Skip to main content

Running Mothership for an After-School Club

 "This is a bad idea," I think after one of the students grabs the Mothership box set from the pile I've laid out at the first RPG club meeting of the year. 

Last year I ran a campaign of Knave 2e for a group of mostly 9th-grade students and had a great time with it, but for this second year I expected the club to expand and needed more games to accommodate new students. More than twenty signed up and I figured having a bunch of games running in rotation would fit the bill.

One of the first games they went for was Mothership, decidedly not what I would think of for fun with my mostly 9th- and 10th-graders. Nevertheless, there must have been some reason I set it out on the table to begin with... 

Maybe I just wanted to play it and this is my group?

I went with Another Bug Hunt for the starter scenario, planning on three 1.5 hour sessions. I gave students materials to create characters, but came prepared with a lot of pregenerated PCs for students who were new to RPGs or who just wanted to show up and play. These would be useful in case of PC death as well.

Eleven students played in the first session, where I followed the ABH scenario's suggestion for one-shots - dropping them at the door of the base. The party immediately split in two, with one group following the tracks around to the back of the facility and the other breaking in through the front door. This was one of the best things about running this game with this group: in the huge space of the library, which we have to ourselves, I could put each group on a different side, running back and forth to check in on their actions while the other group schemed and plotted. It really drove the action forward and created a lot of energy and suspense.

Combat went well, too, with the PCs appropriately terrified of the creature but also getting some lucky rolls. It scurried off into the vents. 

We're now three sessions in (still with eleven PCs) and not entirely through the scenario. We left it at a cliffhanger, and I'll have to add another session to the schedule. What did I learn? This game/scenario plays well with a younger group. They immediately grasped the genre elements and the mechanics were a snap to pick up. This also works with a surprisingly large group on a tight schedule. Running combat as recommended and avoiding getting bogged down by too many rolls made this possible. As soon as students grasped how hard it was to pass rolled checks, they began looking for ways to avoid them. 

I don't think this would be appropriate for every after-school group. Make sure you check in with students about their comfort level with this genre and keep providing supports and check-ins with appropriate safety tools at the table. Will I do this again? Yes.

Comments

Popular posts from this blog

Resources in Over/Under

Over/Under was a month-long wargame within which a mass of more than 1,000 players roleplayed residents of the cyberpunk space station "Prospero's Dream" outlined in A Pound of Flesh . They did so in a single Discord server set up to represent the different factions at play on the station. For many (maybe even most) of the players, this game took over our lives during Mothership month.  I'm not going to try to explain the whole game, because neither I nor any other player played the whole game, very much including the GM. If you didn't play it, you can find a number of illustrative and interesting accounts. I intend to catalog the resources available to players (principally denizens) in the game. Hopefully by outlining these resources I can move toward a better understanding of how this game actually worked. In-Game Resources Denizens of the Dream who did not start as Bosses began the game with just the in-game currency, credits . This was the principal mechanical...

Jyayan of Kosala: A Thousand Year Old Vampire Playthrough (Part 2)

This is the journal for the playthrough begun in Part 1. This makes a bit more sense as a read. The numbers are the prompts from the game (25.2 would be the second prompt for number 25).  Journal 3.1 Sumitra is alive! She finds me in a camp near Dhara, where she has been a captive, a wife, a widow. She wishes to find a healer for me, but the bleeding means nothing. I cannot stand the daylight, though I see nothing. She gives me a wooden bowl for gifts of food, though nothing given will sustain me. As she begins to understand more, she lets me know where the soldiers carouse. I take of them what they once took from my people. 4.1 The healers would not leave me to my peace, and I am driven from the city by holy incantations. Sumitra wraps me like a bundle of cotton cloth and leads Sarantugala north by night. We arrive in the old capital of Udabhandapura, now under the sway of a sultan . I can tell without sight that the people here ride well. My songs are well-liked here, and I am ca...

Jyayan of Kosala A Playthrough of Thousand-Year-Old Vampire (Part 1)

This is a typewritten version of a playthrough of Thousand Year Old Vampire by Tim Hutchings. In part 2 I will add the journal, but that's an optional part of the game. All the mechanical elements are here. This was an interesting experience that took about two weeks of play to complete. Characters Sumitra , my reckless sister, a sorceress. Babaka , a swordsman and bandit. Vamadeva , a fellow conscript. Asadhi (i), a Deva who pitied me. Lomaharsana , who claimed the fields of my father. Arik , my ward from Samarqand who followed me to the eastern Khanate. Baram (i), the mendicant whose hunger made me a vetala. Soojin (i), a scholar-official who knows the stars well whose being I made as my own.  Nasif , an ecstatic in thrall to my songs who is alive again with a demon in his shadow. Darma Bansin , a Dutch colonial and descendant of Arik, my former ward. Satook , a brigand and eunuch. Absolom Bansin , a grandson of Darma, devoted to my destruction.  Jangye , a decrepit monk...