NARCOTIC | Deep Space Sandbox | Horror & Crime Thriller Campaign
Mazatlán Station orbits Baracoa I—Bratva assassins rule, arenas crown killers, cops are bought, nightmares leak into space. Stay useful or die.
$29.99
/ Session
Details
Bi-weekly / Saturday - 4:00 AM UTC
Aug 29 / Session 8
Session Duration / 3–4 hours
3 / 7 Seats Filled
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One of StartPlaying's top-rated GMs, a player favorite and highly recommended.
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About the adventure
NARCOTIC – A MOTHERSHIP Campaign Welcome to Mazatlán Station, a lawless freeport orbiting Baracoa I, the frontier world where the galaxy’s most lucrative illicit products originate. Here, the Bratva, also called La Maña, runs the show. Syndicate enforcers, assassins, and bounty hunters openly outgun the paper-thin government and the weak police—who themselves answer to the syndicate. Power is absolute, money is survival, and loyalty is measured in blood. Your crew lives on this station. You work for the syndicate—or profit by staying useful—and the universe will test every decision. One mistake, one missed payday, and the Choke claims you, or worse: you are recycled. Out here, there’s no justice, only opportunity. Hitmen and bounty hunters aren’t just feared—they are celebrated. The station hosts gladiatorial arenas where killers fight for glory, fame, and wealth. A ranking system tracks the greatest assassins and bounty hunters in the port city, giving the bold and deadly a path to legendary status… or a quick death. You’ll carry out smuggling runs, assassinations, prison breaks, boarding raids, and black-market deals. You’ll explore derelict ships, dangerous colonial worlds, and uncharted locations. The industrial planet Tucson IV looms as a bureaucratic powerhouse, a major consumer of goods—licit or illicit—where corporate authority and syndicate interests collide. Mazatlán is a living nightmare. The station hums and shifts with a life of its own; the atmosphere feels wrong, heavy, almost watching. Shadows move where they shouldn’t, whispers echo in the corridors, and nightmares occasionally spill over into waking life. Those who survive say the station itself is alive, hungry, and capricious. NARCOTIC is a game of survival, greed, and power. Your choices shape your fate: smuggle, steal, fight, manipulate, or die. The station thrives on paranoia, betrayal, and violence, and the only rule is usefulness. Stay alive, stay profitable, or vanish into the Choke. Are you ready to make Mazatlán yours—or just survive long enough to tell the tale? Character Roles: • Syndicate enforcers, arena fighters, bounty hunters, smugglers, fixers • Mercenaries, rogue scientists, corrupt officers, thrill-seekers • All with one goal: survive, profit, and navigate the madness of Mazatlán Station
Game style
Theater of the Mind
Sandbox / Open World
Roleplay Heavy
Realm Building
Organized Play
Dungeon Crawl
Game themes
Meet the Game Master
About me
Storyteller specializing in grounded, character-driven narratives set in hostile, morally complex worlds. My campaigns draw from organized crime dramas and psychological thrillers, set against the Western states and Northern Mexico, regions I know firsthand and build with real geographic and cultural accuracy. I primarily run Vampire: The Masquerade 5th Edition. The system rewards moral ambiguity and factional tension, and that's exactly where I like to live as a GM: long campaigns where political maneuvering matters, every choice carries weight, and the cities, families, and factions you interact with keep evolving whether you're paying attention or not. I also score my own games. Original music, in-world songs, atmospheric audio, built specifically for each table, to make the setting feel less like a backdrop and more like something with a pulse. My chronicles center on cartel politics and mafia rule across the borderlands, spanning California, Baja, Nevada, Arizona, Sonora, Texas, and Tamaulipas, with every city and rural stretch in between treated as real, lived-in territory rather than a backdrop. I've also taken the Ashirra into the spiritual battlegrounds of the Sahara and Sahel, and run Tremere-focused chronicles of esoteric mage-mafia intrigue stretching across Southern Europe and the North African Mediterranean. For players who want something faster and louder, my Cyberpunk Red campaigns pull from classic sci-fi and underground rock and roll, scored with analog modular synths and distorted guitars driving every session. Whatever the setting, I run the kind of table where your decisions actually move the story. Sessions are immersive and character-first, built for players who want a world that pushes back.
View Profile →Character creation
Creating your character
Character creation will be handled during session 0. Players are free to either generate a character with the Companion App, or make a original character by the vanilla Mothership 1E rules. The Player's Survival Guide is enough for the players, I can provide information on anything from the other materials.
What to expect
Preparing for the session
Players will need to make a Mothership Companion App Account, Alchemy VTT account, and a Discord Account. No purchases are necessary on either website. Once a player made a Mothership Companion App account, they will be able to easilygenerate a new character. During session zero, or when a player first joins, I will make sure to go over the essential rules, however everything they need to know will be mostly within the free Mothership Player's Survival Guide. Campaign rules and guidelines will be provided.
What D'Antonio brings to the table
As your Game Master, I deliver a cinematic, theatre-of-the-mind experience crafted for players who want more than just dice and dialogue. Every session is supported by custom artwork, photographed backgrounds, and immersive audio that goes far beyond ambient noise. Gunfire has weight (sound effects), voices echo in abandoned urban buildings, and night clubs crank with punk rock and modular techno, and original songs that reflect your the mentality of characters in the world—sometimes even telling your story. I voice every NPC with care and personality, making conversations feel grounded and alive. With my background in sound engineering, I shape each scene with a level of audio detail rarely seen in TTRPGs. This is storytelling with a pulse—built to pull you in and not let go.
Equipment needed to play
Internet
Computer
Microphone
Platforms used
Safety
How D'Antonio creates a safe table
During Session 0, the Game Master and Players come together to discuss the campaign’s rules, expectations, and tone. The GM explains the setting, system mechanics, themes and concepts, while players share their character ideas and establish boundaries. This session also covers the group’s play style, scheduling, and etiquette, setting the foundation for a smooth, respectful, and immersive campaign experience.
Content warnings
Safety tools used