Mothership vs Serenity RPG
Compare Mothership and Serenity RPG side by side. See differences in complexity, dice, genre, cost, and more.
| Mothership | Serenity RPG | |
|---|---|---|
| Genre | Scifi, Horror | Scifi |
| Tags | Rules-Light, Deadly, One-Shot Friendly, Survival, Atmospheric, Low-Prep, Cinematic, Fast-Paced | Licensed IP, Ship-Based, Cinematic, Narrative, Character-Driven, Classless, Skill-Based, Character Building, Tactical, Strong GM Support |
| Core Mechanic | Roll d100 under stat/skill. Stress and panic mechanics escalate tension. | Roll an Attribute die and a relevant Skill die and add their results to meet a difficulty or beat an opposing roll. Ratings use d2–d12 and add extra dice above d12. The Game Master chooses the Attribute paired with each Skill. Personal modifiers change die sizes; outside conditions change the difficulty. Plot Points buy bonus dice before a roll or add +1 per point afterward. |
| Dice | d100 | d2–d12 |
| Complexity | Low | Medium |
| Accessibility | High | Very Low |
| Runnability | Medium | Low |
| License | 3rd Party License | All Rights Reserved |
| Third-Party Publishing | Not yet researched | No verified route found |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | $ | Unavailable |
| Publisher | Tuesday Knight Games | Margaret Weis Productions, Ltd. |
| Year | 2022 | 2005 |
| Languages | English | English |
| Best For | Terrifying sci-fi horror one-shots and short campaigns. Panic table creates unforgettable moments. | Groups who want to play a working-class spaceship crew taking risky jobs on a Western-flavored frontier. It suits tables that like a light core roll, dangerous gunfights, and characters defined as much by their flaws as by their skills. |
| Highlights | Rules-light, well-regarded module library, panic system creates mechanical tension | Playing up a mandatory Complication earns Plot Points, so a character's flaws fund the bonus dice and damage reduction they need in a crisis. Plot Points buy GM-approved story facts on a priced scale from inconsequential to major, giving players a measured say in the plot. The crew's ship has its own Attributes, Traits, and Skills, giving its condition and quirks a mechanical role in play. |
| Considerations | Panic table can cascade and end sessions abruptly, limited long-campaign support in core rules, stress mechanics can feel repetitive over extended play | Severe Wounds penalize every Attribute die and can require surgery followed by days of recovery. Owning a ship adds monthly bookkeeping: a maintenance roll sets the bill, and each month of skipped upkeep lowers the ship's Vitality toward a breakdown. Social conflict uses ordinary Influence rolls with no dedicated procedure for arguments, negotiation, or deception. |