This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.
The message boards have been upgraded. Please log in to your existing account by clicking here. It will ask twice, so that it can properly update your password and login information. If it has trouble recognizing your password, click the 'Forgot your password?' link to reset it with a new password sent to your email address on file.

Author Topic: Great Design: Tuesday Night Games' MotherShip and More  (Read 338 times)


  • Hero Member
  • *****
  • Posts: 1826
    • View Profile
Great Design: Tuesday Night Games' MotherShip and More
« on: July 10, 2020, 03:12:27 pm »
This thread came about because of a request on the Ennies 2020 thread, about innovative design.

Tuesday Night Game's Mothership and its additional products get a lot of praise for design. I don't have my print copies yet, but I find these books quite interesting in their use of space and what would be otherwise complex tables. Check it out. Mothership itself is free.

Some references (Questing Beast Reviews):

They also just ran a Kickstarter for Gradient Descent, another book in the series.
Lynn Fredricks
Entrepreneurial Hat Collector


  • Sr. Member
  • ****
  • Posts: 488
    • View Profile
Great Design: Tuesday Night Games' MotherShip and More
« Reply #1 on: August 03, 2020, 01:50:16 pm »
I've been reading this book since I saw the mention in the Aliens thread. The layout is pretty good although I wish the artist spend as much effort as the layout guy did.

As for the rules, it needs a bit of cleaning up. Firstly, the game doesn't need a critical hit system, especially one that occurs as often as this one does (19% of the time in opposed rolls). But my biggest beef is the continued use of the clunky Advantage/Disadvantage mechanic; made worse here by the fact that you're now rolling four dice in two pairs.

Also, I don't see the need for both a Sanity and Fear mechanic in the same game.
« Last Edit: August 03, 2020, 01:59:36 pm by hedgehobbit »