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MOTHERSHIP: THE STARS WILL NOT BREAK ME

MOTHERSHIP: THE STARS WILL NOT BREAK ME

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MOTHERSHIP: THE STARS WILL NOT BREAK ME
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CONTENT WARNING: THIS PRODUCT CONTAINS MENTIONS OF SELF HARM, DRUG USE AND SUICIDE

It's hard out there, in the great nowhere. "No one will hear you scream" stops being a throwaway gag once you're out in the void and the closest thing to your ship is several lifetimes away.

Time in space takes a toll on you, and sometimes, you're going to travel places meant for no one to see, things will get violent, people will die, and that will slowly make your life harder.

Trauma is no joke.

Trauma and mental illness are things I, the author, as a person, have to deal with, every day.

One day, it might even get me.

But that day hasn't come yet, and it's why I play games where I can vicariously experience other people dealing with the same shit that I do, and triumphing anyway.

Today, I bring you a modification of the rules for panic effects in Mothership that put the emphasis on player choice: instead of losing control, your character will find ways to cope.

These ways to cope might not be healthy, but they help stay somewhat sane. They will make it easier to not run away screaming, but at a cost. Perhaps you'll punish your body, perhaps you'll start retreating behind a wall of silence, perhaps you'll grow hateful and abusive, but at least, you'll be functional. Sometimes.

These mechanics put your character in complete control of how they deal with the trauma they get saddled with: your character will never go berserk unless you make them. The idea is to make rules that encourage roleplaying trauma without forcing you to, because I find that it makes it harder to feel something when a game just tells you to feel it.

This add on also comes with fun additionnal drugs, including some specifically made for androids, and an adventure location for cheap stress relief at a terrible cost.

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