House of the New Zodiac

Mothership - On Doors

One of the key features of OSR-style play is creative problem solving, but for players to have fun creatively solving problems, they must have a firm grasp of the problem they're trying to solve. This is easier in medieval fantasy settings because everyone knows things like "a wooden house can be burned" and "stone can be chiseled away", however in sci-fi this is less of a given since the logic behind many common-place objects is often hand-waved away.

In my Mothership sessions, this has been happening over and over with doors. Players often ask stuff like "can I jam this door open?" and "can I shoot it down?", and though I usually default to a "sure, why not?" posture, I find it often results in inconsistent fiction of some kind ("if this door can be shot down, why didn't the colonists do so in the first place?" or "why can this door be shot down, but not the others?"). This has also happened in some actual plays that I've been listening to (such as NWTB's Moonbase Blues).

So here are 3 sci-fi doors and a random table for generating more.


The Usual

"It's like a door, but in space."

The Slider

"More style than resistance."

The Hatch

"It won't budge... for better or for worse."


Forcing your way in


Random doors

OPENING ELECTRONIC LOCK MANUAL OVERRIDE
0-1 Push Retinal scan Button inside emergency break glass
2-3 Sliding Fingerprint scan Lever hidden behind a wall panel
4-5 Guillotine Password Lever hidden under floorboards
6-7 Vertical hatch Keycard Valve wheel on the door itself
8-9 Iris Voice activated No override (fail-secure)
SOUND OPENS BY WILL ENDURE
0-1 Woosh Door handle Nothing
2-3 Wheeeeen Door knob Body slams
4-5 Katchuk Physical button Gunshots
6-7 Tchkooooh Digital panel Explosives
8-9 Taktaktaktak Proximity detection Anything

#mothership #post