The Alexandrian

Posts tagged ‘mothership’

Covers of three Mothership adventures: Haunting of Ypsilon 14, Piece by Piece, and Terminal Delays at Anarene's Folly

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PIECE BY PIECE

In the Daedalus Robotics Lab, a haunted screwdriver curses anyone touching it to begin disassembling the world… starting with people.

Writing out the premise of Piece by Piece in such plain terms might make it sound a little goofy, but in practice this adventure works really well. The Daedalus Lab is a well-structured location crawl stocked with clues that can unravel a decade-old mystery. A well-rounded cast of NPCs fleshes the whole thing out with some nice character moments and emotional stakes (and gives you some raw meat to target when the shit hits the fan).

The only real weakpoint here is the scenario hook, which looks like this:

The Daedalus Robotics Lab is in lockdown after personnel were fatally compromised in a random incident. Reports are linking the events to a work tool found at the scene, now classified as Artifact 21. Further details are undisclosed.

Daedalus Robotics Lab’s parent company, Jensen-Hung, is excited to offer an attractive opportunity to any self-motivated freelancers in the sector! Taking on the important role of Temporary Maintenance Crew, contractees are tasked with retrieving Artifact 21 for analysis. Caution is advised; discretion is enforced.

Your crew must investigate the lab, identify ARTIFACT 21 and retrieve it.

At first glance, this all seems fine. Unfortunately, that’s part of the problem because it will lure you into a false sense of security. In reality, there are multiple layers of problems here:

  • Given the facts presented in the rest of the module, Jensen-Hung should know that “Artifact 21” is the screwdriver. So why are they asking the PCs to identify it?
  • If Jensen-Hung owns Daedalus, why are the PCs being sent in undercover as a maintenance crew?
  • The hook suggests that Jensen-Hung was notified of what happened (by an android named Curtis), resolved to retrieve “Artifact 21,” put up a job posting, waited for the PCs to respond to it, hired the PCs, and then sent the PCs to the lab. But both the current situation at Daedalus Robotics Lab and the timeline of events provided by the adventure makes it clear that Curtis’ call to Jensen-Hung actually happened maybe fifteen minutes ago.

These issues — particularly with the timeline — caused a lot of headaches for me the first time I ran the adventure. The players really struggled to figure out the timeline (and, therefore, the mysteries connected to that timeline) because they immediately realized that it didn’t make any sense.

As written, I give Piece by Piece a C+ (okay, with some nice bits). But it’s a B (recommended) or B+ experience if you make a couple simple tweaks:

  • I would avoid telling the PCs that an item is responsible for the incident. It really weakens the sense of enigma about what’s happening onsite. (It will also likely cheapen the ending.)
  • The timeline is weird because there’s no meaningful gap between Curtis calling Jensen-Hung and the events that are happening when the PCs show up; but obviously there must be a gap of time in which Jensen-Hung contacts the PCs and hires them. Shorten the latter by having Jensen-Hung reach out to the PCs (instead of posting an open ad). Lean into the former by creating a gap: Curtis called Jensen-Hung and was instructed to download all the research data and then wait for extraction. So he did that and then, as described in the adventure, went to the Lobby and met with Dr. Ojo, who is now repairing the minor injury he received. (I would also skip the bit where Curtis supposedly told Ojo that Martina was brutally murdered, but then Ojo just doesn’t do anything about that… because that’s also weird.)

And that should get you sorted.

It might also be useful to note that, if the PCs realize that the screwdriver is responsible, then the finale of the adventure will likely resolve very easily as they all make a point of not touching it. This works well if it’s earned; less so if that knowledge is just handed to them. You really want the finale to be various people getting possessed by the screwdriver and creating chaos, and it’s even better if that includes the PCs.

(Along these same lines, I encourage you to have a PC who gets stabbed by the screwdriver have it get stuck in their shoulder. This will create a natural vector for someone to grab it and pull it out.)

But I digress!

As noted, I recommend this adventure, particularly with the tweaked hook. DG Chapman provides a very satisfying experience at the table.

GRADE: B-

TERMINAL DELAYS AT ANARENE’S FOLLY

The centerpiece of Terminal Delays at Anarene’s Folly is the Creation Device — a cheap knockoff loving homage to the Genesis Device from Star Trek II: The Wrath of Khan, capable of rapidly terraforming an entire planet. (Which is, if you think about it, quite horrific from a certain point of view.)

Unbeknownst to the PCs, the Creation Device is currently in their ship’s hold, concealed in the false bottom of a crate of hydroponics equipment that they’ve been hired to deliver. When they arrive at the space station Anarene’s Folly to refuel, however, the station personnel either know or discover that they have the Creation Device and mount an operation to steal it. It’s time for a reverse heist!

I’ve actually found this to be a tough adventure to review. I like the concept, and Ian Yusem’s execution includes a lot of realty nice material. But for some reason, I just can’t seem to get the whole thing to gel.

Here’s an example of what I mean: The core structure of Anarene’s Folly is the Station Escalation Timeline. This consists of seven numbered steps, and the idea is that you trigger one step for every twenty minutes of real time at the table. But the first two steps are:

  1. The PCs are hailed by dock control and told there’s a wait time before they can dock.
  2. The PCs are asked to transfer control of their ship to the station AI. (And then the AI begins hacking the ship’s computer, initiating the complementary Systems Hack Timeline.)

On the one hand, this makes sense. On the other hand, what actually happens in the twenty minutes between Step 1 and Step 2?

Anarene’s Folly does give you a roleplaying profile for Simon Wainwright, the Space Traffic Controller, and a Small Talk Table to provide raw fodder for that conversation. I’m looking at that and it just seems interminable.

And it feels like the Station Escalation Timeline, the Systems Hack Timeline, the Gaslighting Table, and the Marine Kill Team Tactical Plan are all modeled as independent, modular components so that they can interface dynamically in actual play…

… but it doesn’t seem like they actually do? The central Station Escalation Timeline is a long slow burn, triggering the Systems Hack Timeline, which has a slow burn of its own until the station AI gets to the point where it can start triggering the Gaslighting Table, which consists of various fake malfunctions and false alarms. These aren’t really independent variables; they’re all linked in chain (although each can be hypothetically disrupted separately).

So you’ve got the PCs running around doing random chores, and maybe at some point they get suspicious and maybe that’s meant to mix things up? But then you start looking at the “flexible” tools that you can use to respond to the PCs, and it seems like they aren’t actually that flexible. If they’re disrupted, the timelines mostly just break. Plus, the PCs don’t seem to have any real options because there’s no clear vector by which they can figure out that the Creation Device is in their hold, plus you’re supposed to kinda railroad them into Anarene’s Folly without enough fuel to reach another station. And then there’s some weird and unexplained stuff. (At one point, for example, Anarene’s Folly abruptly evacuates all nonessential personnel from the station for no discernible reason.)

So, as I say, it feels like Anarene’s Folly is well-stocked with cool tools for running a flexible adventure that responds dynamically to the PCs’ actions. Maybe it is and I’m just missing something. But I just can’t quite seem to grok this one.

GRADE: C

THE HAUNTING OF YPSILON 14

The Haunting of Ypsilon 14 is set on an asteroid where miners have accidentally woken up an alien who was resting in suspended animation. The alien is hostile (of course!) and mayhem ensues!

The first thing you’ll note about the adventure is that it presents the mining base as a flowchart, unifying key and map together rather than a more literal depiction. This largely works, although some unkeyed map symbols may leave you scratching your head.

DG Chapman does several things that elevate this above a simple evening of “there’s an invisible alien eating people” affair.

First, the design of the station is very satisfying. There’s a variety of environments and the areas have been spiked with lots of little fun easter eggs and clues that reward exploration.

Second, Chapman has again included a robust supporting cast. Their details can be a little sketchy, but in practice they develop well in actual play.

Third, in addition to the alien monster, there’s also the Yellow Goo: A medical nanotechnology that heals aliens, but interprets human bodies as being very, very sick and in need of “curing.” This adds a second vector to the scenario’s horror, helping to mix things up and keep it fresh.

Once again, the weak point here is the scenario hook, which is a little shallow and can cause PCs to kind of skim off the surface of the adventure instead of really diving in. (I’ve written a separate article on How to Prep: The Haunting of Ypsilon 14 that you may find useful here.) This is balanced, however, by the supreme ease with which this module can be slid into any Mothership campaign or framed up as the perfect introductory module.

A lot of Mothership GMs will tell you they got started by running The Haunting of Ypsilon 14, and there’s a good reason for that: This is just a rock solid adventure. Easy to run. Easy to enjoy.

GRADE: B

CONCLUDING THOUGHTS

These trifold adventures are Mothership’s secret weapon, and in large part their strength is collective: None of them are the greatest adventure you’ve ever seen, but they are consistently good. They also do a good job of showcasing the breadth of what Mothership is capable of.

Individually, therefore, each is pretty good and I recommend all but one of them. As a collection, on the other hand, I find that they demand my attention and insist that I run them as part of a Mothership campaign as soon as possible.

Which I will be more than happy to do.

A guide to grades at the Alexandrian.

Picture of six Mothership trifold adventures: Haunting of Ypsilon 14, Cryonambulism, Terminal Delays, Chromatic Transference, Hideo's World, Piece by Piece

The adventure support for Mothership is out of this world.

(Pun intended.)

Mothership is a sci-fi horror RPG, inspired by films like Alien, The Thing, Annihilation, and Event Horizon. It takes a lot of inspiration from the Old School Renaissance, but it also pulls in a lot of new-fangled ideas from games like Apocalypse World.  The result is a fast-paced, high-octane system that can somehow support both high body count slaughterfests and deep, long-term campaign play.

What I want to focus on right now are the plethora of trifold modules available for Mothership. Each of these is just two pages long – printed on two sides of a single sheet of paper and designed to fold up into a trifold pamphlet.

These are similar to One Page Dungeons and Monte Cook Games’ Instant Adventures. The intention is that the GM can grab one of these, read through it in just ten to fifteen minutes, and then immediately run it. They make it so that playing an RPG can be a spur-of-the-moment decision, no different than grabbing a board game.

And Mothership is an ideal game for this type of adventure support because character creation is lightning fast. You can take a group of complete newbies, teach them the rules, and have them roll up their characters in ten minutes or less.

Whether you’re looking for something to on a rainy day; need a pickup session because a player canceled at the last minute; or are just burned out on elaborate campaign prep and looking for something simple to run, these trifold adventures are a godsend.

This review is going to cover all of the first-party trifold adventures released by Tuesday Knight Games. Most or all of these exist in two forms: A 0E version designed for use with the original, “pre-release” version of Mothership, and an updated 1E version compatible with the boxed set. (I’m reviewing the current 1E versions.) Each is available in both PDF and physical formats.

Before we get started, let me share a couple of notes on potential biases here.

First, I got my copies of these adventures as a backer of the Mothership Kickstarter campaign. So I paid for them, but they did kind of feel like cool bonus content. With that being said, I will be trying to judge them with an eye towards what it would cost for you to buy them ($5).

Second, I’m planning to run Mothership as an open table. The primary reason for this is because the trifold adventures are so ideal for an open table – just grab one and run it for whatever group shows up each night – but it does mean that as I’m reading, evaluating, prepping, and running them, I’m definitely thinking about how they can fit into that open table.

SPOILERS AHEAD!

CHROMATIC TRANSFERENCE

Our first adventure, Chromatic Transference, is a riff on H.P. Lovecraft’s “The Colour Out of Space,” but venue-shifted to an abandoned secret laboratory built inside an asteroid.

I’m a big fan of “The Colour Out of Space” (see my own The Many Colours Out of Space), so this is right up my alley. Reece Carter makes the most of their material, presenting a delightfully creepy nine-room location crawl coupled to an excellent treatment of the strange colour and its mind-rending / body-altering effects. (It’s notably well-integrated with the mechanics of Mothership and also gives the GM excellent support for responding to PCs attempting a scientific inquiry into the colour.)

The only real weak point of Chromatic Transference is that it’s lacking any kind of scenario hook. Given the strong, iconic nature of the premise, though, you shouldn’t find it terribly difficult to brainstorm some options:

  • The PCs are hired by the Corporation. They recently bought out a smaller company and, while sorting through the assets, discovered records of an abandoned research base. They’d like the PCs to go check it out. (Maybe accompanied by a corporate assessor?)
  • The ship’s sensors detect the dormant docking bay of the asteroid base while the PCs are on a cargo run… do they want to go check it out?
  • While sorting through a mass of data they pulled out of Aerodyne’s computers, they stumble across references to the asteroid research facility.
  • They’re trying to track down Dr. Everton, who’s been missing for several years. They finally find records indicating that he was sent to a top secret research facility built into an asteroid.

However you decide to use it, the quiet horror of Chromatic Transference makes it a perfect pace-change from blood-drenched bug hunts, while the high stakes risks of allowing the colour to escape the facility – which the PCs may only figure out after it’s too late – ensure that the adventure will be a memorable one.

GRADE: B+

CRYONAMBULISM

A microbial parasite has infected the ship’s cryopods, trapping the PCs in a nightmare-infused hypersleep.

Things begin with the PCs “waking up” at the “end” of their journey. The nightmare version of their ship that they end up exploring is very smartly presented in a modular system that makes it easy to swap out rooms on whatever ship the PCs might be traveling on.

The core gimmick of the adventure – by which the PCs “wake up” one sense at a time (so that, for example, their eyes might be seeing the real world while their ears are still hearing the nightmare; or vice versa) – is a brilliant twist, elevating the kaleidoscopic action to a whole new level. (While also proving a very unique challenge to actually run.) The melding of real world and nightmare world also keeps all of the PCs involved in the action.

Ian Yusem also does a good job of considering how android PCs fit into the scenario’s biological threat. (For a game where Android is one of the four core character classes, a surprising number of adventures just kind of blindly assume all of the PCs will be human.)

If you’re running a Mothership campaign, Cryonambulism is the perfect filler episode: Don’t have the next adventure prepped yet? Good news! As the PCs blast off to their next destination, you can just hit the pause button by having the nightmare parasite infect their hypersleep!

On the other hand, I’m a little more skeptical about using this adventure as a stand-alone one-shot. The setup for the adventure seems to work best if the players are a little disoriented and uncertain about what’s happening. (Did we actually arrive at the destination and our ship was bizarrely wrecked in transit? Or is something else going on here?) And a lot of the payoffs feel like they’ll land a lot better if the players are more familiar with (and personally attached to) their ship. As a stand-alone, I think it can still work; but I think it’ll also be a tougher sell.

GRADE: B-

HIDEO’S WORLD

Hideo K designed a video game console that lets you play video games in your dreams. Unable to mass produce it, Hideo hooked himself up to his prototype and put himself into a drug-induced coma where he could live in the game world he’d created forever. To wake Hideo up, the PCs will need to enter the game world themselves!

This adventure doesn’t do it for me.

For starters, the lack of a scenario hook really hurts here: No reason is given for why the PCs might be motivated to seek out a washed-up video game developer. And when you start thinking about the premise to gin up your own scenario hook, you quickly realize that there are a lot of unanswered questions. (For example, where is Hideo’s body?)

Unfortunately, once you’ve entered the game world, it doesn’t get better. Hideo is supposed to have been trapped in this world for years or decades, but, of course, in just two pages you can’t really describe a world with a scope that would sell that idea. Most of the module actually describes the game’s main menu, and the rest is a single tower with eight rooms which is apparently the entirety of the game world.

This also contributes to the game world just not being very interesting, which is kind of a death knell for this sort of adventure. There’s possibly a weak stab in the direction of satire and also a friendly wave in the direction of Inception’s dream world logic, but there’s a lack of a strong, coherent vision.

I should also mention that Hideo’s World also comes with an audio file representing the soundtrack of the virtual world.  This is okay, but has the pretty typical problem of many tabletop soundtracks of being too short: Do you really want to listen to three minutes and thirty seconds of video game menu music on a loop for a couple of hours?

GRADE: F

It occurs to me that you might be able to make a bit more sense of all this if you ditch the idea of Hideo being trapped for years and instead make the machine a prototype device whose code has been corrupted by Hideo’s subconscious mind. Then you could have his investors hire the PCs to go in and pull him out. Or, in a long-running campaign, you could even set things up by having Hideo pitch the idea to the PCs after a big pay day and try to get them to invest. That’s a lot of remixing for a two-page adventure, though.

Go to Part 2

Mothership: Pseudomilk Parasites

September 24th, 2024

Androids have a lot of advantages in Mothership, being functionally immune to a bunch of dangers that humans have to contend with.

So I thought it was only fair to level the playing field a bit…

PSEUDOMILK PARASITES

Pseudomilk Parasite

[W:1(3), Android Infestation: Body Save or 1d10 DMG/minute]

These opal-white flatworms have evolved to feed on the pseudomilk “blood” used by most androids and some supercomputer installations. They can notably infest android production lines, grinding synth factories to a halt.

They are, of course, also dangerous to individual androids, clotting their pumps and damaging their cybertronic systems (both directly and due to depriving them of pseudomilk).

In addition to individual androids, pseudomilk gestation pools, pseudomilk infusion bags, and the like, the parasites have evolved to embed themselves in synthflesh and plastic. They can also be found dormant in other liquids. This is particularly true of the parasite’s embryos, up to 40,000 of which of which may be found in a fertile proglottid.

They pose no known threat to humans.

Officials have now confirmed the reports of a massive outbreak of parasites among the pleasurebots on Pandora Station.

CUT TO—

Dr. Eberhaus: We’ve never seen anything like this. It appears that the Taenia lacsitienti on Pandora have evolved to infect human gonads with their larvae, allowing them to pass between android hosts via human sexual contact.

CUT TO—

It remains unclear what effect, if any, the worms may have on their human hosts, but those who may have been exposed — directly or indirectly — to the Pandora outbreak should schedule a medical scan as soon as possible.

LX-510 SuperNEWS Broadcast

Android Infestation: If an android touches a pseudomilk parasite, the worm will aggressively burrow into their skin with shocking speed. The android must succeed on a Body save [-] to prevent the worm from burrowing in, and must make an additional Body save once per minute or suffer 1D10 damage.

Treatment is difficult:

  • Immediately amputating a limb has a 90% chance of stopping a burrowed parasite (-20% chance per round).
  • Applying flame or acid to the wound may kill the worm, dealing 1 point of damage to the worm for every 3 points suffered by the android.

If the worm has burrowed deep, a cybernetic diagnostic scanner may be able to locate the worm, although extracting it without inflicting significant physical trauma will likely be difficult or impossible without proper treatment facilities.

An emergency exsanguination will disable the android and, if not carried out with proper equipment, carries a risk of significant damage (Body save or 3D10 DMG). But it can also force the worm to make a Body save or suffer 1D10 DMG. (Even if it survives, the worm will usually enter a dormant state and reduce damage checks to once per day, possibly allowing enough time for the android to be moved to a proper treatment facility.)

If an android has been infested by a worm for more than ten minutes, they must also make a Body save to determine if they have a larval exposure (see below).

Larval Exposure: When individual androids are exposed to parasitic larvae, for example,

  • wading or bathing in contaminated liquids
  • physically interfacing with an infested android/system
  • using a contaminated synthflesh or plastic item
  • wearing infested power armor or clothes

they must succeed on a Body save [-] or become infested, with 1D6-1 worms hatching 2D10 hours later and every hour thereafter. (Each additional worm after the first adds +1 damage per damage check.)

Risky Environments: Androids in risky environments — e.g., powering down in a parasite-infested facility — might have a 1 in 6 chance per hour of attracting the attention of a pseudomilk parasite.

Valpurna Cyberdoc: Bite marks identified on right calf. Source biological or synethetic?

Ettin 5: Synthetic. w0lf-XYα security pack.

Valpurna Cyberdoc: Initiating emergency parasitic scan.

Mothership - Tuesday Night Games

Next: Pseudomilk Predators

The Haunting of Ypsilon-14 is a pamphlet adventure for the Mothership roleplaying game. It’s just two pages long and designed to fold up as a trifold pamphlet. The goal is to make this an adventure that a GM can pick up, read in about fifteen minutes, and then immediately run. In addition to the super-fast character creation and streamlined rules of Mothership, the result is an RPG that you Cover of The Haunting of Ypsilon-14, a One Shot for the MOTHERSHIP Sci-Fi Horror RPGcan pick up and play as easily as you might a board game or card game.

I think the short length of the adventure can also make it a great example of how I read and use published adventures, as described at length in How to Prep a Module. I’m going to try to give you a peek into my thought process as I read through Ypsilon-14: What I’m looking for, what I’m prepping, and how I’m solving problems before they happen at the table. Even if it’s all happening in just fifteen minutes.

Although I don’t think it’s necessary, you might want to grab a copy of the adventure to follow along.

SPOILERS AHEAD!

THE HOOK

The basic concept of Ypsilon-14 is that Dr. Ethan Giovanni, while studying a mysterious “yellow goo” discovered by asteroid miners, has woken up an alien at the mining colony and now it’s killing people.

The published scenario hook for the adventure is that the PCs have come to a mining asteroid (the titular Ypsilon-14) to pick up some cargo.

This is not a bad hook. It gets the PCs where the scenario is so that they can start interacting with it. What I notice, though, is that it could very easily require some heavy-lifting in actual play to get the players invested in the action and have a clear vector for taking action. (For example, it would be pretty easy for the PCs to just stay at the docking bay and wait, forcing the GM to figure out how to bring the action to them.) The scenario hook is relying on open-ended player curiosity, which can be fine, but isn’t particularly strong.

If I was planning to run this as part of an ongoing campaign, I would look to make the hook specific to the PCs and their goals: Not generic cargo, for example, but a specific thing that the PCs need. Or maybe the PCs learn that Dr. Giovanni has information that they need, and now they’ve tracked him to Ypsilon-14.

In my case, I’m planning to run Ypsilon-14 as an open table one-shot, so the hook will need to be more generic. (Although I might look for opportunities to feed specific hooks or connections to the adventure to various PCs: For example, if someone creates a former asteroid miner, I might suggest Ypsilon-14 as a place they previously worked.)

What I will do, though, is make the generic cargo pick-up more specific: The PCs have been hired to pick up a scientific sample from Dr. Giovanni.

I do this knowing that:

  • The sample they’re picking up is the extremely dangerous yellow goo, which will encourage them to interact with it.
  • Giovanni, having been infected by the yellow goo, is locked up inside his ship.
  • His workstation, where he accidentally woke up the alien and also where I think I’ll place the sample container the PCs are supposed to pick up, is located down in the mining tunnels.

What I’m looking at here are the vectors of the hook: Where is the hook pointing the PCs?

The vector of the original hook terminated at the Docking Bay. As you can see, though, just a slight change to the hook creates vectors that point much deeper into the adventure.

With the PCs, therefore, motivated to follow those vectors, it will be much easier for the players to get invested in the scenario. Their actions in pursuing the vector will also give me more opportunities to bring the other elements of the adventures (e.g., people going missing and alien attacks) into play as part of the natural flow of the action.

CATCHING BOOBY TRAPS

Published adventures often have booby traps: Information that’s either missing or hidden that can unexpectedly sabotage you at the table.

Sometimes these are deliberately included by designers who want the GM to read the adventure as if it were a novel: They want you to be flat-footed by their surprise ending! And, for some reason, you’ll often read mystery scenarios where you have to first solve the mystery yourself before you can run it.

More often, they’re just mistakes and oversights.

For example, in Dr. Giovanni’s workstation in the mines:

A small WORKSTATION of scientific equipment has been set up nearby. A SCANNER relays readings from the pod to the Heracles [his ship] and a SCRAP OF PAPER sits on the desk that reads “0389.”

There are two booby traps here. The milder of the two is that I don’t know what “0389” means unless I cross-reference it to a different section of the adventure.

The more significant one is the scanner relaying readings to the Heracles: First, what do the readings say? I could improvise that, but it feels pretty core to the adventure so I’d probably throw some prep on that. More significantly, these readings aren’t mentioned in the write-up for the Heracles, so if the PCs go to the Heracles first, I could very easily not realize that PCs checking the Heracles’ computers should notice the scanner reading being relayed.

Another booby trap can be found with the crew listings. The adventure includes a great reference for the CHARACTERS in the adventure, listing everyone on the station. This write-up includes:

DANA. Head Driller. Stoich, professional, sullen.

KANTARO. Leader. Muscular, quiet, hasn’t bathed in a few days.

That’s all well and good. But in the adventure key for the crew quarters, we can also read:

KANTARO’S BUNK. Dana’s clothes mixed in with Kantaro’s laundry.

And you can probably immediately see the problem: Kantaro is in a relationship with Dana (or he’s a huge creep. But because that essential information isn’t included in the character write-ups, you could very easily end up roleplaying Dana and/or Kantaro earlier in the adventure without realizing they’re in a relationship and end up creating a continuity issue that booby traps you later.

This kind of “essential information missing from a section of the adventure that presents itself as a comprehensive reference” is a surprisingly common booby trap. Obviously, though, it can be cleared up if you just keep an eye open for booby traps while reading the adventure and make a quick note in, for example, their character write-ups.

INFORMATION FLOW

I also like to identify the essential information in a scenario, make sure I understand how the players will get that information, and improve this process where I can.

In the case of Ypsilon-14, there seems to be three key pieces of information that should be established at the beginning of the scenario:

  • A miner named Mike is missing.
  • Ethan Giovanni is a scientist who’s doing research onsite.
  • The cast of characters — nine miners + a cat named Prince.

There doesn’t need to be a single, definitive vector for any of this information, and just having the mental list of what’s essential will go a long way towards setting you up for success at the table. But I’m not above giving myself a little clearer structure to work with.

First, you’ll note that I’ve already sorted Dr. Ethan Giovanni by connecting him to the scenario hook. So that’s done.

Second, in the adventure as written, Mike has been missing since last night and everybody knows it. So presumably, at some point, I can just have one of the NPCs give that information to the PCs. But what if we show instead of tell?

As written, when the PCs’ ship docks, Sonya, the team leader on Ypsilon-14, unlocks the docking bay door for them. What if, instead, Mike was supposed to be on monitoring duty? So the PCs dock, signal the mining station, and… nothing. They get no reply. You can give the players a little rope to figure out how they want to respond to that, but eventually Sonya will show up, open the door, and apologize on behalf of Mike’s dumb ass. Or, if the PCs have already hacked their way through the docking bay door by the time Sonya arrives, maybe that conversation goes a different way. Either way, “Mike was supposed to be here, where the fuck is he?” gets established through action that directly affects the PCs.

CAST OF CHARACTERS

Third, we have the cast of characters. This is essential information because (a) “Oh no! Jerome is missing now, too!” is probably more effective if the players know who Jerome is; (b) until the PCs figure out an alien is involved, this is your list of suspects; and (c) once things shift fully into survival horror mode, these are the people who need to be kept alive.

When an adventure has a large cast of characters like this, it’s vital that you don’t just introduce them all at once. It’s literally impossible for the players to process an info dump like that: They’ll never be able to remember their names, differentiate them as individuals, or form any meaningful relationship with them. The NPCs will just be an anonymous mob to them.

So when I see a big list of characters like this in an adventure, I’m immediately thinking about how I can split them up and sequence their introduction. In this case, my rough thoughts are:

  • They meet Sonya first, as described above.
  • One or two more people can come into this opening scene, probably prompting an additional discussion about the missing Mike. (Sonya: “Have you seen Mike?” “Not since last night after he broke the fucking shower.”) Maybe the cat could be in this scene and Morgan comes in looking for her?
  • Throw together a quick adversary roster for everybody else.

The function of the “adversary” roster here is to just split everybody up into smaller groups and scatter them around the base. Specific groupings and locations probably won’t stick as the situation evolves, but it’ll still give me a good starting point for spreading out the introductions.

Looking at the cast list:

  • It looks pretty easy to split them into On Duty and Off Duty.
  • I can split the On Duty crew between those near the entrance to the mine in the Mine Tunnel and those working in the Depths.
  • Off Duty crew can be split between Crew Quarters, Mess, and the Showers.

As I’m quickly spreading these characters around, I’m likely already getting ideas for how some of these scenes could be framed up. (For example, if I put Ashraf and Kantaro in the Mess, what might they be arguing about? Or is it Dana and Kantaro in there and they’re flirting with each other? Or is Dana supposed to be in her quarters, but she’s missing if you go looking for her because she’s actually shacked up with Kantaro in his quarters? If Rie is sleeping, how do they react if they get woken up? And so forth.)

If a particularly brilliant idea occurs to me here, I’ll jot it down for posterity. But I’ll usually just let these wash over me. It’s a sign that the scenario is beginning to take life in my imagination, but I’ll trust myself to find the rights answers while improvising at the table.

WRAPPING UP

On that note, the intention of a minimalist adventure like The Haunting of Ypsilon-14 is to give the GM raw material and trust them to improvise.

This is, of course, good praxis: Don’t prep stuff that you can improvise at the table.

With that being said, if you see a place where the adventure is expecting you to improvise and either (a) you’re not comfortable improvising that or (b) you see a big value add from prep, then you should finish up by prepping that stuff.

For example, Sonya has a collection of cassette tapes in her quarters and she’ll blast music from her boombox. Improvising a bunch of titles for her cassettes is the type of thing that I, personally, can get hung up on in a session, so maybe that’s something I’d want to do ahead of time. (In this specific case, that’s being balanced against my desire to keep my prep for these open table one-shots somewhere between “extremely minimal” and “none at all,” so I’ll probably end up skipping it.)

As another example, with the large cast of characters it might be useful to grab pictures for each of them that you can show to the players to help keep them all straight. Along these same lines, if you’re not feeling confident in improvising these characters from the minimalist descriptions, then maybe it’s worthwhile to spin up a universal roleplaying template for each of them.

It’s important to remember that there’s no “right” answer here: It’s about what you feel confident improvising at the table and what added material, if any, seems valuable to you.

In this case, jotting down the prep described above took about fifteen minutes. That feels about right for how I’m choosing to use this module, and I think I’ve set myself up for success at the gaming table. What and how you choose to prep will different from the choices I made, but ultimately we have the same goal!

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August 31st, 2024

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