I haven't reviewed much TTTRPG material on this blog—I don't feel good about reviewing things I haven't actually played, and most of the things I would feel comfortable reviewing, having played them extensively, are both daunting (because they're big-ass rulebooks encompassing entire systems) and unnecessary; the world does not need more opinions about D&D or even Stars Without Number. Adventures are much more manageable to review, but in the time I've been writing here, I've rarely run other people's adventures.
Lately, though, with a new group who are very keen on one-shots and short campaigns and not presently interested in a long mega-campaign, I've been running a bunch of Mothership modules. And I probably ought to review them, because as popular as many of these modules are, they don't always get much critical analysis from the blogosphere.
Now, because I'm a dumbass, I'm starting with one that has gotten some solid coverage already: Orphans. Valeria gave it a mixed-to-negative review months ago that hits a lot of the same points I will. Nevertheless, I think it's worth me digging into, both because there's a lot that's super cool about this module and because I keep seeing it suggested as a good introduction to Mothership (and it represents itself as such), which I think it isn't. Spoilers abound below.
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THE UNIMPEACHABLY GOOD STUFF
Luke Gearing is a great writer with a vivid imagination. The monster is excellent—tropey enough that players can easily grasp what its deal is, but novel enough to remain weird and spooky—and the whole “sanity-testing swampy fecundity on a should-be-sterile space station” atmosphere is outstanding. The progression track that leads to Auntie's arrival is well constructed and ratchets up the tension and eeriness steadily, without a bunch of ham-fisted messages scrawled in blood (well, mostly without; a note on that below). The figments are cool too; they are handled pretty inconsistently (as Valeria notes, and as I'll get into more below), but the concept is strong, and if the Warden is willing to put in a little elbow grease, they also help make things unsettling without going straight to jumpscare violence and other horror cliches.
As an extension of Auntie's general very-cool-ness, the potential for an epilogue or campaign-level consequences is strong. We know the kids are capable of summoning Auntie, or “inviting her into the physical realm.” It seems like they do so involuntarily when they're in grave danger—they were horrified by what she did at the lab, but they brought her back on Imuen Station when soldiers came to recapture them. They don't seem to be capable of banishing her again, although she apparently can't follow them through hyperspace (a thematically rich inference!). It follows that they're potentially a huge liability. If the PCs bring them along on their ship, or drop them off at some friendly port, they might summon Auntie again next time they're in a dangerous situation and cause another massacre.
There's an ugly but intriguing tension here: Auntie is the antagonist, but Auntie's primary objective (keep the kids safe) is probably aligned with the PCs' objectives, or at least with their moral values. The move that most decisively defeats Auntie, and arguably the best, safest one from a coldly utilitarian perspective, is unthinkable (kill the kids). Still, if your players are kind of evil, just not that evil, there are myriad ways to essentially weaponize Auntie and the kids, using them like a wrecking ball against groups foolish enough to try to exploit them. And Auntie has a ton of potential to be played as a less malevolent, more manipulative, not entirely antagonistic villain.
THE BIG BUT EASILY FIXED FLAW
The biggest obstacle to smooth, enjoyable play here is a simple circulatory problem. As written, the module is almost linear, but that isn't clear to players. PCs are clearly expected to enter via one of the docking claws (the only other option, the maintenance bay airlock, is broken, albeit potentially reparable)—the station diagram in the booklet even shows the “player ship” already docked there. They find that the cargo lift is unpowered, and probably go straight up to the ring, where they explore three areas that essentially constitute one big red herring (one minor but intensely felt gripe: having the third area in the book only reachable via the fourth and fifth areas is a perplexingly bad layout choice). When they've exhausted their options above, or if they persist in trying to go down the central spindle from the start, though, there's no obvious path. The Warden must extemporize: “Uhh, yeah, there's a maintenance area behind the lift with a door you can jimmy open or kick down or blast apart, and inside, there's a ladder that goes down the elevator shaft.” Unfortunately, there's still no path. The booklet is explicit about the elevator shaft: It's “blocked halfway by soil and wooden logs” and “digging through takes 1 hour.”
As written, unless the PCs can repair the maintenance bay airlock's manual controls (mine—a marine machine gunner, an android hacker, and a planetologist—had neither the know-how nor the tools) there's no way to get from the station's only entry point down to where the kids are, or at least not without using a laser cutter or something to explosively decompress the maintenance bay. Assuming the players are unwilling to vent the whole station, the Warden has to invent some other options for them. This is no big deal for an experienced GM, of course, and there are lots of possibilities (there's a fourth airlock down below that leads straight to engineering; there's a computer terminal up in management where they can remotely reboot the generators; there's an air duct they can crawl through), but it's reason enough not to recommend this as baby's first module. And it's just a weird oversight; this isn't a trifold pamphlet, and there's plenty of room for this level of detail (and plenty of entirely unnecessary detail, like multiple ways to acquire Staff ID cards that do essentially nothing).
Assuming the Warden invents the most obvious secondary route, the ladder in the elevator shaft (I didn't even have to nudge my players toward this, although I had prepped it; they immediately thought of it themselves), they meet that massive blockage of logs and dirt, an obstacle that (again, unless they have specific gear) seems more definitive than an unpowered cargo lift. In a scenario where there are dead bodies everywhere, swamp plants rapidly growing out of the walls, monstrous entities menacing them, and maybe even an imperative to extract two kids ASAP, this will feel like an absolute dead end to the players. One of mine happened to have a shovel and gave digging a try. “After five minutes, does it feel like I'm getting anywhere? Is the soil more densely packed or less?” Nope. He gave up immediately.
An hour? They would never. And because my crew didn't have a laser cutter or a vibechete or explosives, that was the end of it: They regarded the cargo lift as unusable for the rest of the session. It was so obvious to them that this was intended as a dead end that they went out the airlock again and started searching the exterior of the station for a fourth entrance (I gave them a maintenance hatch that led to engineering).
UNDERCOOKED AND EXTRANEOUS ELEMENTS
Auntie herself, as cool as she is, is presented in a muddled way. The booklet tells us that “if physically destroyed, Auntie reappears in 33 minutes.” The very next line seems to contradict that: “If Auntie is destroyed, its slayer experiences external thoughts.” Which is it? This circle isn't impossible to square (maybe with the kids' help, or PhD-level knowledge of xenoesotericism, you can banish the thing for good; maybe everybody who gets a killing blow on one instantiation of Auntie or another masters psychic dirt magic—although can you really say that you slew something that came back half an hour later?), but dropping those two sentences one after the other is confusing. It seems like two different versions of the module were clumsily grafted together here.
There are a bunch of other peculiar loose ends where you can see the imperfectly joined seams between dissimilar drafts. If PCs board the Vampire Squid, for instance, they find one of the crewmembers (the pilot, presumably) torn in half and bloody sigils drawn all over the cockpit. Gnarly, sure (if a lot more generic than all the cool swamp magic stuff), but…who did it? And how? And why? Shouldn't we instead find a punctured suit full of dirt floating nearby—a figment that floated over to the Squid pretending to be a soldier returning for more ammo or something?
Similarly, Limos Slobodan is dead in the mall. Limos is also recorded as the last person to leave the station. Is there supposed to be some significance to this contradiction? Surely it's not that a Limos figment went out into space and did a five-mile EVA to the Squid, which let him inside for no conceivable reason, and that's how the pilot got killed. But then what's this about? Tina Slobodan wants the PCs to look for her brother. Is this only a ploy to separate them, or is it an echo of something that happened before she was killed? Did Limos disappear before the retrieval squad arrived, and if he did, why is his dead body in the mall? If Limos is as irrelevant as he seems to be, why waste so much precious layout space on him? (On top of those damn Staff ID cards!)
The figments are another point of frustrating contradiction. On p. 5, we are told that “Auntie's disembodied form haunts the station, observing all that occurs.” On p. 9, however, “Figments are the eyes and ears of Auntie.” Now, it's clear from the back-cover table that Auntie has awareness of the PCs' movements beyond what figments perceive, and is capable of manifesting without the kids or any figments being present…but that's no fun. Restrictions on monster behavior are much more interesting than omniscience and omnipotence. Anchoring Auntie's ability to materialize to either the kids themselves or the agents she's created from dead victims grounds her a little, gives players a little something to leverage against her, and is more evocative.
“Auntie attacks whenever a single PC or two injured PCs are separated from the rest of the group” just leads to her one-shotting somebody without warning. “Figments try to get a PC alone with them, at which point Auntie will appear and attack,” though? That's cool. Even in a horror game, players usually aren't so jumpy that they won't even leave each other's line of sight. But an NPC begging one, and only one, of them to stay with her? That'll put them on edge.
Finally, another point in which I'm fully in agreement with Valeria: The characters and motivations of both the kids and Auntie are half-baked. The vibes are immaculate as long as things are mysterious and there's no end in sight, but once you've got the kids, well, what now? They have no plan, they're starving, and Luca at least wants to get off the station immediately. Great! Shouldn't take much convincing. “We're here to rescue you. We have a ship. Let's go before that monster comes back.” Makes the crowning social encounter kind of an anticlimax. You can introduce complications, of course (like Charis wanting to retrieve something from her room), and if the PCs haven't been sent to rescue the kids, maybe the encounter is more tense, but then again, if the PCs aren't there looking for the kids, they're probably not going to find the kids. As written, it's pretty deflating. Some guidance on how to play the kids, and in particular any motives for them other than “nothing, really” and “exactly the same as the players” would've been welcome.
NITPICKING
My first gripe germinated the moment I opened the booklet: I loved the design of Imuen Station. I'm a big fan of the semi-hard science fiction design quality of a lot of the official Mothership materials—the technologically plausible spaceships, the technologically plausible (looking) space stations—and I was pleased to see, right on p. 2, one of those neat little rocketships from the Shipbreaker's Toolkit, complete with ramshackle thruster assembly, docked to the station. And Imuen Station looks plausible! There are a bunch of residential and commercial functions in a ring, under spin gravity, and then a bunch of mechanical systems and storage and the maintenance bay in zero-G in the central spindle. Right?
Nope. It just has never-discussed artificial gravity that magically functions everywhere (despite the station running on emergency power). The artists tried, bless their hearts (note the great big SPINWARD signage on p. 12), but the writing doesn't follow their lead. This is a pet peeve of mine across most Mothership material, and I'm sure most people generally don't care about it. Here, though, more than in a lot of modules, it's a real missed opportunity.
The way Orphans is structured, there's a literal logjam between the residential/commercial ring and the industrial spindle below, pushing the players to visit the ring first. Having the spindle be entirely in zero-G would enforce the distinction between the two sections in a softer way than that clumsily designed dead end of an obstacle does, make the journey toward the kids after exploring the ring feel a little more ominous, and, specifically in this module, create an opportunity for Auntie's reality-distorting powers to get truly disorienting. Little tiny pockets of Earth-like gravity in odd places, pulling in improbable directions. Floating islands of dirt with trees growing out of them. Big Roadside Picnic vibes. Could've been so cool! Disappointing from Gearing, who in Gradient Descent made some of the most extensive use of zero-G environments I've seen in Mothership.
Another minor gripe at the start of the booklet, but one that I have with a lot of modules: The hooks for getting PCs involved in this situation are not compelling, and the economy is (perpetually) out of whack. How could a 70kcr bounty ever motivate anybody to make the trip to Imuen Station? If you have a ship, every jump costs you a million credits. If you don't, steerage-class passage and cargo space for just three people and their gear is going to cost 66kcr—for a one-way Jump-1 trip. And that's the only paying hook! The kids' parents spent all their money just tracking their location down; do they expect the PCs to do this out of the goodness of their hearts? The hooks that don't involve the kids, as Valeria observes, are likely to result in gameplay that doesn't involve the kids. They're in the last place anybody's going to look for them, if anybody's looking for them. If the PCs' aren't looking for teenagers, they might bounce as soon as they find valuable loot and/or get mauled by Auntie.
Now, several of these hooks are decent starting points for developing a stronger scenario and pointing the PCs either toward the kids or toward other concrete objectives. The PCs' ship is damaged or out of fuel? They'll need to get to the maintenance bay, loot the warp core from the life raft, use the utility pods to make repairs, fire up the generators to make refueling possible, or some combination of those things. One of the PCs has a relative on the station? They'll need to find the relative in hiding somewhere on the ring (and maybe the relative has befriended the kids and wants to go below to rescue them). If the kids' parents hired the crew, well, just change the prompt: They do still have enough money to offer a compelling payday. Likewise if it's a rival corp; just make the money make sense. Better prompts would demand less work from the Warden, though. Sure, space is limited, but 1) the booklet didn't have to be just 20 pages and 2) there's a lot of extraneous stuff in here that could've been edited out. Get rid of Limos and the Staff ID cards!
FINAL THOUGHTS
Orphans is a lot less than the sum of its parts, but some of those parts have a ton of potential. Auntie is awesome, her figments are wonderfully creepy (as long as you don't use them like zombies), and the way she warps the environment around her is evocative and distinctive. Apart from some nice set pieces, though (there's a lot of pathos in the descriptions of the murdered station staff), there's not much else to the module. There's essentially nothing going on here other than the kids and Auntie; there are only two other NPCs, neither of whom the PCs have any particular need to interact with. Imuen Station itself is likewise almost entirely unremarkable once you look past Auntie's influence.
As written, assuming a scenario where the PCs are trying to retrieve the kids, the players have a single objective, and there are only two non-Auntie obstacles to that objective, both of which are ill-defined: They don't know exactly where the kids are, and they can't get from their ship to the lower part of the station. This is not a compelling premise to begin with (it has only one element and no levers, to borrow from Ty), and it's compounded by the fact that Orphans offers scant guidance for resolving the latter problem (spend an hour digging through the logjam or repair the maintenance bay airlock) and none for the former. Of course the Warden is free to invent secondary objectives and sub-objectives (restart the generators, fire up the computer system in the management area, use the station AI to locate the kids) and secondary routes, but as written, the expectation seems to be that PCs will just wander from area to area until, by process of elimination, they find their way to the kids in the fuel refining section. If you want the players to do problem-solving more fun than “dig for an hour” or “fix a broken door” and “just explore the whole station,” you have to invent problems almost from whole cloth. And if you're doing that, why not just write your own scenario?
Because Auntie is fucking cool, that's why! And that's what Orphans boils down to: There's basically nothing here other than Auntie, but Auntie is strong enough to make the module enjoyable almost as written, and she's also worth building a more complex scenario around. Below, my ideas to help get more out of Orphans, starting with the changes that will improve the scenario the most with the least work from the Warden and heading toward much more open-ended ideas about redesigning Imuen Station or discarding it entirely.
SUGGESTIONS
- Remove the blockage from the elevator shaft. Not only is this the worst design decision in the whole module, you can just delete it with zero negative consequences. Give the players a ladder, and make it scary! It's 80 or 100 feet straight down, there isn't even emergency lighting in there, and everything is unaccountably wet and slippery. Why is it wet inside a space station? How is there moss growing on some of the ladder rungs? Ask the players leading questions about how they're spacing themselves out—if you slip, you might take down the person below you too!—and maybe you can create an opportunity for Tina, or a figment down in the maintenance bay, to pry the vanguard or rearguard away from the group. If the PCs go straight down the shaft without exploring the ring, and you really want them to see the ring, just have Charis insist on retrieving some personal effects from her room in the residential area before she's willing to leave the station.
- Give the players a better hook. I borrowed from Warped Beyond Recognition: The Rimspace Liberation Front will pay a million credits for each kid you can safely extract from the station and deliver to them. Straightforward, lucrative, and leads to good follow-up scenarios and interesting complications if used in a campaign context. A similarly lucrative contract from a rival corporation might be even better, particularly for a one-shot (if your players don't mind being bad guys), because it's more likely to generate tension in the climactic social encounter.
- Define the figments' behavior and relationship to Auntie more tightly than the booklet does. As Valeria notes, having them be zombie cannon fodder isn't in the spirit of Mothership, and they really aren't much of a threat to the PCs anyway. Instead of having them be combatants, lean hard into using them as Auntie's eyes and ears. Do have figments like Tina try to separate the PCs, but when they fail (“don't split the party” is second nature to a lot of players, even before a creepy NPC conspicuously tries to get them to do it), just have them follow the PCs from a safe distance, watching, not doing much else. An unarmed person in tattered battle dress just standing and staring at the PCs from a catwalk or tailing them through the foliage in the maintenance bay is way scarier than an easily dispatched zombie hurling itself at them. When they're sifting through the wreckage of the mall and they hear the crunch of broken glass underfoot, and they spin around guns drawn and it's just fucking Tina again, weepily asking whether they'll let Alia keep her company while they look for Limos, they will absolutely hate it (in a good way). At the same time, they'll probably be too uneasy about attacking figments to just eliminate them. My players, even after they found the real Tina's body, were too squeamish to shoot a harmless-looking person who was crying and begging for their help.
- Following from that treatment of figments, be strict about using Auntie. She appears 1) if a figment gets a PC alone; 2) if the PCs directly threaten the kids; or 3) if the encounter tracker reaches 46+ and there's a figment present. The latter isn't much of a restriction from the Warden's perspective—just put a figment in ABD around the next corner—but for the players, it helps create a comprehensible set of rules for Auntie's behavior. It also creates some fun ambiguity; when Auntie appears in a swirl of black smoke alongside a figment, players wonder, “Did that guy summon this thing?” My players suspected for the first half of the session that Tina was a puppet wielded by a plant monster (they checked to make sure that there weren't roots or vines connecting her to the wall) and that the horror was a station-wide vegetal hive mind; Auntie materializing alongside one of the figments in ABD dispelled their theories and fucked them up a bit (and then Auntie absolutely pulverized one of them).
- Brainstorm some ideas for how Auntie might be banished, destroyed, or otherwise defeated without killing or otherwise harming the kids. If players come up with good ideas themselves, of course, you just run with those, but you might find yourself in a situation where the PCs want the kids to give them some assurances that Auntie won't follow them, or just prompt the kids to “tell us what you need us to do to get rid of this thing.” Of course, if you're feeling ambitious and want to play out the consequences in a campaign, having Auntie be a permanent fixture of the kids' lives could lead to some interesting predicaments. While you're at it, flesh out the kids before your players meet them. Give them opinions, motives, and personalities.
- If you're feeling more ambitious, redesign the station spindle to operate in zero-G, with gravity only on the ring. Put weird gravitational anomalies in the elevator shaft and elsewhere in the lower parts of the spindle. Have dirt islands floating around maintenance and engineering. Sanity saves and fear saves galore. You can still have a frog pond near the generators (inside a gravity bubble), but have the hydraulic system that cools them be separate, and just gunk it up with the dead body that's carrying the hardware key to the Squid.
- If you're feeling really ambitious, throw out Imuen Station (or consign it to a background event in your campaign, briefly referred to in the news) and move the kids' timeline ahead to a point where Auntie has successfully guided them to a backwater world. The module presents Auntie in a somewhat contradictory way: Capable of at least simulating empathy toward Charis and Luca, and genuinely concerned with their safety (if for entirely self-interested reasons), yet hostile to basically all other human life, despite—can I get one last “as Valeria notes”?—craving worship. Why does she kill the harmless station staff, most of whom were kind to the kids? Play Auntie as more of a cunning manipulator, and you could develop a far more interesting scenario around her. In a hardscrabble colony on some brutally arid planet, her ability to transform the environment around her into a swamp could win her genuine worship. She could be a goddess of rain and fertility, making the desert bloom! And if she demands a few bog-body sacrifices once in a while, is that such a high price to pay? That's what visiting starship crews and passengers are for…










