 18 April 2026

The Other OSR: Unconfirmed Contact Reports

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—

Unconfirmed Contact Reports is the monster book for the Mothership Sci-Fi Horror RPG. It contains descriptions of fifty strange entities and horrendous abominations with which to scare the Player Characters, stalk them, and bleed them, infect them, feed on them, or worse… It is designed to do several things. Obviously, it is intended to provide a range of threats that will strike fear into the Player Characters, but the authors also want to spur the Warden’s imagination. The entries—where appropriate—have the minimum of stats, so mechanically they are all easy to use. The collection begins with ‘The 4youreyez Algorithm’ which infects electronics and completely wipes, but seems to affect androids in some way, and continues with ‘Angels’, those who have communed with the great eye-like portals that have opened up in space, and ‘The Body Politic’, an invasive colonial organism which forms parliamentary voting body in all of the host’s cells rather than a single collective. ‘Cabin 102-B’ is a locked cabin that appears aboard one spaceship after another, ‘The Engineer’ is an itinerant ship’s engineer who high on stimulants sabotages the spaceships he is hired to work whilst the crew are asleep, and ‘Good’ is an alien ‘subtle, psychotropic “oversight and ethics committee.” that makes people good and so corporations and governments fear it.

There are a lot of entries Unconfirmed Contact Reports and some of are less interesting than others. For example, ‘Granny’ describes a hole in the ground from which an old woman’s voice emanates, begging to be fed. Whatever is thrown in is not enough, and on the colonies where this hole appears, the colonists begin feeding her everything they can—supplies, pets, children, and ultimately themselves. It is enough and soon Granny will leave the hole to hunt. Similarly, ‘The Sea of Silence’ is a viscous and vicious protoplasmic organism that absorbs any body of water it can and immerses its victims, scouring away any sense of self and awareness. In too many cases, the entries consist of nothing more than this description and some colour fiction accompanying the illustration. To which the response amounts to no more than, “Yes, and…?” There is no obvious way in which to bring these monsters, memes, mutterings, mutations, and more into play and so make them threats that arouse more than a similar, “Yes, and…?”. The book states that it aims to spark the Warden’s imagination and that, “Importantly, much about these entities, from their history to their reasoning, and even how they may be defeated (if they can be at all) has been left absent.” The Warden is the encouraged to these descriptions in Unconfirmed Contact Reports as a starting point for creating a scenario.

What this means that the entries in Unconfirmed Contact Reports are as just much prompts as they are descriptions of monsters. In fairness, there is advice on running scenarios and using monsters in the Mothership Sci-Fi Horror RPG. It is in the excellent Warden’s Operations Manual and it is called 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’, the horror disturbs the horror and awakens; in ‘Omens’, signs of its activities appear; it begins to move openly in ‘Manifestation’; ‘Banishment’ can only be attempted once a means of destroying or stopping the horror has been found; and finally, under ‘Slumber’, it can be banished or subdued, at least temporarily, until someone else triggers the ‘TOMBS Cycle’ once again.

The ‘TOMBS Cycle’ is brilliantly succinct and not only a great way to outline a scenario, but to categorise a horror. Imagine if the ‘TOMBS Cycle’ had been applied to each and every one of the entries in Unconfirmed Contact Reports? Imagine how quick and easy it would have made each and every one of the entries in Unconfirmed Contact Reports to use? Imagine how quick and easy it would have made making a change to each and every one of the entries in Unconfirmed Contact Reports rather than think up any way to use them in a scenario from scratch? Imagine how not how much better Unconfirmed Contact Reports would have been if the ‘TOMBS Cycle’ had been applied, but simply just how useful?

It begs the simple question. Why was the ‘TOMBS Cycle’ not applied to Unconfirmed Contact Reports?

Physically, Unconfirmed Contact Reports is okay. The writing is okay. The artwork varies widely in quality and that is okay too.

If you have the Mothership Deluxe Box then you already own Unconfirmed Contact Reports. If you own neither, and perhaps want a good bestiary or book of threats to run with the Mothership Sci-Fi Horror RPG, the sad news is that Unconfirmed Contact Reports is a poor choice. It lowers the quality of the Mothership Deluxe Box because it more a work of fiction than a game book and more a book of prompts than something that the Warden can readily use in her game. Unconfirmed Contact Reports could have been very, very good, but as it is, it is just not good enough. One for the completionist rather than either essential or actually useful.

Saturday, 7 March 2026

The Other OSR: Shipbreaker’s Toolkit

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—

The Shipbreaker’s Toolkit fulfils a void in the rules for the Mothership Sci-Fi Horror RPG. For despite the fact that as the title suggests, the Mothership Sci-Fi Horror RPG is a Science Fiction roleplaying game and that spaceships play an important role in its primary inspiration, which have been until the publication of the Shipbreaker’s Toolkit, no have been actual rules for spaceships and their use for the Mothership Sci-Fi Horror RPG. The Shipbreaker’s Toolkit presents all of the rules that a Warden and her players are going to need for handling spaceships in the Mothership Sci-Fi Horror RPG. This includes designing them, operating them, running them in combat, repairing them, and so on. If the Player Characters in Mothership Sci-Fi Horror RPG own or operate a spaceship, it is their collective home from home, their base of operations, and/or their means of making a living. It is, of course, also their means of transport from place to another, one scenario to another. It can be a millstone around their collective necks if they need to make repairs or cannot make the mortgage payments. In the hands of the Warden, a spaceship is a means of travel as well as an opponent (or source of opponents), a potential mystery, and so on.

The good news is that the Shipbreaker’s Toolkit keeps its rules short and simple. A spaceship in the Mothership Sci-Fi Horror RPG has three stats—Thrusters, Battle, and Systems—and just like a Player Character’s attributes, they are expressed as percentiles. In addition, a spaceship is rated for its Hull (the amount of Megadamage it can withstand), how much fuel it carries, the number of Warp Cores its is fitted with indicating how far it can jump in hyperspace, how many cryopods and escape pods it has, how much it carries, the number of crew and what their positions are, how many hardpoints it has and what it is armed with, and so on. All of which is recorded on a ‘Mothership Ship Manifest’ sheet.

Interstellar space travel in the Mothership Sci-Fi Horror RPG is achieved via hyperspace, a typical journey taking between two and twenty days. There is the danger of relativistic time dilation with every space trip, which more likely the longer the distance travelled. Hyperspace can only be entered or exited at Jump Points a safe distance—typically equal to two-weeks’ travel time—outside of a star system. Travel in hyperspace is handled automatically whilst the crew and passengers are in cyropods. Ships are categorised Class 0 to Class V. Class 0 vessels are shuttlecraft, shuttles, fighters, and dropships, whilst Class V vessels are medium military ships, exploration vessels, and troopships. A crew of a merchantman might operate a Class II medium commercial like a freighter, a team of scientists might be assigned to a Class V Exploration Vessel, and a squad of marines might be assigned to a Class V Troopship.

The Shipbreaker’s Toolkit details nine starships as well as various spaceships. They include a Raider for pirates, Executive Transport, Freighter, Patrol Craft, Salvage Cutter, Corvette, Jumpliner, Troopship, and Exploration. Each one has its own stats, a decent illustration, a good idea of the ship’s layout rather than deck plans, and some extra details. All of the vessels are long rather than squat and quite open in their construction. The extra details really do add to the nature of the Mothership Sci-Fi Horror RPG future. For example, the Patrol Craft also includes details of how customs inspections are handled along with possible contraband that might be found; the Salvage Cutter includes the Law of Salvage; and the Jumpliner describes what a typical space journey is like for its passengers. All of which can be brought into play as needed.

There is no means of handling ship construction in the Shipbreaker’s Toolkit. Rather, the Warden and her players are expected to pick a ship off the shelf and modify it, as necessary. There is a large table of Upgrades which can be added to most vessels such as ‘Agar Cushioning’ to help reduce Cyrosickness or an ‘Enhanced A.I.’ to improve a ship’s Systems’ stat. There is space on the ‘Mothership Ship Manifest’ sheet to note these in addition to the standard details as well as draw some simple deck plans.

Mechanically, to have a character operate a ship, his player rolls against the Thrusters, Battle, or Systems stats as appropriate, just as he would for a stat for his character. A player can add an appropriate skill rating as well. For example, the Pilot skill can be added to Thrusters to manoeuvre the spaceship and Systems and Asteroid Mining when scanning for mineral deposits. The rules also cover scanning and sensors, communications, distress signals (with a table to roll on indicating how long before the signal is picked up and someone comes to investigate), and of course, combat. Ship-to-ship combat is designed to be short and deadly. A round can be minutes or hours, and if either ship elects to pursue or evade, it requires the expenditure of fuel. Damage, whether from autocannons, laser cannons, or missiles, is inflicted as Megadamage. The Hull rating protects against Megadamage, but once destroyed, the amount left over is added to a roll on the Megadamage Table. This can result in ‘Navigation Offline’, damaging navigation data and preventing Thruster Checks, a ‘Hull Breach’ which forces all aboard to make a Body Save or suffer a Wound, or simply ‘Abandon Ship! (in less than ten minutes). Overall, fast-playing, and brutal.

Encountering space aliens and engaging in spaceship combat is, of course, stressful. Unfortunately, so is operating a starship. There is constant need for maintenance and the chance that issues will arise. Failing a Maintenance Check can lead to a Stress Check and for Owner-Operator, there is a new Save called a Bankruptcy Save. Rolled every quarter or year, failure and critical failure ends up with the crew and/or owner owing a massive debt to the wrong people. Even successful Bankruptcy Save gives limited options—purchasing one Minor Upgrade for the ship, paying for one Minor Repair for the ship, paying each crewmember several months salary, or investing to improve the Bankruptcy Save for next quarter. A Critical Success provides better options.

Physically, the Shipbreaker’s Toolkit is clearly written and easy to read. The illustrations are decent and the rules are supported by examples of play. The only thing that the book might have benefitted from is clearer and more deckplans.

In terms of the future of the Mothership Sci-Fi Horror RPG, the Shipbreaker’s Toolkit makes clear that being an operator-owner is difficult and expensive, and spaceship combat is really dangerous. Operating a vessel for a corporation, institute, or the military means avoiding some of the expense at least, but it does not give the Player Characters the same sense of freedom. In whatever way the Warden and her players want to involve spaceships in their Mothership Sci-Fi Horror RPG game, the Shipbreaker’s Toolkit has them covered with a solid set of uncomplicated rules that still leaves room for Warden input.

Saturday, 7 February 2026

The Other OSR: Warden’s Operation Guide

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—

The Warden’s Operations Manual is the other of the core rulebooks after the Player’s Survival Guide for the Mothership Sci-Fi Horror RPG. It is the guidebook for the Warden—as the Game Master is known in the Mothership Sci-Fi Horror RPG—and it takes the Warden, neophyte or not, from the first steps of making the initial preparations for a campaign all the way up to running a campaign. Not just advice, but also suggestions, prompts, and more. In the process, it talks about creating and portraying horror, creating compelling mysteries and investigations, how to be a Warden—and a good at that, how to support player agency, interpreting the rules and making good rulings, handling different aspects of the rules, introducing house rules, and more. And in just sixty pages. It packs a lot into those pages.

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.

Once the horror is in place, the Warden adds obstacles for the Player Characters to be overcome, which the Warden’s Operations Manual categorises as ‘Survive, Solve, or Save’. These are then broken down, offering choices. For example, for ‘Solve’ it offers questions or mysteries, puzzles or obstacles, and answers or secrets, and further expands upon them. The most common questions are ‘What happened here?’, ‘Who did it?’, and ‘Where are they?’ and some ideas are given as what they could be. For ‘Solve’, there is a really good table for defining NPCs along two axes—‘Helpful versus Unhelpful’ and ‘Powerful versus Powerless’. A helpful, but powerless NPC is a drinking buddy, whereas a powerful, unhelpful NPC is a gatekeeper. Lastly. The supplement takes the Warden through the process of drawing her scenario onto a map and then in tying it all together, providing something for each of the four roles in the roleplaying game. Violence for Marines, something that Humans cannot do, but Androids can, some science or research for the Scientist, and something to build, repair, or pilot for the Teamster.

With the writing and the design out of the way, the middle part of the Warden’s Operations Manual is dedicated to advice on actually running the game. Here we are on more familiar territory, good for running almost any other roleplaying game, but very much focused on the Mothership Sci-Fi Horror RPG. There is direct and more immediate advice for the prospective Warden not to worry about the rules, to use common sense, to build up the horror slowly, to treat every violent encounter as if it could be last, and more. The advice on teaching the game is good for a Warden’s first game as much as it is the players as well as if the Warden runs the Mothership Sci-Fi Horror RPG at conventions, and there is advice on that as well for setting the tone and safety limits for strangers (at conventions) in addition to that for friends.

It breaks down the cycle of play, examining each of the stages in turn, from the Warden describing the situation and answering the players’ questions through waiting for them to decide what they want their characters to do, the Warden setting the stakes for any conflict and explaining the consequences, and again waiting for the players to commit, to resolving the action. This is such a usual deconstruction of the game flow from minute to minute and what is so useful is that like a lot of the advice in the Warden’s Operations Manual, it applies to a lot of other roleplaying games and not just the Mothership Sci-Fi Horror RPG. And as with the earlier ‘TOMBS Cycle’ and ‘Survive, Solve, or Save’, it examines these aspects of play in further detail, noting how to handle time and tension, what to do about technology (lots of good options here such as offloading the explanation as to how a device or technology works onto the players and having futuristic technology work as badly as our own, alongside simply keeping track of it to make it part of the campaign background and focusing upon what it does rather than how it works), when to not roll dice and when to roll dice as well as resolving the action and the consequences of failure.

The suggestions for social situations are interesting in that NPCs should be obvious in their manner so that the Player Characters have a greater understanding of who they are and be in a better place to decide how to interact with them and what to do with the information they learn about or from them. The Warden is also told that she should tell players when an NPC is lying. Similarly, the Player Characters can lie to the NPCs. And all this without resort to dice rolls, although the Player Characters will suffer the consequences if found out and knowing that an NPC is lying leads to further investigation (or confrontation) as the Player Characters try to confirm it.

The advice on investigations is kept surprisingly short, boiling down to giving the players clues rather than making them roll for them, except when their characters are in a hurry or when time is short. Monsters and horrors are to be kept that, as ‘boss’ monsters that the Player Characters cannot readily defeat until they have more information about them. When it comes to combat and death, the Warden’s Operations Manual reiterates that the Mothership Sci-Fi Horror RPG is a roleplaying game about people in the worst and most stressful situation possible and that this, in addition to the possibility that their characters might die, should always be made clear to the players.

The latter third of the Warden’s Operations Manual focuses upon building campaigns. Here it talks about style and types of campaign frames, such as space truckers, dogs of war, bounty hunters, and mining and salvage, creating factions, handling money and debt, and more. There is a bibliography too and some advice on telling a good story, like the fact that the game is about what the players do, that story happens in retrospect, and for the Warden to use her best ideas first rather than build up to them, and how to end a campaign. All of which is supported by tables of prompts and ideas that the Warden can pick from or roll on.

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. 

The Warden’s Operations Manual is a very good book of advice, help, and suggestions for the Mothership Sci-Fi Horror RPG, but there is room for expansion in places. For example, the individual parts of ‘Survive, Solve, or Save’ get more attention than those of the ‘TOMBS Cycle’ and the campaign frames amount to no more than elevator pitches rather than actual frameworks. Despite this, the Warden’s Operations Manual is useful not just for the first time Warden, but worth reading and dipping into for the experienced one too. In going back to basics before giving sound advice that will give the prospective Warden a very good start in setting up and running her first game of the Mothership Sci-Fi Horror RPG, the Warden’s Operations Manual is an exceptionally good book.

Saturday, 24 January 2026

The Other OSR: Player’s Survival Guide

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—

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.

A Player Character in Mothership Sci-Fi Horror RPG has four Stats—Strength, Speed, Intellect, and Combat—together indicate how well he might perform under trying conditions. He also has three Saves—Sanity, Fear, and Body—which are his capacity to withstand the effects of different kinds of trauma. There are four Classes, which determine what skills he begins play and how he reacts to Stress and Panic. These are Marines, Androids, Scientists, and Teamsters, essentially modelling the type of characters that appear in Alien and Aliens. When a Marine fails a Panic Check, all nearby Player Character must make a Fear Save; Fear Saves made by Player Characters close to an Android at made at a Disadvantage; when a Scientist fails a Sanity Save, all nearby Player Character gain one Stress; and once per session, a Teamster can make a Panic Check at a Disadvantage. Skills are rated as Trained, Expert, or Master, or ‘+10%’, ‘+15%’, or ‘+20%’ respectively. Penultimately, he has a Loadout, Trinket, and Patch, the Loadout being his equipment, the Trinket something that might give him good fortune, and the Patch is the slogan or saying, which may or may not have some meaning, he has sewn onto his clothes or equipment. Lastly, he has a value for ‘High Score’, which starts at zero and may not actually change since it represents the number of missions or assignments or sessions completed (or survived). It has no mechanical effect, being something that the player and Warden can track. The rules suggest that the average High Score is four, so that and better is something for both player and character to aim for.

NAME: Boyd Tófa
CLASS: Teamster

STATS
Strength 42 Speed 45 Intellect 41 Combat 44
SAVES
Sanity 35 Fear 29 Body 24
Health: 5
Stress: 2
SKILLS
Trained (+10%): Zero-G, Industrial Equipment, Rimwise
Expert (+15%): Piloting
Master (+20%):

Credits: 100cr
Trinket: Pamphlet: Android Overlords
Patch: “Powered By Coffee”
Loadout: Standard Crew Attire (AP 1), Nail Gun (32 rounds), Head Lamp, Toolbelt with Assorted Tools, Lunch Box

Player Character creation is an easy process, just as it always was with the Zero Edition of the Mothership Sci-Fi Horror RPG. This was because the character sheet was marked with a flow chart that led the player through the process. Here in the new edition of Player’s Survival Guide it not only been retained, but slimmed down and streamlined for ease of use.

Mechanically, the Mothership Sci-Fi Horror RPG is percentile game. To have his character undertake an action, a player rolls percentile dice, aiming to roll equal to or under the appropriate Stat. To avoid dangers, a player can make a similar roll against a Save. A Save is rolled against Sanity to withstand the illogical nature of the universe and to deal with Stress; Fear for fear itself, isolation, and emotional distress; and Body to resist physical effects such as hunger, disease, and invasion organisms. Rolls can be made with Advantage and Disadvantage, meaning that a player rolls the dice twice, taking the best result if at an Advantage and the worst result if at a Disadvantage. A roll of a double counts as a critical success if the roll is equal to, or under the Stat or Save, a critical failure if over. A critical failure also triggers a Panic Check. If appropriate, a player can add one of his character’s Skills to the roll, whether a Stat Roll or a Save.

However, there is a further penalty to failed rolls. The Player Character gains a point of Stress, up to maximum of twenty. Under certain situations, such as seeing another crewmember die, multiple crewmembers failing a Panic Check at the same time, when encountering something horrific and unearthly for the first time, a Player Character must roll a Panic Check. This is a roll of a twenty-sided die, the aim being to roll above the Player Character’s current Stress. A failure requires a roll on the Panic Table. The result is a random effect such as a ‘Loss of Confidence’, ‘Haunted’, ‘Deathwish’, or ‘Heart Attack/Short Circuit (Android)’.

Combat is designed to be fast and deadly. During each round, a Player Character can move and undertake a single action. Attacks are handled by a Combat Check and armour protects up to a certain limit, but above that is destroyed. Some Armour can have Damage Reduction. Damage is subtracted from the defendant’s Health. When Health is reduced to zero, a roll is made on the Wounds Table. The Wounds Table has options for Blunt Force, Bleeding, Gunshot, Fire & Explosives, and Gore & Massive damage.

In terms of further support, there are options for Player Character training skills, although it will actually take years to do so and apart from military training, has to be paid for. The rules cover the effects of different atmospheres, cryosickness from time spent in the cryopods used for long space journeys or hyperspace jumps, starvation, radiation, and more. When not on a mission or assignment, there are ports that the Player Characters’ ship can dock, where they can engage in rest and recreation, and mechanically, each make a Rest Save to reduce their Stress. This can be made at Advantage if a Player Character participates in consensual sex, recreational drug use, heavy drinking, prayer, or other suitable leisure activity. (This is another why the Player’s Survival Guide makes that consent is required.) Contractors can also be hired at ports and once hired, become NPCs defined by a simple format, but potentially upgradable to full Player Character should one of the existing ones somehow die…

If there is anything missing from the Player’s Survival Guide, it is the omission of the stealth skill. This seems odd given that the Mothership Sci-Fi Horror RPG is a horror roleplaying game and such situations often require the Player Characters to sneak around to avoid alerting whatever threat they are facing. That said, one of the several examples of play does show a Player Character attempting to sneak. Instead of making a Stat Check with a Stealth skill added on as a bonus, the player instead rolls a Stat Check with the outcome being that a successful check indicates that it has been done quietly. So instead of the absence of a Stealth skill, the attempt is rolled into whatever it is that the Player Character is attempting to achieve. This could have been made clearer in the rules rather than an example of play.

Physically, the Player’s Survival Guide is very well presented. The layout is clean and tidy, and the book is easy to read. Learning the rules is eased by the numerous examples of play. The artwork is also good throughout.

The ‘Zero Edition’ of the Player’s Survival Guide has proved to be a Science Fiction workhouse, supporting the creation of numerous scenarios and supplements and fanzines within the Blue Collar Science Fiction, Military Science Fiction, Science Fiction Horror genres. The Player’s Survival Guide for the Mothership Sci-Fi Horror RPG, First Edition does and will do the same thing. The new edition of the Player’s Survival Guide is really accessible and everything in its pages are easy to learn—helped by the reference guide on the back—and it lays the foundation of the Mothership Sci-Fi Horror RPG.

Sunday, 26 October 2025

Cthulhoid Choices: Lovecraftesque

Call of Cthulhu is the preeminent roleplaying game of Lovecraftian investigative horror and has been for over four decades now. The roleplaying game gives the chance for the players and their Investigators to explore a world in which the latter are exposed, initially often indirectly, but as the story or investigation progresses, increasingly directly, to alien forces beyond their comprehension. So, beyond that what they encounter is often interpreted as indescribable, yet supernatural monsters or gods wielding magic, but in reality is something more, a confrontation with the true nature of the universe and the realisation as to the terrible insignificance of mankind with it and an understanding that despite, there are those that would embrace and worship the powers that be for their own ends. Such a realisation and such an understanding often leave those so foolish as to investigate the unknown clutching at, or even, losing their sanity, and condemned to a life knowing truths to which they wish they were never exposed. This blueprint has set the way in which other games—roleplaying games, board games, card games, and more—have presented Lovecraftian investigative horror, but as many as there that do follow that blueprint, there are others have explored the Mythos in different ways.

Cthulhoid Choices is a strand of reviews that examine other roleplaying games of Lovecraftian investigative horror and of Cosmic, but not necessarily Horror. Previous reviews which can be considered part of this strand include Cthulhu Hack, Realms of Crawling Chaos, and the Apocthulhu Roleplaying Game.

—oOo—

Lovecraftesque: A storytelling game of eldritch mysteries is not a traditional roleplaying game of Lovecraftian investigative horror or indeed of Lovecraftian horror, or even a traditional roleplaying game. Published by Black Armada following a successful Kickstarter campaign, it is a storytelling game in which the players create and tell the story of one person as he experiences a series of terrible, unknowable events born of Cosmic Horror. It is played without a Game Master, and it is played without the Lovecraftian Mythos, so no Cthulhu, no Mi-Go, no Deep Ones, and so on. There are both advantages and disadvantages to this approach. One is the lack of familiarity with the subject matter, but that also allows the players the freedom to be creative in terms of the Cosmic Horror and to directly avoid the issues of racism and xenophobia with both H.P. Lovecraft and his writings as inspirational as they are and have been in terms of horror writing and gaming. This also means that a play through of Lovecraftesque can be more representative of minorities should the players want that. Another is the lack of familiarity with the style of play, Lovecraftesque being a storytelling game, meaning that it is a collective endeavour rather than one in which players control individual characters trying to work together. In fact, Lovecraftesque is not just a collective roleplaying game, but a consensual one, since the players are working together to tell a single story, and they all need to agree on its telling. The play is also procedural in nature because the game is trying to tell a particular type of story. This requires a shift in perspective and style of play, but storytelling games—or ‘Indie role-playing games’—have been part of the hobby for over two decades now, so they are not new.

So how is Lovecraftesque played? It is designed to be played by three to five players who take it in turns to assume one of three roles. The first is the ‘Witness’, the protagonist of the story, the second is the ‘Narrator’, who like a Game Master in a traditional roleplaying game will set the scene, portray NPCs the Witness will meet and interact with, but unlike a Game Master in a traditional roleplaying game will consult the third role, the ‘Whisperer’, whose task it is to help the ‘Narrator’ by adding atmosphere and details (but not clues), and by portraying NPCs as necessary. So, from one turn to the next, one player will be the Witness, one the Narrator, and one or more the Whisperers, depending upon player count. Lovecraftesque can either be played using a setting created from the game’s core cards or it can use a pre-generated scenario, of which there are several included in the game. Throughout the players will use Mystery Cards to add clues that the Witness can interpret, whilst at the same time, there will be moments where they each have the opportunity to ‘Leap to Conclusions’ and interpret the clues played so far to hypothesise and then later, revise, a possible explanation as to what might be going on.

The playthrough of Lovecraftesque is divided into three Acts. Act I is ‘Signs and Portents’ and consists of five Investigation Chapters during which the Witness will find clues as to strange things happening that suggest a secret horror. Act II is ‘Impending Doom’ and is much shorter, only three chapters long, but the clues no longer hint at something strange going on, but are more explicit and obviously weird. The third and final act, Act III, much longer than the previous two chapters combined, takes the Witness on a ‘Journey Into Darkness’, in which the horror becomes increasingly obvious, the Witness comes face-to-face with it and the truth is revealed in the ‘Final Horror’. The consequences of the ‘Final Horror’ are played out in the ‘Epilogue’, whilst in the ‘Conclusion’, everyone has the opportunity to discuss the game and the story and their ending. All this, including set-up, is designed to be played through in roughly two to four hours, the shorter playing time and regular structure making it suitable for a pick-up game, whilst the longer playing makes it suitable for a single session or even as a convention game.

This includes some set-up time as well. This not only involves creating a setting from the Core Deck or setting up a Scenario Deck to play through, but also covers a discussion on safety. This includes everyone contributing to a ‘Hard Ban List’ of things that one or more players do not want to see in the game and a ‘Soft Ban List’ of things that one or more players are happy to see mentioned in the game, but not dwelled upon or detailed. Both lists remain in view throughout the game, as do the ‘Erase Card’ and the ‘Stop Card’. The ‘Erase Card’ is used by a player to remove an element from play that he is uncomfortable with, whilst the ‘Stop Card’ is used when a player wants a break. In addition, the ‘Extras’ book includes short essays on ‘Lovecraft and Race’ and ‘Lovecraft and Mental Health’, which serve as introductions to their subjects and the controversies over both.

Lovecraftesque comes as a boxed set that contains a forty-four page ‘Rules’ book, a thirty-six-page ‘Extras’ book, ‘Playmat’, a ‘Story Token’, an ‘Active Player Token’, ninety-two Gameplay cards, six Scenario decks consisting of eighty Gameplay cards, pads for the ‘Main Character & Supporting Characters’, ‘Conclusions’, ‘Ban List’, ‘Setting & Locations’, and ‘Clues’. The ‘Rules’ book provides a complete guide to the game and how it is played, taking it from set-up through its three Acts to the conclusion. The ‘Extras’ book adds optional rules that allow for play by one or two players, with the solo option opening up the possibility of Lovecraftesque being played and recorded as a journalling game. There are notes too on playing this version with scenarios of the first edition of Lovecraftesque and even for legacy play in which the players will alter the cards themselves. It gives six scenarios that include a mystery in a dilapidated country house, in the last days of Pompei, a far future dive into a black hole, a parent’s frightful confrontation with their child’s imaginary friend, a mystery at a spa on the Yorkshire moors in World War 2, and a hunt for an artist in thirties Mexico who has gone missing below an ancient meteorite crater. These six have their own Scenario Decks and highlight the scope of Lovecraftesque and its flexibility. And that is confined to just the core box, before the players consider the expansions available from the publisher. In addition to the essays on ‘Lovecraft and Race’ and ‘Lovecraft and Mental Health’, the ‘Extras’ book includes a lengthy example of play that encompasses a whole game.

The roleplaying game’s cards are divided into several smaller decks. The ‘Story’ deck mirror’s fifteen or so chapters across its three acts and guide the players through the stages and procedures of playing Lovecraftesque. They are included as a mechanical prompt rather than a means to learn the rules. The ‘Role Cards’ define the tasks for each role and will be passed around as play progresses from chapter to chapter, whilst the ‘Rule Cards’ explain various aspects of the game. The ‘Erase’ and ‘Stop Cards’ from the ‘Rule Cards’ remain visible throughout the game, whilst the others are referred to when necessary and when they come up on the ‘Story Cards’. This referral to the ‘Rule Cards’ could have made a lot easier on the ‘Story Cards’, primarily by including the number of the cards as well as their names. The ‘Mystery Cards’ give the clues in simple fashion, along with possible suggestions. For example, ‘Murky History’, described as “Intriguing and bizarre records from the distant past.” also includes the suggestions, “Old photographs”, “Genealogical information”, “Deeds, plans, or other land records”, “Newspapers, reports, or journals”, or “History books”. The ‘Location Cards’ do the same for possible places, whilst the ‘Character Cards’ do the same for the ‘Witness’. Included amongst the ‘Mystery Cards’ are several ‘Special Cards’ each of which breaks the game’s rules. For example, ‘An attack’ enables the Narrator to inflict harm, including lethal during a scene that he will narrate, including on the protagonist—though they cannot die—which ignores the ban on deliberate harm under the ‘No Deliberate Harm’ and ‘Survival And Sanity’ rules, whilst ‘A surprising theory’ can be played at the end of Act I, ‘Signs and Portents’ to have each player pass his Conclusions to the player to his left, who then has to build on them as part of his play. This ignores the ‘Isolation’ Rule. These ‘Special Cards’ alter the narrative flow of the game and invariably give greater narrative control to a player at the point at which they are played.

The Scenario Decks include their pre-set ‘Setting Cards’ and ‘Main Character Cards’ as well as specific ‘Location Cards’, ‘Character Cards’, and ‘Mystery Cards’. Penultimately, the Playmat is marked with a Story Track for the roleplaying game’s three Acts, spaces for the ‘Erase Cards’ and ‘Stop Cards’, and the current ‘Story Cards’. The edge of the Playmat is marked with spaces to place the various other cards. Lastly, the oddest thing in Lovecraftesque is the ‘UV/blacklight flashlight’. It is intended to be used to discover hidden artwork on the box, Playmat, and the books. It is either an intriguing inclusion or one that is just a little creepy, depending upon your opinion.

Physically, Lovecraftesque is very well presented. In comparison to a more traditional roleplaying game, it feels a little light on artwork, but what there is, is good. It is well written, the play aids are useful, and everything is well explained. The components are of a good quality and the box even comes with a good storage tray with a lid which keeps the cards in place and has room for the expansions.

Since Lovecraftesque comes in a box and it uses cards as its prompts, it suggests that there is a limited amount of play that can be got out of it in comparison to a more traditional roleplaying game. In the case of the pre-set Scenario Decks that might be the case, but apart from those, a playthrough of Lovecraftesque only uses a limited number of the core cards each time, so there fair degree of replay capacity to the game and each time, the players are going to be telling a different story depending upon the ‘Location Cards’, ‘Character Cards’, and ‘Mystery Cards’ drawn as well as the ‘Mystery Cards’ played. Of course, what Lovecraftesque offers that a traditional roleplaying does not is narrative control. The ‘Narrator’ has primary narrative control throughout, but this shifts from chapter to chapter, allowing everyone to take role, plus the roles of ‘Whisperer’ and ‘Witness’ will have their own input too. The rotation of these roles also enables the players to see the story being told from different angles in a way that a traditional roleplaying does not. And this extends to the nature of the ‘Final Horror’ and the ‘Conclusion’. The players are working together to decide what that is, but there is a degree of secrecy to since unless the ‘A surprising theory’ ‘Special Card’ is played, each player keeps theirs hidden, but can still influence the outcome because they can play ‘Mystery Cards’ which best fit their Conclusions. It is almost a bit of hidden competition in a roleplaying game not designed to be competitive, but since every player is also playing ‘Mystery Cards’ to add clues, there is no winner to speak of and the determination of the final Conclusion is agreed by all of the players.

There is an element of Lovecraftesque cutting off its nose to spite its face by not including the traditional elements of Lovecraftian investigative horror and the Cthulhu mythos, and not making it more attractive to a wider audience. There is nothing to stop the players from doing that should they agree to do so, but the point of Lovecraftesque is that it does not want to do that and that is very much not the aim of the authors. Instead, it wants to allow the exploration of the Cosmic Horror genre free of the Lovecraftian, even though its influences, rather than its elements, are present in the game. Ultimately, Lovecraftesque is a roleplaying game that is meant to be like Lovecraft, but not Lovecraftian. Which is fine, since there are multiple other games that offer that experience already. What Lovecraftesque: A storytelling game of eldritch mysteries offers is an opportunity to explore the Cosmic Horror genre from a different angle and via different means in a surprisingly comprehensive and handsome box.