Mothership vs Scum and Villainy
Compare Mothership and Scum and Villainy side by side. See differences in complexity, dice, genre, cost, and more.
| Mothership | Scum and Villainy | |
|---|---|---|
| Genre | Scifi, Horror | Scifi |
| Play Style | Rules-Light, Deadly, One-Shot Friendly, Survival, Atmospheric, Low-Prep, Cinematic, Fast-Paced | Narrative, Heist, Faction Play, Low-Prep, Roleplay-Heavy, Exploration, Atmospheric |
| Core Mechanic | Roll d100 under stat/skill. Stress and panic mechanics escalate tension. | Forged in the Dark. Roll d6 dice pool, read highest: 6 = full success, 4–5 = partial success, 1–3 = bad outcome. Position (controlled/risky/desperate) sets stakes. Flashbacks replace planning. Progress clocks track complex obstacles. |
| Dice | d100 | d6 dice pool |
| Complexity | Low | Medium |
| Accessibility | High | Medium |
| Community | Medium | Medium |
| License | 3rd Party License | Forged in the Dark |
| Cost | $ | $$ |
| Publisher | Tuesday Knight Games | Evil Hat Productions / Off Guard Games |
| Year | 2022 | 2018 |
| Best For | Terrifying sci-fi horror one-shots and short campaigns. Panic table creates unforgettable moments. | Groups who want Firefly/Star Wars-style spaceship crew adventures with Blades in the Dark's fiction-first mechanics. |
| Highlights | Rules-light, well-regarded module library, panic system creates mechanical tension | Flashbacks eliminate tedious planning, ship playbooks level up alongside characters, detailed faction system, low GM prep |
| Considerations | Panic table can cascade and end sessions abruptly, limited long-campaign support in core rules, stress mechanics can feel repetitive over extended play | Tightly tied to its specific setting, ship playbook progression can overshadow individual characters, faction system requires significant GM prep between sessions |