Lone Star Solo Rules For Mothership RPG
Lone Star Solo Rules For Mothership RPG
PERSONALITY TABLES
Roll Personality Comes across Can be… A bit… Sometimes…
as...
0 Blunt/No verbal Filter/honest Chatty Demanding Callous Smart
1 Inept/blames others/shirker Needy Sensible Depressed Creative
2 Living off past glories/ Ruthless Attentive Daredevil Blunt
3 Ignoble/cowardly/dishonest Greedy Romantic Democratic Casual
4 Weak-willed/self-serving Dramatic Precise Arrogant Timid
5 Problem Solver/Fixer Curious Dedicated Careless Rigid
6 Skilled/dedicated to the task Cheerful Flighty Competitive Methodical
and team
7 Noble/honourable Bully Determined Conventional Leader
8 Driven/self motivated/ go- Indecisive Assertive Peacemaker Loner
getter
9 Blunt/No verbal Filter/Self Flamboyant Argumentative Forgetful Pessimistic
Serving
Example: if my first roll were 7 8 2 0 5 my crewmate would be: Noble (7) but
indecisive, attentive, a bit callous and sometimes rigid in his thinking
This list gives me enough to play this NPC and keep them behaving with a level
of continuity from session to session.
Record these personality traits on their character sheets but make sure you
include the number for their personality, eg. Noble (7) or Inept (1).
At the top of a scene, I will roll 1d10 for each crewmate.
Roll Behaviour
0 The character acts out of character negatively.
1 The character behaves negatively.
2 Something from the character’s backstory negatively influences their action.
3 The character indulges or expresses a vice or ignoble facet of their character.
4 The character takes the easiest and safest possible option for them.
5 The character acts following their current desire or to preserve their well-being.
6 The character uses an aspect they’re comfortable with (a skill, profession, tactic, or
similar).
7 The character expresses a noble facet of their character.
8 Draw a new Behaviour. Play any behaviour; interpret it positively as the character’s
action.
9 The character acts out of character positively.
If the number you have rolled is less than their personality number, increase your
roll by one.
If the roll is greater than their personality number, decrease your roll by one.
This modifier means that crewmembers will tend to behave true to the
personality you rolled for them, while also having the flexibility to think for
themselves.
Example: so my crewmate, which is naturally Noble (7), at the start of the next
scene, gets a behaviour roll and rolls five. This roll is below his regular seven, so
I move it up to a six, and the crew member tries to stay in their comfort zone.
These personality and behavioural rolls make your crew members independent
of what you may want them to do.
Scenes
One of the Wardens tasks, normally, is to create the opening scene from which
your adventure evolves. A Warden may have planned a few set play scenes,
such as discovering the alien bodies, the encounter with hostile scavengers and
the final battle. Scenes in solo play are more important. If you think of a regular
game session, every time the Warden skips a block of time, one scene ended,
and another started. Think of it as if a movie director had shouted “Cut!”
everyone grabbed a coffee and then setting up the new scene before the snap of
the clapper board and “Action!”
You will instinctively decide when your scenes start and end. If you walked from
one end of your ship to the other and you role-played, imagined, the entire
journey, that is one continuous scene. If you made the same journey but jumped
from deciding to head to the bridge to your arrival, that was two scenes. One
ended when you hit the door open control, and the other started as you stepped
on to the bridge.
SCENE SET UP
Scenes are important for a couple of reasons in solo play. Where a Warden
would have game or campaign notes, you will keep a few lists. One of those lists
will be a scene list. This list will serve as a storyboard of your adventures. It will
help you keep the facts straight when returning to the same location; it remains
consistent.
Scenes are not created in advance, as a Warden would, they are created as
needed. In traditional games scenes are often associated with railroaded play,
solo play is centred on sandbox play where anything can happen.
BLOCKCHAIN
At the start of a new scene, you will roll 6d10 and record the results. These serve
three purposes. Write down the six numbers as single 0-9 digits, and then write
them down as 00-99 results using adjacent pairs.
Example: 2 0 1 3 3 9 will also be written as 20, 01, 13, 33, 39. I m going to call
this run of numbers the Blockchain because it sounds cool, it is easier to use
than “long list of numbers”.
The Blockchain will include both sets of single-digit and double-digit numbers.
Unused numbers from previous scenes are left in the Blockchain, and the new
numbers added. Because Mothership is designed to be played with minimal dice
rolling, your Blockchain may grow faster than you use it.
When the solo rules call for a dice roll, you will take numbers from your
Blockchain, rather than physically rolling dice.
If your Blockchain runs out of numbers, you will roll another set of 6d10 and add
them to the end of your Blockchain.
STARTING A SCENE
At the top of a scene, you are going to make a few rolls.
Blockchain
Roll 6d10 and add these numbers to your Blockchain as both 0-9 and d100 rolls.
Doom
Take the next d10 roll from your Blockchain. If it is below your current Doom, the
scene has been subverted (see below).
Facts
Create two facts. Take the next four d10 rolls and generate two facts. Record
these facts in your game notes.
Subverted Scenes
A subverted scene is not how or what you expected. The scene becomes a plot
twist. Plot twists can use one or both facts (above) as their inspiration. You
should also consider the story so far, and the type of adventure you want to
have. If you cannot think of anything instantly, then ignore this plot twist but
increase your Doom by one, so making another subverted scene more likely in
future.
Subverted scenes are good for introducing new NPCs, reintroducing NPCs you
thought were dead, creating a crisis when things were going so well and
generally throwing a spanner in the works.
Crew Behaviour
For each member of the crew present, roll their behaviour for this scene.
PLAYING A SCENE
You solo play a scene by imaging your character and any crew in that location.
You imagine your characters actions and conversations. At any point where you
don’t know enough about your scene, that is when you would resort to either the
Facts you generated for inspiration or to an open or closed question.
Where Mothership character skill tests are called for, you use the genuine skill.
You do not use a closed question to see if you fixed a section of hull or can hack
a security system. Use Mothership for Mothership and the question tools for just
the parts that the Warden would create or describe.
The scene continues until you recognize a natural end, or a ‘fade to black’
moment, such as skipping a block of time.
RECORDING SCENES
It is useful to keep a list of your scenes. A record sheet is provided below. The
scene list gives you a chronological order of your stories scenes but also who
was present and where it took place.
Location
The location can be a physical location or a place in the story. You can be
specific such as Johan’s Quarters or broad such as Planet Fall.
Action
The action describes very briefly what happened. This is just a reminder as to
what happened in the scene. It can double up as a memory aid if you read the
list through before you start to play. It is also useful for remembering where and
when you first met NPCs or whether it is safe to go back to that bar where you
met those drunken marines…
NPCs
Who took part in the scene? This record helps you to remember where you met
people but also who is deserving of experience should you survive the night.
Entrance/Exit
How did the scene start and how did it end. Logically these entries should line up
from scene to scene. Solo has some special qualities that are hard to do in
regular games. You will read about those below, but they make use of entrance
and exit points.
Doom
This records the current Doom value during that scene. It is normal for the Doom
to increase by one or two points per scene when critical rolls are made.
SCENES LIST
Game:
Location Action NPCs Entrance/Exit
Doom:
Doom:
Doom:
Doom:
Doom:
Doom:
Doom:
NPCs
This chapter deals with all those other NPCs, not your crew. You will inevitably
meet other NPCs during your game. Stopping your game to roll up a full NPC
every time you talk to someone is tiresome and not a good use of your gaming
time.
Instead, I have provided an NPC record sheet.
When you create an NPC, just create a name, and if you need one, roll a
personality for them. As they display skills, for example, if you bribe an engineer
to make some illegal mods to your ship, list the skills they use and roll just
enough to set their skill level. You may end up with just one or two stats, a
couple of saves and a single skill.
You may want to go back and complete the character creation for the NPC if you
think they will be a recurring part in your story, or the partial outline may be
sufficient. Either way, this short form will keep your game moving faster than
stopping to make complete NPCs.
The NPC record sheet records Name, Location, Class/Saves and Skills/Loadout
Location
Where did you meet this NPC? It could be a physical location, a time frame or a
scene.
Class/Saves
If they have a class, record it, if you have settled on any saves note them here.
Skills/loadout
You can build these piecemeal as you learn more about the NPC. Having a
record helps you to maintain continuity between sessions and games.
NPC LIST
Game:
Name Location Class/Saves Skills/Loadout
Plots
At the start of your very first solo session, you may or may not have an idea of
where your story is going. It helps if you have an idea of the sort of game you
would like to play.
Page 24 of the Mothership RG Players Survival Guide has Mercenary
Motivations as a random table. This table is the perfect kickstart to your solo
game, give yourself a random motivation if you need one, or why stop at one?
Roll a couple and see if you can rationalize them.
SPONTANEOUS PLOTS
You will find yourself creating spontaneous plots out of thin air. In my game, I
wanted to go to the bridge, but a subverted scene created a stowaway that had
locked me out of the bridge. Why was the stowaway there? What were they
running from or to something?
In a different game, I asked the rules if someone was pleased to see me. I had
been there several times before and helped them in previous adventures. The
result was a No, which I didn’t expect. A follow up open question suggested that
they were in trouble. All of a sudden, I had a possible side quest or subplot.
Any unexpected question subverted scene or complication can create a loose
thread or possible side plot. Did an enemy who you thought was dead just walk
into the mess hall? How did they survive? Is it them or a clone or android
double?
I typically have five to seven loose ends in my games at once. At the beginning
or end of a solo session, I look at my list of Plots and try and connect several into
one more complicated or advanced plot. Were two mercenaries trying to kill you?
Then there is probably one person with a grudge, or there could be a bounty on
your head. Once you have a few more established plots, they will naturally
suggest answers to unexpected answers, complications and scenes.
This is how the sandbox universe is created. You didn’t start with a planned
overarching story but combining your own vision of randomly prompted events
forges them into a storyline for your adventure. Before long, it is only natural for
bad things to be caused by the forces you are working against.
Reviewing your plot list is a simple piece of housekeeping that you should do
before a solo session. It refreshes in your mind the outstanding storylines and
helps your improvisation by giving your suggestions for cause and effect.
Who
Who is involved in this plot? Most plots have some kind of agent that acts as the
introducer. It could be a friendly face, but with a big problem, it could be a bounty
hunter with your name on a warrant. Note down the significant NPC(s) for this
plot.
What
What are the important facts as you know them? You may be completely wrong,
but from your characters point of view what is happening?
Where
This can relate to a scene, a time or a place, if it is a corrupt mining foreman on a
particular outpost the scope of the plot more geographical. If it relates to an
interplanetary arrest warrant, it could come up again and again.
Connections.
When you are trying to link individual events, you can note the connections here.
It makes reviewing your list much easier if you can see the connections as a
glance.
PLOT LIST
Game:
Who? What? Where? Connections?
Tracking Progress
Sometimes you will end up with lots of things to track while you are playing. The
game world is not static just beyond the scene you can see and hear. To make
tracking events easier, I suggest using progress clocks.
A progress clock is an idea from Powered by the Apocalypse games. They are
wonderfully simple and make it very easy to track all sorts of events.
A progress clock is a simple circle that you divide into segments. Each clock has
an event attached to it. When certain triggers are met, you fill in one segment of
the clock. When all the segments are filled, the clock is said to have run down,
and the event happens.
How many segments depends on the event and how likely you think the event is
to happen.
Some triggers will be blocks of time, and others will be more arbitrary.
EVENT-DRIVEN CLOCKS
An event-driven clock is one that online counts down when certain events
happen. Imagine your character is sneaking around an alien spaceship. Every
time you fail to be quiet (Athletics or Military Training) you tick the clock one
segment, every time you do something that could be noticed, such as forcing a
hatch, hiding a body in a locker, you tick down the clock. When the clock is run
down, one of the alien security crew has discovered something and raises the
alarm.
When you create the clock, you can decide how alert these aliens are. Alert
aliens will need fewer segments on their clock as they are more likely to spot
something out of the normal. Peaceful and relaxed aliens will have more
segments and are less likely to every spot your intrusion.
TIME-DRIVEN CLOCKS
Some events are based upon time. If you only have 14hrs to shutdown your
reactor core, you may play out a lot of scenes in that time, and it could take you
many days in real-time. A clock that you tick down every time you think an hour
will have passed will keep track of your impending doom.
PLOT CLOCKS
You can create a clock for a plot if you can identify either a time frame or events,
that will mark its progress. You also need an idea of what the counting down of
the clock will mean.
For example, if the plot is that the villain is bombarding a mining colony, hoping
for it to surrender. You decide that the colony will withstand the bombardment for
four days. Your clock is a circle cut in quarters. Each day, you tick the clock
down. If you can break the siege before the four days are up, then the colony
doesn’t fall. If you take five days to return with a relief force, you will find the
colony a radioactive crater.
Some clocks will never tick down. You could sneak in and out without ever
alerting the aliens. With others, they are inevitable, and it is more a question of
where you got to before the ship jumps, the missiles launch or the police arrive.
Clocks are purely visual and extremely easy to maintain. Before your game, you
check what clocks are running and what the criteria and events are—anything
irrelevant you can discard.
Published Adventures
There is an increasing number of published adventures for Mothership, and you
do not want to miss out. Part of the common culture around role-playing is having
played, and possibly died during the same adventures as other people, of having
reached different solutions to common problems.
Playing published adventures solo is a very different style of play to when they
are run by a GM. Published adventures can challenge your role-playing skills.
The process is quite simple but does require preparing the adventure for solo
play.
1. Read the Adventure. You have to have a working knowledge of the adventure.
I am afraid that this does mean that you will know the twist in the tail, or shock
ending if there is one.
2. Identify the most important scenes, the things that absolutely must happen for
the adventure to work.
3. Map out the adventure as a simple flow diagram of scenes. The adventure is
not supposed to be a railroad from scene to scene, but if you know those
essential scenes, you can always reroute your adventure to make sure you
end up in the right place. Most published adventures are flexible enough that
they contain conditional branches in case the characters go off in the wrong
direction. The entry and exit points on the Scenes List are helpful here.
4. Now you know what is suppose to happen, who the NPCs are (from your read
through), the scenes from plot hook to the showdown, and what you
absolutely must do. You can now role-play the adventure.
5. Scaling encounters. You need to make subjective decisions as to when you
can scale down an encounter. You can scale by reducing the number of foes
you encounter or by reducing their level. The former may be easier to do, as
scaling the level may mean recreating many NPCs.
6. Mothership is meant to be hard to survive. Do not tone encounters down too
much, or you will lose some of the inherent danger of being alone in space.
7. Do not ask questions that will break the adventure, it may sound obvious, but
when you need a complication, you have to be sympathetic to the adventure
you are playing, the same is true for subverted scenes.