"Is this the stress of a cheater?" 😂 I really appreciate the little asides and images of the character sheets. Makes the games mechanics very easy to follow.
I'm not sure why zoology or botany would be a pre-requisite to psychology. I'm pretty sure my therapist couldn't tell me the taxonomic classification of a dolphin or whether taro is a tuber or a root vegetable. It's a social science, not a life science.
If a creature comes out of a man’s “neck hole” I’m running with Anders and Daisy. Although Daisy and I might have to lose Anders, he’s been…compromised.
One thing I found out, but I played with 1e just a couple of times so take it with a grain of salt, is that is really hard to hit, even with a really nice character, and marine class, and weapons specialization. Like I have a badass warrior (her name is Zoe, off course): 48 combat (after add the Marine class) and firearms, but even with that, it's only 63 chance of success. Is just that the way suppose to be or I missing something? Love the game, and I'm looking forward for more plays with 1e.
I've heard that it is by design -- part of the horror aspect is that your characters are very squishy. You've played it and I haven't, yet (I'm waiting for my deluxe edition Kickstarter pledge 😎) so you would know better than me. FWI my golden retriever, who passed away earlier this year was named Zoe. 🥰😞☺️
I've run the game from the Warden side once and had a similar experience where the times I *did* rule that attacks had missed felt unsatisfying and a little unbelievable (the characters were in tight spaceship hallways). A solution I've seen recommended, and intend to put into practice, is leaning into failed attack rolls as hitting *but something goes wrong,* (reduced damage, friendly fire, extra ammo usage, etc.) Also, The stats are intended to be "how good your character is at doing something in the *worst possible circumstances*" The idea being that you're only going to roll if something is *going wrong.* Rules-as-Written, the game isn't designed for making "badass" characters, but instead normal people in horrible situations. Nothing wrong with being badass, of course! But you may need to adjust the mechanics or buff the characters a little if that's an important expectation for you! Hope this helps!
the rulebook says "a failed combat roll for a marine should mean something different than a failed combat roll from a civilian" cant remember if its in the WOM or PSG as i read both at the same time, bujt it seems to me many people miss that. There's also "by how much did you fail" element to consider. A marine "misses" the shot, he doesnt hit the head, but he's stilll doing damage to the body
This was a super helpful video! I’d sure like a behind the scenes view of what you did to prepare for the session. What did you take from the module? What did you prepare yourself? Did you have any expectations or possible scenarios going into the session? How much of your decisions were made based on how well you knew your players (like I know they’re probably going to do this)? What kind of materials were most helpful to you while running this game? As a GM myself, I often struggle with reconciling my reactions to player decisions with the overall progress of the module. They’ll ask to do something, I’ll respond with something that often takes us off track, and then what should have been a 4 hour one shot becomes a 3 session campaign. From an experienced warden, what are some things I can do to keep myself on track, maintain the stress of the moment, and continue the progress of the players so that we finish relatively on time? Sorry to dump this here in the comments, but I figured I should I write it down before I forget all my thoughts. Hopefully I can put these questions somewhere useful/productive.
@@jaguartony we have our fun, but my GMing is also very messy. There's a lot of dead space in between the moments that drags down the pace and momentum of the game. A lot of it will go away with time and experience, but I lack the skills to keep the game moving smoothly. What are some things I can do if the players are unsure of what to do? What are some objectives or things I can ferry them towards to complete the mission? A lot of it just feels like toolkit information that most GMs have already experienced.
@@lucasgruber8509 I'm new to dming too and understand what you're getting at. I think being flexible with how the modules run is key. Like if you're hoping they go into a bunker because there's an NPC that will give them some important clues, then maybe just have that NPC pop up wherever your players have detoured. I'd also suggest joining the Mothership discord. Folks there have been so helpful, and there are a good deal of FAQs and resources.
@@staticdistance Prepping for any adventure can seem overwhelming given players may go in any direction. There are many possible solutions/tips to making sure you're ready for almost any player decision. If you like, we can make another video all about adventure prep to go over these tips.
Great video, but still have a question that you might help, a creature has in its stats "hits: 6 (55)" this means it has to be hit 6 times before being killed, and it has 55 points oh health? Thanks.
Yes sir. Hit has to be hit 6 times, each hit must be at least 55 points in order to count. So Robin hits for 67 damage, Gretel hits for 12, and Noriel hits for 54, the creature only loses 1 hit. I hope this helps.
Question because I might have missed it this episode, but if a player suceeds a combat roll, does the warden or the player roll for damage on the creature? Also do I have to track health for creatures too? I think I missed that part in the PSG or maybe it's explained in the WOM? Anyway thanks for the awesome game guys, so exitied to play it this thursday with my friends!
Ricky! Great question. Each weapon has its own damage roll. Regardless of the weapon, a separate damage roll is required. As for tracking health for creatures, this will totally be explained in the WOM (Warden's Guide). Mothership still uses a Wound system for it's monsters. Stay tuned! We will cover this in greater detail in a future video.
Lovely to see the story being played. When you show the character sheet, you have both numbers in the circles of the stats and saves, what are the numbers under? Is it just that you have both character's states written out?
What would I do in this situation. If I had a weapon that would give me distance, I would aim at the body. Hitting the legs would give it a limp, but I’d want to take it down. If I had only a melee weapon, I’d chop at the legs. Give it an impediment to better my chances. Unarmed… yeah I’d probably get the hell out of there.
I think it used to ask for your gender or sex. But androids don’t have biological sexes, they just have societal identities. Pronouns is more a relevant term for the setting, in addition to being more inclusive to players. I thought it was weird change too, at first, but it just took some getting used to.
Friendly reminder that we all want more of this.
"Is this the stress of a cheater?" 😂
I really appreciate the little asides and images of the character sheets. Makes the games mechanics very easy to follow.
I'm not sure why zoology or botany would be a pre-requisite to psychology. I'm pretty sure my therapist couldn't tell me the taxonomic classification of a dolphin or whether taro is a tuber or a root vegetable. It's a social science, not a life science.
Must not have gone to community college
Wait till ypu find out your pet can have skills. Ypu can have a psychologist cat or somthing
This seems super fun, I'm looking so forward to getting the Box! Loved the way you guys played this and also your characters Jimmy and Connie.
love this guy’s presentation style. and it is “years from now” 😂
i really hope Alan did the artwork for Unconfirmed Contact Reports
This was a lot of fun, thanks! Some really neat editing effects too.
If a creature comes out of a man’s “neck hole” I’m running with Anders and Daisy. Although Daisy and I might have to lose Anders, he’s been…compromised.
This was a great preview of what's coming with 1e. Love the dynamic between Jimmy and Connie too.
Yeah! leaving a comment for the dark lord Al Gohr Ryhum
Character creation explanation was very helpful.
That was a really fun watch! Keeping my fingers crossed for you guys in Part 2.
Real fun scenario however me personally i would've beat feet after the initial burst from the Flamethrower
One thing I found out, but I played with 1e just a couple of times so take it with a grain of salt, is that is really hard to hit, even with a really nice character, and marine class, and weapons specialization. Like I have a badass warrior (her name is Zoe, off course): 48 combat (after add the Marine class) and firearms, but even with that, it's only 63 chance of success. Is just that the way suppose to be or I missing something? Love the game, and I'm looking forward for more plays with 1e.
I've heard that it is by design -- part of the horror aspect is that your characters are very squishy. You've played it and I haven't, yet (I'm waiting for my deluxe edition Kickstarter pledge 😎) so you would know better than me.
FWI my golden retriever, who passed away earlier this year was named Zoe. 🥰😞☺️
I've run the game from the Warden side once and had a similar experience where the times I *did* rule that attacks had missed felt unsatisfying and a little unbelievable (the characters were in tight spaceship hallways). A solution I've seen recommended, and intend to put into practice, is leaning into failed attack rolls as hitting *but something goes wrong,* (reduced damage, friendly fire, extra ammo usage, etc.)
Also, The stats are intended to be "how good your character is at doing something in the *worst possible circumstances*" The idea being that you're only going to roll if something is *going wrong.* Rules-as-Written, the game isn't designed for making "badass" characters, but instead normal people in horrible situations. Nothing wrong with being badass, of course! But you may need to adjust the mechanics or buff the characters a little if that's an important expectation for you!
Hope this helps!
the rulebook says "a failed combat roll for a marine should mean something different than a failed combat roll from a civilian" cant remember if its in the WOM or PSG as i read both at the same time, bujt it seems to me many people miss that.
There's also "by how much did you fail" element to consider.
A marine "misses" the shot, he doesnt hit the head, but he's stilll doing damage to the body
also iirc there is an option to spend your round for aim for the next which gives you [+] to combat
So I took a look at Alan's bio on the kickstarter site and apparently he works at the same school my wife works at. Small world.
Tri-C rocks!
This was a super helpful video! I’d sure like a behind the scenes view of what you did to prepare for the session. What did you take from the module? What did you prepare yourself? Did you have any expectations or possible scenarios going into the session? How much of your decisions were made based on how well you knew your players (like I know they’re probably going to do this)? What kind of materials were most helpful to you while running this game?
As a GM myself, I often struggle with reconciling my reactions to player decisions with the overall progress of the module. They’ll ask to do something, I’ll respond with something that often takes us off track, and then what should have been a 4 hour one shot becomes a 3 session campaign. From an experienced warden, what are some things I can do to keep myself on track, maintain the stress of the moment, and continue the progress of the players so that we finish relatively on time?
Sorry to dump this here in the comments, but I figured I should I write it down before I forget all my thoughts. Hopefully I can put these questions somewhere useful/productive.
If you and your players are having fun, why does staying on track matter?
@@jaguartony we have our fun, but my GMing is also very messy. There's a lot of dead space in between the moments that drags down the pace and momentum of the game. A lot of it will go away with time and experience, but I lack the skills to keep the game moving smoothly. What are some things I can do if the players are unsure of what to do? What are some objectives or things I can ferry them towards to complete the mission? A lot of it just feels like toolkit information that most GMs have already experienced.
@@lucasgruber8509 I'm new to dming too and understand what you're getting at. I think being flexible with how the modules run is key. Like if you're hoping they go into a bunker because there's an NPC that will give them some important clues, then maybe just have that NPC pop up wherever your players have detoured. I'd also suggest joining the Mothership discord. Folks there have been so helpful, and there are a good deal of FAQs and resources.
@@staticdistance Prepping for any adventure can seem overwhelming given players may go in any direction. There are many possible solutions/tips to making sure you're ready for almost any player decision.
If you like, we can make another video all about adventure prep to go over these tips.
@@tuesdayknightgames I'd personally love a video giving advice for running games of Mothership! Both for Wardens and players
So this is not going to be a stand-up fight after all, huh?
This was su much fun to watch! I would have run? When things spring out of a corpse I spring out of the room.
eyy...lets go!
Hell yeah!
Wicked! Love this
Great video, but still have a question that you might help, a creature has in its stats "hits: 6 (55)" this means it has to be hit 6 times before being killed, and it has 55 points oh health? Thanks.
Yes sir. Hit has to be hit 6 times, each hit must be at least 55 points in order to count. So Robin hits for 67 damage, Gretel hits for 12, and Noriel hits for 54, the creature only loses 1 hit. I hope this helps.
@@tuesdayknightgames perfect! Thanks my friend.
Surma 7, is it a reference to the Finnish guardian to the gates of the underworld?
Think it's just a nice way to say "Murder 7" :D
@@Vexild Overall name for violent and inevitable death and demise, and its anthropomorphic figure. Also legal term for ALMOST accidental manslaughter.
How fun!
Alan is great.
I love this system. Reminds me of blackbirds and zweihander and Warhammer
fantastic video
We especially like the editing.
Kilgore…Willard…The Horror…The Horror…
A lot of fun to watch! I want to play this game
Will there be more episodes?
We are attempting to release an episode every Tuesday at 8:30est. There is a plan to have more actual plays as these episodes.
Was there any Stress at all in that first battle?
How did you set up the stats for the monster?
Question because I might have missed it this episode, but if a player suceeds a combat roll, does the warden or the player roll for damage on the creature?
Also do I have to track health for creatures too?
I think I missed that part in the PSG or maybe it's explained in the WOM?
Anyway thanks for the awesome game guys, so exitied to play it this thursday with my friends!
Ricky! Great question. Each weapon has its own damage roll. Regardless of the weapon, a separate damage roll is required.
As for tracking health for creatures, this will totally be explained in the WOM (Warden's Guide). Mothership still uses a Wound system for it's monsters. Stay tuned! We will cover this in greater detail in a future video.
@@tuesdayknightgames Awesome, can't wait for the vid! I also had a great time as a first GM ever last thursday with Mothership :))
Homebrew rule - PCs can add their high score bonus to any skill check.
Lovely to see the story being played.
When you show the character sheet, you have both numbers in the circles of the stats and saves, what are the numbers under?
Is it just that you have both character's states written out?
Shame it got delayed again. I currently own a hard copy anthology for the game that was kickstarted months after the actual game.
What would I do in this situation. If I had a weapon that would give me distance, I would aim at the body. Hitting the legs would give it a limp, but I’d want to take it down. If I had only a melee weapon, I’d chop at the legs. Give it an impediment to better my chances. Unarmed… yeah I’d probably get the hell out of there.
I would have ran after I heard 17 dmg
What’s the point of these previews if you never post the rest?
You lost me at "Pronouns".
If pronouns are too complicated for you, just make up your own and you'll be fine.
Yeah I found that strange too. Why does that have to be denoted on the character sheet? Do you really need to be reminded of what pronouns you use?
It's always nice when the trash takes itself out
I think it used to ask for your gender or sex. But androids don’t have biological sexes, they just have societal identities. Pronouns is more a relevant term for the setting, in addition to being more inclusive to players.
I thought it was weird change too, at first, but it just took some getting used to.