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2300 AD vs Mothership

Compare 2300 AD and Mothership side by side. See differences in complexity, dice, genre, cost, and more.

2300 ADMothership
GenreScifiScifi, Horror
TagsCareer-Based, Skill-Based, Simulation, Combat-Heavy, Tactical, Crunchy, Ship-Based, Exploration, Random Tables, Strong GM SupportRules-Light, Deadly, One-Shot Friendly, Survival, Atmospheric, Low-Prep, Cinematic, Fast-Paced
Core MechanicFor a task, roll d10 and add modifiers from applicable skills and characteristics; meet a difficulty target from 2 for Simple to 18 for Impossible to succeed. A natural 1 fumbles, while failed checks use a separate roll to determine whether the character may retry or suffers a mishap. Hasty, hazardous, uncertain, and cooperative tasks modify time, failure risk, information, or group participation without changing the core check.Roll d100 under stat/skill. Stress and panic mechanics escalate tension.
Diced10d100
ComplexityHighLow
AccessibilityMediumHigh
RunnabilityHighMedium
LicenseAll Rights Reserved3rd Party License
Third-Party PublishingNoncommercial only — Mongoose Publishing Fair Use PolicyNot yet researched
Summary only, not legal advice. Check current terms before publishing.
Cost$$
PublisherGDWTuesday Knight Games
Year19882022
Best ForGroups who want career-shaped crews exploring a politically divided interstellar frontier where starship operations and hard-science constraints drive missions.Terrifying sci-fi horror one-shots and short campaigns. Panic table creates unforgettable moments.
HighlightsCareer terms turn pre-play service into skills and organizational ties, giving each crew member a practical history that feeds later missions. Space combat uses hex movement and signature-based detection, making maneuver and sensor discipline as important as weapon range. Linked world-generation and mapping procedures build planets down to regional terrain, giving exploration campaigns playable locations instead of setting prompts.Rules-light, well-regarded module library, panic system creates mechanical tension
ConsiderationsCharacter creation can end when a turning-point roll fails, leaving a concept in its current career before the player intended. Combat routes each hit through location and damage-type tables, adding several lookups to a fight. The future history assumes a World War III and French hegemony, so campaigns are tied to a specific 1980s vision of the 24th century.Panic table can cascade and end sessions abruptly, limited long-campaign support in core rules, stress mechanics can feel repetitive over extended play