TTRPG Wiki

Compare tabletop RPG systems to find your next game

Impulse Drive vs Mothership

Compare Impulse Drive and Mothership side by side. See differences in complexity, dice, genre, cost, and more.

Impulse DriveMothership
GenreScifiScifi, Horror
TagsSpace Opera, Ship-Based, Playbook-Driven, Fiction-First, Character-Driven, Mission-Based, Strong GM Support, Improvisation, Hackable, CC-Licensed RulesRules-Light, Deadly, One-Shot Friendly, Survival, Atmospheric, Low-Prep, Cinematic, Fast-Paced
Core MechanicWhen a Move tells you to roll, roll 2d6 and add the modifier it names, usually one of five Approaches (Volatile, Calculating, Slick, Stalwart, Alien) rated from -3 to +3. A 10+ is a full success, a 7–9 is usually a success with a cost or fewer choices, and a 6 or lower marks XP while the Space Master makes a Call. Advantage means rolling 3d6 and keeping the two highest dice, and Disadvantage keeps the two lowest. The two cancel each other out and never stack.Roll d100 under stat/skill. Stress and panic mechanics escalate tension.
Dice2d6d100
ComplexityMediumLow
AccessibilityVery HighHigh
RunnabilityLowMedium
LicenseCreative Commons Attribution-ShareAlike 4.0 International3rd Party License
Third-Party PublishingCommercial publishing allowed — Open licenseNot yet researched
Summary only, not legal advice. Check current terms before publishing.
CostFree$
PublisherAdrian ThoenTuesday Knight Games
Year20192022
LanguagesEnglishEnglish
Best ForGroups who want an episodic, TV-style space opera about a broke crew taking contracts aboard a ship they build together, where each character's flaws drive both trouble and advancement.Terrifying sci-fi horror one-shots and short campaigns. Panic table creates unforgettable moments.
HighlightsApplying a Hook when it complicates a scene gives Disadvantage, so playing to a character's flaws drives advancement. Money is never tracked literally: completing a Contract triggers the ship's Payment Move, and a standard result lets the crew pick only two spends such as maintenance or an upgrade. Harm can always be converted into Stress, and a full Stress track forces a permanent Calamity that changes the character for good.Rules-light, well-regarded module library, panic system creates mechanical tension
ConsiderationsThere is no setting chapter, so the galaxy and its factions are invented by the group during character creation, ship creation and the first session. Money is abstracted and the crew is deliberately kept broke, so groups who enjoy tracking prices and trade margins get tiered gear lists and cargo categories instead. There is no separate ship-combat resolution engine: crews apply the personal Universal Moves through the ship at ship-scale ranges, dealing Damage instead of Harm.Panic table can cascade and end sessions abruptly, limited long-campaign support in core rules, stress mechanics can feel repetitive over extended play