FLESH. HEART. THINKING. STOMACH.

Last night I played Mothership, a sci-fi horror roleplaying game where you and your crew try to survive in the most inhospitable environment in the universe: outer space! If you enjoy films like Aliens or Event Horizon then this game is definitely for you.

I first heard about Mothership on the excellent Full Metal RPG podcast. I was intrigued by the idea and purchased the game without hesitation. That was six months ago. Between the press of life and being intimidated by running a horror roles playing game the rule book sat on my shelf. When I received a notification from Meetup that there was an opportunity to play Mothership at Off The Shelf Games I RSVP’d immediately. My buddy Al told me he was itching to try a role playing game so I invited him to join me.

Off The Shelf Games is a new store located in El Cajon. The place well lit, neat and tidy, and the staff are very friendly. I met Matthew, who would be running the game, and my fellow players, Jordan and Joe. We very quickly rolled up our characters which as very easy to do because the character sheet is pretty much a flowchart. I played Nathaniel Grimm, a salty teamster. Jordan played Tank, a trigger happy marine. Jordan played Miguel, our android assistant and Al played Professor Sagan, a scientist.

We were traveling through space, each of us in suspended animation tucked away in our cryopods, when were rudely awakened. A chunk of metal had been flung into the cryopod controls and in the vacuum of space we would soon perish. I made my way out of my pod and rescued Sagan, who was quickly running out of air. I then checked the damage and ascertained that we were hosed and pushed myself off to the next room to gather vacc suits while Sagan rescued Tank, who was vomiting in his pod.

We made our way to the ships bridge and received a message: our vessel had been harpooned. We could either stay on the ship and die or join our unknown assailants in a business proposition. I checked our engines and confirmed that we had indeed been harpooned and the damage was fatal. The engines were leaking radiation and could blow at a minute. With no choice we agreed to be boarded.

We traversed an umbilical from our ship to theirs, which we discovered was unmanned and chock full of explosives. We were taken to the planet below and met by a huge android with three faces and 11 starving humans. The android gave us a proposition: go beneath the planet’s surface and rescue a child. Our options were not good do we agreed and quickly descended into the planet’s blowers but not before each of us were horrifically inserted with black box to track our whereabouts and record our every thought.

Form there it was essentially a dungeon crawl. We went from room to room and found humans that were glowing, twitching cyborgs or slowly melting into goo. And like any good dungeon crawl we had to battle these monsters, the only difference is each time our stress levels were notched up, impairing us physically and mentally. And also like any good dungeon crawl we did battle with some big bads and a boss. In this case it was a teleporting robot who was responsible for the melting humans and a biomech dire wolf and our boss fight was with the AI who was responsible for all of it.

The AI also had a proposition: it would infect one of us with a virus that would kill everyone topside. Unimpeded, the AI could then get one with its business of devouring the planet. While the team debated the pros and cons of this proposition I snatched one of Tank’s grenades and lobbed it at the AI’s core, which was already stopped with explosives from a previous team that had failed in a similar mission.

From there we fought our way back to the surface of the planet. Tank tossed grenade after grenade and emptied his sub machine gun at the orbit and the dire wolf and I exhausted my laser cutter on our foes. Miguel injected Tank with stim pack after stim pack and pumped him full of pain meds to keep Tank going. We succeeded but not with out taking a lot of damage and Tank lost an arm.

When we made our way to the planet’s surface we explained we had left the kid below but had killed the AI. Our android benefactor was pleased with that and let us leave the planet with lots of cash.

The game was a blast and very easy to pick up. Matthew did an excellent job moving the game along and revealing horror after horror. We were all impressed with Al. Most people who play a role playing game for the first time are a bit timid because they’re a unfamiliar with the rules and are overwhelmed with the game play. Not Al. He dove in head first and was effectively our team leader. Al had to bow out early and the dynamic off the group changed dramatically and it took us a while to get back to steam.

I’ll definitely join in further adventures if he decides to keep running Motherhship. My only quibbles is that I don’t think a well-lit gaming store is the best environment for Mothership. If you’re going to play a horror role playing game I think you need to be in a dark room with some spooky music playing in the background, maybe something by Cryo Chamber. Also, I would have preferred more role playing and less “my character says this” or “my character does that.” But other than that it was a rollicking good time and I’m glad I finally got to play Mothership.

Mothership Character Sheet

Quiet: Madness, Denial, and Morbidity with Darling Rose

On today’s episode Terry Robinson chats with Darling Rose of the Midnight Express podcast. Rose brings broad knowledge of World of Darkness to the table as well as experience with remote and asynchronous chronicles. They discuss Quiet, the state where a Mage’s grip on reality has begun to slip. Quiet has gone through a number of interpretation and this episode focuses on the Revised and M20 rule system where Quiet is broken into Madness, Denial, and Morbidity.

Contact us at magethepodcast@gmail.com with questions, comments, or feedback.

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Tomes of Magick: The Book of Shadows

Hosts Adam Simpson and Terry Robinson discuss “The Book of Shadows;” Players Guides in World of Darkness games; additional abilities, Merits and Flaws; min-maxing in games; Sanctums (and their abuse); Joseph Campbell and the Hero’s Journey; a day in the life of Tradition Mages; flavoring magick; the schism in the Technocracy; vampires into lawn chairs; 3 ways to view the book.

Contact us at magethepodcast@gmail.com with questions, comments, or feedback.

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Worlds of Darkness: Mage/Wraith Crossovers

David Herman from The Geekly Oddcast discusses how to introduce Wraith to your Mage Chronicle; mechanics; powers; crossovers; metaplot.

Wraith is a game of horror and passion set in the underworld of the World of Darkness.  Mages can dip into this realm and find anything ever remembered and much much more. Get started with Wraith 20th Anniversary or Orpheus.

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A Phoenix Rises

Victor Kinzer discusses “A Phoenix Rises”, an exploration of the world on the cusp of a New Horizon Council. Are you ready to make history? Listen to the episode at: Pick up a copy of “A Phoenix Rising.”

Victor is part of the creative team behind Walking Away from Arcadia about Changeling: The Dreaming.

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The Babel Center

On today’s show Carrie Kube joins us to talk about her Mage adventure, “The Babel Center,” available on the Storytellers Vault. We discuss the adventure she wrote Vampire: The Masquerade, “Bloodlinebook Deava” and for Dungeons and Dragons Ravenloft; the artifact and characters featured in “The Babel Center;” tips writing for the Storytellers Vault; setting her adventure up for various editions of Mage and for crossover for other World of Darkness games; Spellfire: Master the Magic; how she discovered role playing games and Mage; Roll20.

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Tradition Book: Virtual Adepts

On today’s show Bill Maxwell joins us to talk about “Tradition Book: Virtual Adepts,”; his grandparents screenwriter Ernest Pagano and actress Norma Drew and their influence on him; how he got involved with Dungeons and Dragons and Vampire: The Masquerade and LARPs and writing for video games; why he was such a terrible player; adapting Star Trek: Starfleet Academy video game to a role playing game using Savage Worlds to play with his kids; why he chose Savage Worlds over Fate; Ten Candles RPG; his work on Fading Suns; how he came to work on revising the Tradition Book: Virtual Adepts; the Ascension War; working with co-writer Gary Glass; the influence of cyberpunk on Virtual Adepts; Grant Morrison’s The Invisibles and Alan Moore’s Promethea; Pythagoras in Bill’s book, Shadowpath (The Lost Gods Cycle Book 1); Alan Turing, Tesla, Jack Parsons, Aleister Crowley and L. Ron Hubbard; how the tools of the Virtual Adepts were adapted by the Alt Right; how he would update the Virtual Adepts to the 21st century; the Syndicate; being visited by the F.B.I.; the T Virus; spheres, trinary computers and tarot decks.

Join us next week! Adam Simpson and Terry Robinson review “Technocracy: Progenitors.”

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Enlightened Grimoire

On today’s show Charles Siegel joins us to talk about the Enlightened Grimoire, a book that contains every single rote ever published and updated for Mage: The Ascension 20th Anniversary Edition rules. We discuss the Soft Apocalypse RPG I’m working on based on Will McIntosh’s book and the game mechanics I’m considering to run it (Strain, Fate Core, Savage Worlds, GURPS, Simple World, etc); the 1,500 rotes that appear in 200 pages of the Enlightened Grimoire; why he wrote the Grimoire; the How Do You DO That? book; who he consulted to write the Grimoire; the biggest challenge he faced writing the Grimoire; the most popular rotes and his favorite rotes; why he prefers to play Spirit Mages; how he got into role playing games and Mage; how his Chronicles have changed over the decades; the types of Chronicles he likes to explore; future projects he’s working on for the Storytellers Vault; advice for writing material for the Storytellers Vault; tools he used to wrote the Grimoire; Paradox: The Brainstorming.

If you’d like a free copy of the Enlightened Grimoire email us or contact us on Twitter and we’ll randomly choose a winner on next week’s show.

Join us next week! Adam Simpson continues his Tomes of Magick segment and will be discuss the Book of Chantries.

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Tomes of Magick: Loom of Fate

Adam Simpson discusses Loom of Fate, one of the earliest supplements for the first edition of Mage: The Ascension; the order of the supplements; line developer Satyros Brucato; the “clockwork” construction of the Loom of Fate story; examples of challenges and solutions; styles of game play; Marauders and the Book of Madness; the Technocracy; moral quandaries; shortcomings of Loom of Fate; faction play; Book of Chantries.

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