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Review: Worms! Worms! Worms!:: [Roger's Reviews] Nobody loves me, everybody hates me, I'm gonna eat some Worms... oh wait.
Posted: Wed, 23 Sep 03:15:36
One of the greatest strengths of Mothership is how its lean design and open-ended scenario generation have sparked an explosion of community content, creating a absolute golden age for Wardens seeking immediate playability. The pamphlet module in particular has emerged as the system's ideal form factor. It offers a tight, zero to low prep two page format packed with high leverage tables, vivid maps, and immediate tension. Whether you need a lethal one s hot for a last-minute game night, an intersession filler while the crew is en route to their next payday, or a strange distress call to drop seamlessly into an ongoing sandbox campaign with practically zero tweaks required, the sheer volume of high quality pamphlet scenarios gives you an endless toolkit of ready to run panic.
That utility is showcased brilliantly in Worms! Worms! Worms!, a collection of five distinct pamphlet modules by Scott Garriott, Clive Lancaster, and Terry Herc that lean heavily into parasitic sci-fi horror. Each scenario offers a unique angle on a worm infested nightmare, giving you a diverse set of drop-in scenarios.
Right As Rain
by Scott Garriott
Deliver divorce papers at a luxury orbital clinic, only to find the staff are hollow skins filled with writhing worms. Patients are next on the table. Can you escape before everyone is made “Right As Rain”?
Paradise Park
by Clive Lancaster
A once-beloved orbital water park reopens with a fresh coat of paint, but your delivery tanker has brought more than reprocessed water. Sunburnt guests, desperate teens, and WORMS (lots of worms) turn this pleasure dome into a nightmare.
Payday Gambit
by Terry Herc
What should be a simple pickup job on a shrouded mining world hides a far richer haul and far deadlier risks. Abandoned equipment, silicate treasures worth millions, and parasitic deep worms lurking in the trenches. How much are you willing to gamble?
Fracking Worms!
by Scott Garriott, Clive Lancaster, and Terry Herc
A corporate ice-rig shakes apart as radioactive worms swarm the site, drawn by drilling deep into something vast beneath the planet’s crust. Workers riot, eco-saboteurs stir chaos, and flying larvae rain from the sky. You’ve got three hours before it all blows
Worm Jelly
by Scott Garriott, Clive Lancaster, and Terry Herc
A wounded void jelly drifts across the trade lanes, stuffed with psychic pearls worth a fortune. Rival crews carve into its living flesh as cartel thugs, scientists, and scavengers clash inside the labyrinthine body of the dying giant. Every step risks waking something even worse.
There is something primal and deeply unsettling about worms that makes them the ultimate fit for Mothership’s brand of claustrophobic, body centric horror. Space travel in the game is already defined by cramped, sealed environments where safety is an illusion, and worms exploit that exact vulnerability. They violate boundaries, both architectural and anatomical. They aren't noble or predators you can negotiate with. They are blind and consuming organisms that burrow into steel bulkheads, wriggle through life support ducts, and infest the human body from the inside out. In a system where loss of autonomy and rising stress are constant threats, the creeping horror of a parasitic worm with the silent incubation, the squirming beneath the skin, and the horrific moment of bursting forth taps directly into our deepest fears of contamination and helpless physical decay. They turn the crew’s own flesh and the very ship keeping them alive into a breeding ground, leaving nowhere to hide and no one to trust.
As a set, Worms Worms Worms is a fantastic set of adventures that you can pull off the shelf to show how much you can pack into six panels of paper. Every single pamphlet gives you a self contained two to three hour nightmare that you can unfurl on the fly. A trubute to how the pamphlet format works so well with Mothership.
Posted: Wed, 23 Sep 03:15:36
by leroy43
Worms! Worms! Worms! is a set of five different pamphlet modules for Mothership.One of the greatest strengths of Mothership is how its lean design and open-ended scenario generation have sparked an explosion of community content, creating a absolute golden age for Wardens seeking immediate playability. The pamphlet module in particular has emerged as the system's ideal form factor. It offers a tight, zero to low prep two page format packed with high leverage tables, vivid maps, and immediate tension. Whether you need a lethal one s hot for a last-minute game night, an intersession filler while the crew is en route to their next payday, or a strange distress call to drop seamlessly into an ongoing sandbox campaign with practically zero tweaks required, the sheer volume of high quality pamphlet scenarios gives you an endless toolkit of ready to run panic.
That utility is showcased brilliantly in Worms! Worms! Worms!, a collection of five distinct pamphlet modules by Scott Garriott, Clive Lancaster, and Terry Herc that lean heavily into parasitic sci-fi horror. Each scenario offers a unique angle on a worm infested nightmare, giving you a diverse set of drop-in scenarios.
Right As Rain by Scott Garriott
Deliver divorce papers at a luxury orbital clinic, only to find the staff are hollow skins filled with writhing worms. Patients are next on the table. Can you escape before everyone is made “Right As Rain”?
Paradise Parkby Clive Lancaster
A once-beloved orbital water park reopens with a fresh coat of paint, but your delivery tanker has brought more than reprocessed water. Sunburnt guests, desperate teens, and WORMS (lots of worms) turn this pleasure dome into a nightmare.
Payday Gambitby Terry Herc
What should be a simple pickup job on a shrouded mining world hides a far richer haul and far deadlier risks. Abandoned equipment, silicate treasures worth millions, and parasitic deep worms lurking in the trenches. How much are you willing to gamble?
Fracking Worms!by Scott Garriott, Clive Lancaster, and Terry Herc
A corporate ice-rig shakes apart as radioactive worms swarm the site, drawn by drilling deep into something vast beneath the planet’s crust. Workers riot, eco-saboteurs stir chaos, and flying larvae rain from the sky. You’ve got three hours before it all blows
Worm Jellyby Scott Garriott, Clive Lancaster, and Terry Herc
A wounded void jelly drifts across the trade lanes, stuffed with psychic pearls worth a fortune. Rival crews carve into its living flesh as cartel thugs, scientists, and scavengers clash inside the labyrinthine body of the dying giant. Every step risks waking something even worse.
There is something primal and deeply unsettling about worms that makes them the ultimate fit for Mothership’s brand of claustrophobic, body centric horror. Space travel in the game is already defined by cramped, sealed environments where safety is an illusion, and worms exploit that exact vulnerability. They violate boundaries, both architectural and anatomical. They aren't noble or predators you can negotiate with. They are blind and consuming organisms that burrow into steel bulkheads, wriggle through life support ducts, and infest the human body from the inside out. In a system where loss of autonomy and rising stress are constant threats, the creeping horror of a parasitic worm with the silent incubation, the squirming beneath the skin, and the horrific moment of bursting forth taps directly into our deepest fears of contamination and helpless physical decay. They turn the crew’s own flesh and the very ship keeping them alive into a breeding ground, leaving nowhere to hide and no one to trust.
As a set, Worms Worms Worms is a fantastic set of adventures that you can pull off the shelf to show how much you can pack into six panels of paper. Every single pamphlet gives you a self contained two to three hour nightmare that you can unfurl on the fly. A trubute to how the pamphlet format works so well with Mothership.
Review: Survivors of the Core Wars:: [Roger's Reviews] Survivors of the Core Wars - I need to send in a sub, stat!
Posted: Wed, 23 Sep 03:15:28
The characters presented in this deck are all folks that have been through the Core Wars (giving me vibes of the Blue Öyster Cult song Veteran of the Psychic Wars). The characters all have some genuinely cool art on the front to give you an idea of what kind of character it is, as well as leaning into the bleak sci-fi aesthetic that makes Mothership feel so evocative. Flipping them over, you have crisp, clear stats that make running an unexpected rival, hireling, employer, or emergency replacement PC completely seamless. There's a brief bio for each character (which Wardens and players alike are free to ignore of course), and the stats are generally better than a freshly rolled up character.
On the flip side, these characters are definitely experienced and most have some unresolved stress (as high as 8!) that shore leave hasn't been able to fix yet (or maybe they just haven't had the credits). These are seasoned survivors who have already stared into the void and somehow lived to tell the tale.
Cards are coded by faction, and there's a Warden handout to model how different faction members react/interact should they encounter one another. If you are planning to use these NPCs in your own design, they can slot right in.
The cardstock is super heavy, and they have silver edges. That's a nice touch.
Highly recommended for the art alone; it's functionality is a the icing on the cake.
Posted: Wed, 23 Sep 03:15:28
by leroy43
Knowing that in Mothership it’s usually a question of when and not if something goes seriously sideways, having a stack of fifty sturdy 4x6 cards ready to deploy is an invaluable resource for both Wardens and players alike.The characters presented in this deck are all folks that have been through the Core Wars (giving me vibes of the Blue Öyster Cult song Veteran of the Psychic Wars). The characters all have some genuinely cool art on the front to give you an idea of what kind of character it is, as well as leaning into the bleak sci-fi aesthetic that makes Mothership feel so evocative. Flipping them over, you have crisp, clear stats that make running an unexpected rival, hireling, employer, or emergency replacement PC completely seamless. There's a brief bio for each character (which Wardens and players alike are free to ignore of course), and the stats are generally better than a freshly rolled up character.
On the flip side, these characters are definitely experienced and most have some unresolved stress (as high as 8!) that shore leave hasn't been able to fix yet (or maybe they just haven't had the credits). These are seasoned survivors who have already stared into the void and somehow lived to tell the tale.
Cards are coded by faction, and there's a Warden handout to model how different faction members react/interact should they encounter one another. If you are planning to use these NPCs in your own design, they can slot right in.
The cardstock is super heavy, and they have silver edges. That's a nice touch.
Highly recommended for the art alone; it's functionality is a the icing on the cake.
New Image for Commemorative Adventure Series: Book 16: The Haunted House of Clendil
Posted: Wed, 23 Sep 03:14:49
Posted: Wed, 23 Sep 03:14:49


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