My favorite part of Mothership is clearly defining failure for the players. Instead of reacting to failure like in D&D, the Warden can be proactive and set what will happen if the roll is a failure ahead of time. Then the player can decide if the risk is worth the roll based on the percentage chance of success (their stat). This is a sty…
My favorite part of Mothership is clearly defining failure for the players. Instead of reacting to failure like in D&D, the Warden can be proactive and set what will happen if the roll is a failure ahead of time. Then the player can decide if the risk is worth the roll based on the percentage chance of success (their stat). This is a style I’ve ported over to my 5e game. I’ll define what will happen if the roll fails and then tell the player what the DC is. The percentage of success isn’t as clear in 5e, but it’s working for now. Mothership really inspired me and changed how I think about GMing.
It's a very cool system. The warden's guide is a great piece of advice and thoughts on running roleplaying games in general, not just Mothership. I learned a lot from reading it!
My favorite part of Mothership is clearly defining failure for the players. Instead of reacting to failure like in D&D, the Warden can be proactive and set what will happen if the roll is a failure ahead of time. Then the player can decide if the risk is worth the roll based on the percentage chance of success (their stat). This is a style I’ve ported over to my 5e game. I’ll define what will happen if the roll fails and then tell the player what the DC is. The percentage of success isn’t as clear in 5e, but it’s working for now. Mothership really inspired me and changed how I think about GMing.
It's a very cool system. The warden's guide is a great piece of advice and thoughts on running roleplaying games in general, not just Mothership. I learned a lot from reading it!