Orphans Stuck in Tasty Mud

The cover is good in isolation - oppressive, isolating - but communicates nothing about the moduleās content or themes. āBig Redā, confusingly colored here in a soft lime green, takes up a considerable chunk of the real estate while being unrelated to the events that follow.
Those events, in short:
Two tortured children fail to develop psychic powers, per corporate hopes. They succeed in using their meager ability to summon a demon orders of magnitude stronger than they are. The beast facilitates their escape to a rimspace gas station, then lays dormant for months until a corpo retrieval squad comes knocking. Chaos ensues as the demon protects the children - its conduit to the mortal plane - with overwhelming violence. Players stumble upon the aftermath.

Imuen station itself is wonderfully three dimensional. While I miss the character of the 3D modeled maps in Another Bug Hunt, Dead Planet, and A Pound of Flesh, the side view + top view compromise here is workable. Official Mosh space infrastructure remains pleasingly chunky.
The layout and paragraph styles are a small step back compared to the majesty of prior works. There are readability issues on page 3, and the paragraph styles are a touch less clear. Lukeās in-key room exit descriptions from The Isle return, but draw the eye too strongly for my taste. The dominant lime color palette works best as a font color on dark backgrounds, but the module only includes 4 such pages. The rest just⦠look vaguely of piss Iām afraid.1

Orphans' antagonist is its greatest, unmitigated success. Auntie fucks. Mundane nature aesthetics become terrifying in space. Iām salivating at the thought of explaining to my players how it begins raining as they descend the freight elevator.
The āFigmentsā she is paired with (soil-and-bone dopplegangers intended to betray trusting parties while inducing paranoia) are conceptually neat but muddied in execution.2 What constitutes āa figmentā, including their base nature and limitations, changes page by page. Some are perfect duplicates of the dead, capable of full human speech and emotion. Others shamble as slack jawed zombies. A third permutation lack underlying human forms at all - just soil stuffed in combat fatigues.
Mothership is not the sort of system where players expect perfunctory combat encounters, so I donāt understand why the zombie-like versions are present at all. Iād have preferred the scenario lean into the paranoia angle and add a broader mix of real and imposter NPCs.
The zine could have used stronger characters in general, and that includes the titular Orphans. Their trauma takes center stage in the moduleās terrific finale set piece - locking the party in an unwinnable fight and pegging their survival on their ability to earn the trust of abused children from across a locked door is a heartfelt twist of RPG tropes.
But once you dig below their trauma, it's unclear who either of these abused kids are or what they want out of life. The text goes out of its way to specify that they have āno plansā, which appropriately conveys their panic and nothing else. More thought should have been put into the charisma of the title characters, especially when the text recognizes that theyāre highly likely to be drafted into the playersā crew.
Strangely, only two of the five hooks included with the scenario point towards the orphans at all. Iām concerned that, without a reason to find the children in particular, careful boring players will nope out of the scenario before exploring the bottom half of the station. Easily rectified, but still wasted text.

For a Gearing project Iām a bit shocked by the amount of bad lore that made it to print. Though Auntie herself is the highlight, the module is at its worst when trying to flesh out her motivation. All of it is indistinguishable from the tropey schlock I would make up on the spot.
Where did she come from?
āOutside the material planeā
What is the source of her power?
āShe uses force and thought to dictate physical lawā
So magic
Sure, but she ādraws on old human memoriesā of like dirt and stuff
What does she want?
āWorship and Subjugation. To spread her will.ā
How does murdering everyone inspire worship and subjugation?
It doesnāt, she realizes that at the end of the module, big oopsies on her part.
And why does she stop attacking the crew when they reach the kids?
Why attack the crew at all of they arenāt a threat to the orphans?
The concept of what Auntie does and wants seems to have drifted across years of development, with artifacts of each concept slipping into the text. The pamphlet would genuinely have been better if all mention of Auntieās goals were stricken, replaced instead with a terrifying speculative void. Let the horrors be unknowable.
Warped Beyond Recognition, crowdfunded five months after Orphansā announcement as a Mothership Kickstarter apology add-on, ate this moduleās lunch hard. Until I review this overwhelmingly-praised-but-inexplicably-still-underrated adventure, suffice it to say that if I wanted to introduce abused psionic children into my Mothership campaign Orphans is not where I would start.
Is Orphans good?
ā¦Yes. The premise is good.
I donāt want to run it, but I absolutely want to steal from it. Luke came up with an utterly baller horror movie monster. The random encounter procedure is a useful evolution that escalates tension reliably compared to its procedural peers.3 Orphans just lacks the polish Iāve come to associate with the publishing house that, in my opinion, created the greatest RPG supplement ever written.4 Iām used to TKG taking big swings, and this adventure is very āsafeā.

I know it feels insane to call the loam bone murder amalgam module āsafeā, but Iām confident most of you have read plenty of āunknowable beast murders everyone on a space stationā scenarios by now. Even if future releases are better written, I will be sad if TKGās pamphlets continue to follow this well-trodden ground.
$20 Physical. Buy Warped Beyond Recognition first.
I am willing to die on this hill. Down with piss-similar things!↩
Ha I am funny ha↩
This isnāt the first ārandom encounters that escalateā table Iāve encountered (For example, a random encounter table with 20 options, where the size of the die rolled on that table escalates from d6 -> d20 depending on the current threat level), but itās the least mathy and most reliable. To those wondering, ā8d10ā is the tipping point where players have a 50/50 shot of encountering Auntie.↩
No I will not tell you which one Iām referring to kEEp rEadING my bLOg to FINd OUt OoooOOOoooHHhhhh↩