I wrote about this a little on twitter the other day, but we’re changing the way we do ship combat in Mothership. In Mothership, ship encounters are social encounters, not dog fights. The game assumes that the minutiae and logistics of conducting space warfare can largely be handled by the ship’s computer. What can’t be handled is the decision making: should we risk death to fight with this other ship. This means we’re placing a heavy emphasis on a ship’s innate capabilities over the talents of the individuals aboard the ship.1 This feels very on point for a horror game to me. You’re stuck inside the ship that might be your tomb, whether you decide to fight or flee may be one of your last decisions. Also, any aspect of the game that means players are going to talk more about the risks of a given scenario is a good one in my book.
The Construct Itself Of all the artefacts the ancients left littered across the cerulean sands of Vaarn, few are more imposing than the canted bulwark of pale ferrosteel that is known variously as …
Down With The 6 Mile Hex! A Modest Proposal - Silverarm
Creators often live in the shadow of their own previous work, the big thing they're known for. Danial Radcliffe isn’t called the guy from Guns Akimbo or Swiss Army Man- he’s Harry Potter to the average person on the street. Steamtunnel at the Hydra’s Grotto can be counted among these shaded creators by their well known 2009 blog post “In Praise of the Six Mile Hex”. In it they laud the 6 mile hex scale as the most convenient for computing distances at the table.