Belly of the Beast vs Mothership
Compare Belly of the Beast and Mothership side by side. See differences in complexity, dice, genre, cost, and more.
| Belly of the Beast | Mothership | |
|---|---|---|
| Genre | Post-Apocalyptic, Horror | Scifi, Horror |
| Play Style | Survival, Grimdark, Gritty, Horror, Player-Only Rolls, Theater of the Mind, Resource Management, Inventory Management, Roleplay-Heavy, Atmospheric, Sandbox, Fiction-First, Faction Play, Classless, Skill-Based, Weird, GM-Friendly | Rules-Light, Deadly, One-Shot Friendly, Survival, Atmospheric, Low-Prep, Cinematic, Fast-Paced |
| Core Mechanic | Roll 1 base d6 plus up to 5 Instinct Dice spent from a refillable pool plus any Advantage Dice, capped at 10 total. Each die is a success on a face value set by your relevant Skill Rank — Rotten (6), Acceptable (5+), Capable (4+), Brilliant (3+). Tasks have a Difficulty (successes needed), Severity (how much failure hurts), and optional Threshold (successes removed before counting). Players roll for everything; the GM never rolls. Spent Instinct Dice are gone until earned back by acting in line with your two Instincts. | Roll d100 under stat/skill. Stress and panic mechanics escalate tension. |
| Dice | d6 dice pool | d100 |
| Complexity | Medium | Low |
| Accessibility | Medium | High |
| Runnability | High | Very High |
| License | Proprietary | 3rd Party License |
| Cost | $ | $ |
| Publisher | Sigil Stone Publishing | Tuesday Knight Games |
| Year | 2016 | 2022 |
| Best For | Groups who want grim survival horror in a confined weird-fiction setting where character Instincts and a scavenging mission cycle — not heroic combat — drive every session, and who are comfortable with a GM who never rolls and tunes threats by feel. | Terrifying sci-fi horror one-shots and short campaigns. Panic table creates unforgettable moments. |
| Highlights | Instinct Dice tie character drives directly to dice pool depth — acting on your two Instincts earns dice you spend to survive future rolls, so leaning into your character's flaws is how you stay mechanically competent. Tasks have three independent dials — Difficulty, Severity, and Threshold — letting the GM build a D1/S4/T0 assassin or a D5/S1/T2 vault door that feel mechanically distinct without an enemy stat block. Succumb and Transcend let any player auto-resolve a Task or Scene by embracing or permanently renouncing an Instinct — Succumb leaves the character Ashamed and unable to Advance until they atone, while Transcend removes that Instinct and its dice income from the sheet forever. | Rules-light, well-regarded module library, panic system creates mechanical tension |
| Considerations | Players roll for everything and the GM never rolls, so every Enemy, Hazard, and Sickness is a Difficulty, Severity, and Threshold the GM sets by feel during play rather than reading from a stat block. Combat uses abstract Hand/Arm/Reach/Near/Far ranges with no grid, no movement tracking, and no initiative — the GM calls turn order from the fiction. Setting material includes normalized slavery, frenzy-mad cannibals, and an in-fiction gender framing where women are treated as more 'precious' than men due to reproduction — the book flags the last point in a sidebar and suggests GMs skip it if uncomfortable. | Panic table can cascade and end sessions abruptly, limited long-campaign support in core rules, stress mechanics can feel repetitive over extended play |