1. To what extent was H.P. Lovecraft an influence on Mothership? Were there specific stories or concepts you feel that directly or indirectly shaped the game’s tone or mechanics?
One of my best friends got into Lovecraft when we were in high school. It went completely over my head. But through him I got into Call of Cthulhu. It’s still one of the scariest RPG memories I’ve ever had. That and the idea that your characters could be on this downward spiral rather than becoming more powerful really appealed to me.
Stories that Lovecraft influenced have had a larger impact on me: Berserk, The Mist, The King in Yellow, Thomas Ligotti, Clark Ashton Smith, The Thing, Annihilation, Amnesia: Dark Descent, Hellboy, Providence, Half-Life, Junji Ito, Event Horizon. At the Mountains of Madness — particularly the manga adaptation by Gou Tanabe — always looms large in my mind.
2. Lovecraft famously emphasized fear of the unknown and mankind’s insignificance in the cosmos. Did you translate those themes into the actual play experience of Mothership and, if so, how?
That’s a big part of what we’re trying to do. We didn’t want Mothership to feel like a fun romp around the galaxy with talking aliens or knowable alien civilizations like in Star Wars or Mass Effect. We wanted space to feel like a lonely desert highway to nowhere. A lot of this comes down to how we choose what modules we write.3. The Stress and Panic mechanics in Mothership are central to the game. Are these meant to evoke the classic Lovecraftian “descent into madness” or did you have something different in mind?
No, by the time Mothership arrived on the scene, Call of Cthulhu had already staked its claim to that territory. And the whole like “person go cuckoo” vibe isn’t our thing. Nearly everyone now openly struggles with their mental health and that’s a positive thing. More people seek help and get treatment. We wanted to find those breaking points where someone snaps because of the immense pressure they’re under. In 1e we moved away from more clinical language when we described panic for exactly this reason.
4. In Lovecraft's own stories, the protagonists rarely “win." They survive, if they’re lucky. How do you balance that kind of grim narrative tone with the needs of an enjoyable RPG session?
We call it "Survive, Solve, Save: Pick Two." Survive the ordeal. Solve the mystery. Save the day. I think some of it is about your play culture. DCC has players reveling in death due to their awesome funnels and their general 70s airbrushed van aesthetic. Over time, we’re building up a library of more mundane adventures. Ones that are stressful but not necessarily interacting with cosmic horror every week. Additionally, we’re trying to encourage wardens to take a longer view of campaigns. Putting months or years between adventures rather than the typical adventuring day from D&D.
5. Do you see the derelict ship or space station in a Mothership scenario as an extension of the haunted house or ruined temple in Lovecraft's fiction?
Yeah, I’m obsessed with abandoned and forgotten places but my touchstone for that is largely D&D. Ruined architecture, cold case mysteries, “what happened here?” These questions are always at the forefront of my mind. With At the Mountains of Madness, this forgotten ancient civilization is fascinating to me. Particularly if it transforms your idea of your place in the universe. This is a theme we’re going to explore soon in an upcoming module (tentatively titled Word of God).6. How do you view Mothership’s place in the broader tradition of “weird science fiction”? Are there other weird authors beyond Lovecraft you see as inspirations?
The big one for me is Brian Evenson. One of my absolutely favorite authors. His story. "The Dust," in the collection A Collapse of Horses is the closest thing to a direct inspiration for Mothership outside of the Alien franchise. Evenson is a superb author, just so much fun to read. We’re now commissioning our own short fiction and comics for our Megadamage magazine from authors like Patrick Loveland, Anthony Herrera, and Nick Grant, so we hope to be contributing more to weird fiction tradition soon.
7. Lovecraft’s work often implies a kind of cosmic fatalism – that knowledge brings ruin, that humanity is a passing accident. Does Mothership share that worldview or do you see room for resistance or even hope?
In Mothership, player characters rarely defeat the big evil. But often they live to fight another day or they step the tide another day. They keep back the darkness another day. And even if they perish, someone else will pick up the distress signal or the message or the captains log and continue the work. I don’t view it as hopeless and nihilistic. I look at it like the great work of transforming your life or others is a work for many people across time and space working together whether they know it or not. Which to me is profoundly hopeful.
8. What are the unique challenges of presenting horror in an RPG context, where players can make choices, derail scenarios, and joke around at the table? Can you keep the tone intact or is that not even a concern?
To us it’s not much of a concern. Whether a player gets scared at the table is so far out of our control that we don’t even think about it. People will joke around and order pizza and look up rules and none of that is conducive to getting scared. That being said, “where is the horror?” is a common refrain among our development team. We want to allow for the possibility that an encounter can be scary, if the group is in the mood, but we make it clear in our Warden’s Operations Manual, that this isn’t some bar to clear in order to have a successful game. Fun is our only bar.9. Are there any lessons you’ve taken from Lovecraft, positive or negative, about how to portray horror in an interactive medium?
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