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Chapter 12: Gamemastering

The Gamemaster (GM) is the games Every Session as an


designer, narrator, and the driving
force of the game. If the game is fun Episode
for you and all of the players,
One useful way to think of a
congratulations, thats to your credit.
campaign using Space Dogs RPG is to
If it isnt, you might want to make
think of the campaign as a serialized
some tweaks. Being a GM is more
TV show and of each game session as
work than being a player, but it can be
an episode. Each episode should be
very rewarding, and running a game of
mostly self-contained, though there
Space Dogs isnt as hard as you might
may be an overarching plot and the
think.
occasional multi-part episodes. Also
In this chapter the different duties of like a TV show, each session gives you
the GM are discussed, and some tips a bit more insight into the players
given. If you have been a GM in characters as they develop and
another RPG before, feel free to skim become fully fleshed out characters,
some of this material, though what they go through changing them
hopefully you can still glean some so that they arent the same sorts of
benefits from the tips written here. As people at the end of the campaign as
with any other hobby, try to focus on they were at the beginning.
the aspects which you and your
Of course, in other ways a Space Dogs
friends have the most fun with, but try
campaign isnt like a TV show at all.
to at least keep the other parts of
Most notably, a gaming session isnt
being a GM in mind.
scripted. Your players might not do
anything like what you had planned,
and youll have to improvise. A lot of
You Will Make Mistakes the time, the direction that the player
take a session will end up being even
If youre a new GM, one of the first cooler than what you had planned,
things that you should realize is that and theyll almost certainly end up
you will make mistakes. And thats being more invested in whats going
fine. Thats all part of the process of on. One trick to make this a bit easier
learning how to do it. But just for you is to have your players make
because you make a few mistakes major decisions near the end of a
doesnt mean that you cant have fun session so that you have time to take
while doing it. Just remember that the that choice into consideration of your
first rule of Space Dogs is to make plans.
sure that everyone is having a good
time, and as the GM, youre a part of In addition, rather than planning out
everyone. exactly what should happen, a lot of
times its better to instead come up
with the obstacles and allow the
players to overcome them however
they can, and there should almost

Chapter 12 - 1
always be more than one way to deal star-lanes, fighting monstrous aliens
with any given obstacle. As a simple and space pirates, you should figure
example, if the players are trying to that out up front.
find secret information which an NPC
has. The players could scare him into
telling them. They could trick him. Space Cowboys
They could follow him and try to
discover it that way. Or maybe In this type of game, the players are
something else entirely. Seeing the heroes in the vein of the 1950s
players come up with something that westerns. Each adventure they show
you didnt expect can be half the fun up on the scene, are pointed at the
of being the GM. villains, and spend the rest of the
adventure fighting them. This sort of
game should gloss over things such as
what if the players do with foes who
A Social Contract surrender and how different aliens feel
You and your players should think of a towards humanity.
game of Space Dogs as having a sort When the players show up, they
of social contract. Not that you should should be greeted happily by
actually draw up a contract (you can if innocents, only villains viewing them
youre into that sort of thing), but you with scorn or mistrust. This might be
should still think about it. the sort of game to play when you
As the GM, youre going to create the dont want to take anything too
story (or use a prepared adventure), seriously and are just looking for a fun
try to keep the game moving forward, time kicking butt and taking names.
and try to make the game as fun for
everyone at the table as they can. In
exchange, your players shouldnt try A Dark Future
to tear apart the game and ruin the
fun for everyone else playing at the Humans are viewed with a mixture of
table. Thats really all you need out of scorn and fear, especially any psychics
your players to be able to start doing who may be a part of the crew.
the best GMing that you can do. Humans are the builders enforcers,
forcing all other species into line and
helping them to keep their monopoly
on safe interstellar travel. Most will
Types of Space Dogs admit that the builders have used
Games humanity to bring a sense of order to
the star-lanes and have helped to
One of the first things that you want to make interstellar trade safer, but at
decide is the type of Space Dogs game what cost?
you and your players want to play. If
you want to play a criminal thriller To get information from other species,
where they hunt down and help to the players are often forced to resort
convict criminals aboard a massive to bribery and/or threats. They might
hive-station, and your players want to have to follow leads into the grimy
spend their time charging across the underbelly of cities or stations where

Chapter 12 - 2
the poor scrape out a meagre living on fun. The important thing is to have
the scraps of the upper levels. everyone playing at the table to be on
the same page before you start
Enemies who surrender may beg to be
playing so that no one has the wrong
let go, telling sob stories. If they dont
expectations. Even what could be a
let them go, the players will have to
great gritty game can end up going
either execute them in cold blood or
poorly if the players go into it
follow up in the courts with evidence
expecting an over-the-top adventure
and/or testify against them. Those
romp.
they testify against may have friends
who dont want them to testify or who
will want revenge against the players
after the face. To Ship or Not to Ship,
That is the Question
Keep Flying One of the biggest deciders in how a
campaign is played is whether or not
Similar to many of the more classic the players have their own starship.
space westerns, the players are
always one step from going broke. The Without a starship, the players will
players likely have their own ship, and obviously be much more limited in
like in a Space Cowboys game, they where they travel either being limited
often start each adventure in a new to a single space station or planet, or
system. However, unlike in a Space having to rely upon passenger liners to
Cowboys game, the good guys and travel between star-systems. This can
bad guys arent so black & white, and lead to interesting challenges as at
the players might not even be too least some of the passenger liners
interested in figuring out the other passengers likely have some
difference. level of distaste or fear towards
humans which could make for
In this game type, the GM should have interesting roleplaying opportunities.
the players use various contacts that The liner might even be attacked by
they have in different systems to help volucris, immortui, or pirates, and the
find them jobs. The jobs may or may players will have to defend the entire
not be entirely legal, such as liner from attack, going from deck to
smuggling goods past high tariffs, but deck fighting off the boarders and
probably not anything too immoral. making the other passengers think
again about their distaste for
humanity.
A Mix If the players own a starship it will
Most games of Space Dogs are going lead to a different sort of game. The
to be somewhere in-between the ship will be a constant drain on their
above game types, or even in an resources due to fuel and general
entirely different vein. They are listed upkeep and may force them to take
as inspiration, and to use as baselines jobs to keep their heads above water.
from where to plan your own sessions More often than not they will be taking
or campaign. Any mix of them can be an active role rather than a passive

Chapter 12 - 3
one, as they can often fly away from possibly be recognized in return. They
local troubles if things get too hairy. might become friendly with the local
They might be hired to make mechanic at the dock, he and the
deliveries on faraway planets, though crews mechanic trading jibes about
most dont want to deal with human which knows how to wrench a warp
merchants, so likely theyd only be drive better. The mechanic might even
hired to do so if the trip is in some way take on his nephew as an apprentice.
perilous. They might also be able to That sort of changing campaign world
take their ship to investigate places makes the players feel as though
and things which they would never be theyre in a living universe rather than
able to hire a ship for, such as just a cardboard backdrop which is
exploring ruins of the ancient species. only there to spew forth pirates and
monsters for them to fight.
Having a ship requires certain skill
requirements to use if effectively, such
as Piloting and Repair: Starships. In
addition, unless you and your players Judging the Rules
want to just gloss over much of it,
there will be a certain amount of When you and your friends gather
planning where to travel and deciding around the table to play Space Dogs,
where to dock their ships when they the Gamemaster is in charge of the
get there. The rules for piloting a ship game. As the Gamemaster, you are
both through the warp and in-system the final judge on rules within the
are streamlined and shouldnt take the game. Good players should recognize
focus away from the core Space Dogs you as the final authority on the rules.
game. A good GM should know to follow the
rules in this book unless they have a
Whether or not the players have a good reason to do so, and to make
ship, there are a variety of different such changes clear to their players
sorts of games that you can run, but beforehand so that they know the
you should know what your aim is. ground-rules (your games house-
rules) before creating their character
and their strategies.
Creating Your World This means that as a GM, you will
need to know the rules. You dont need
As the Gamemaster, you are the
to memorize every rule, but you
creator of your own campaign and the
should have a general understanding
world that its in. Even though youre
of the rules and where you look within
likely setting your game in the
the book for a relevant rule.
universe of Space Dogs, being your
campaign its your world to fill and Sometimes something comes up in-
make feel real to your players. game which isnt specifically covered
in the rules. In that situation, it is up to
Probably the number one key to
the GM to decide how it should be
creating a campaign world feel real is
resolved. Generally you should try to
consistency. When your players revisit
extrapolate from rules which you find
a space station they should run into
for similar situations, and once you do
some of the same characters, and
make a ruling you should be

Chapter 12 - 4
consistent the next time that the same have to worry about learning all
situation comes up, making it your of Space Dogs rules before
tables house-rule. playing. While its a plus if each
player knows how their own
character works (how to move,
vitality/wounds, grit, and how to
Teaching the Game use skills) most rules can be
Though not always the case, it is learned during play. As a
sometimes the GMs job to teach new general rule if the players know
players how to play Space Dogs. This how to use whats on their
can be a lot of fun. Teaching people character sheet then theyre
how to play gives you new players and ready for play, and everything
lets you to help them become great else can be learned on the fly
roleplayers and enjoy the during play.
awesomeness which is Space Dogs. The GM needs to know:
As the GM, you need to
How you teach someone how to play know the basics of how to play
Space Dogs will vary quite a bit Space Dogs. As long as you
whether or not they are new to RPGs know the rules the game can
in general or just new to Space Dogs. move forward. If a player isnt
However, in either case there are sure of a rule, have them tell
some things which you should keep in you what they want their
mind. character to do, and you can
explain how the rules for it
Character creation: As the GM
work. Explain during play and
you need to know the character
try not to slow down the game
creation rules well so that you
too much when you do so. For
can help new players build their
example, if a player wants to
characters. The character
get through a doors electronic
creation rules for Space Dogs
lock, you can explain that they
arent super complex, but
need to use their Hacking skill,
almost nothing is worse in an
rolling d8s equal to their skill
RPG than realizing in your third
plus their Dexterity &
game session that you built
Sharpness. After a time or three
your character wrong. No
the player should be able to
matter whether the changes
pick up on it and similar rules.
make your character weaker,
stronger, or just different, it
feels off to have to change your
character to fit the rules after Balancing at the Table
already having played them for
some time. Though if youre all Game balance is about keeping the
new, you should feel free to player characters of your crew
start playing with the sample relatively equal in power and game
characters. presence. A well balanced game
The players need to know: shouldnt have one character totally
New players shouldnt dominating the game, either in
combat or just in a dominating table

Chapter 12 - 5
presence, always having the right tool ***
for the job. This can most easily
happen when one player has a greater
knowledge of the rules than the Balancing the Game: Exo-
others, or if one of your games house-
rules has gone awry. Suits & Mecha
To a lesser degree, game balance is If any of the players characters get an
also about making sure that the crew exo-suit or a mecha to jockey, they will
isnt too strong for the challenges they inherently be more powerful than they
face to be threatening, but also so that would be without them. This is a core
the crew isnt stomped into the ground building block of the games design, as
in every fight. The Threat Guide has what would be the point of piloting a
some tips for designing encounters, mecha if you it didnt make you both
but it isnt a perfect system, and it bigger and badder? In general terms,
doesnt take into account the exact jockeying an exo-suit doubles a
make-up of your players crew and characters combat ability, while
how they want to tackle challenges. jockeying a mecha multiples it by four.
While certainly not a perfect variable,
However, every challenge that the and one which varies by their
players face shouldnt be the same opponent, its still handy.
level of difficulty. Sometimes it can be
fun for the players to be able to win a This leads to the question of what
fight with ease, especially if its happens if some of the PCs are in
against the same sorts of foes which mecha and some arent. Now, using
were giving them trouble earlier in the either exo-suits or mecha will be
campaign. Or on a skill challenge, it limited by area. They cant jockey a
can be fun to be able to hack a military grade exo-suit into a crowded
system, making it willingly spew forth station bazaar without causing a
all of its secrets. It helps the players panic, and many ship & station
feel like the hardcore space privateer corridors would be too small for a
they are. On the other hand, mecha to stand upright much less
sometimes it can be fun for the maneuver freely. If you do end up with
players to encounter things which are your players having a mix of infantry
difficult if not impossible to overcome. and mecha in any given battle, make
The galaxy is a big place, and it can sure that the players with infantry
make it feel less real for your players if characters dont feel overshadowed
every possible foe is tailored just for and make sure that they realize that it
them. In addition, even a deadly is the mecha which is allowing that
challenge which is virtually impossible character to be so powerful on the
to deal with in a head on conflict battlefield.
might still have a place in your game. There may end up being situations
A fleet of immortui marauders where all of the PCs are piloting exo-
shouldnt be charged at guns blazing, suits and/or mecha. You can run a
but the players escaping to warn The campaign where most of the combats
Armada of them can be a different sort are done when all of the PCs are
of victory. jockeying mecha. If you do that
though, make sure that the foes are a

Chapter 12 - 6
threat to the players. While it can be you have to keep to see that the one
fun occasionally, dominating battles ran into a closet where hell hide for
without being challenged can get old an hour, likely doing nothing until after
fast. If nothing else, when piloting the fighting is all over. However, the
mecha its hard for your foes not to other two ran towards where another
know that youre coming, and knowing Primeval unit with their pride leader is,
that, intelligent foes will have and she can regroup them and they
something ready which will let them will join their unit. Because they ran in
do more than scratch a mechas paint. that direction, the fight with that unit
On the other hand, it can feel a bit will be that much harder.
frustrating to your players if every
Now, as GM you dont need to worry
combatant they go up against
too much about keeping all of the
suddenly has their own mecha or even
Morale rules perfectly. The important
a rocket launcher, AM rifle, and/or
thing is that youre consistent so that
power hammer every time they jack-in
the players actions can have an
to a mecha.
impact upon the outcome. In the
However, like with everything else, above example, if the PCs had been
your players are unique, and you able force all of the krakiz who got
might have to try a couple of different away to run towards a corner of the
styles of play before finding what ship, the pride leader wouldnt be able
works best at your table. to get any of them to regroup for an
hour.
It should also be noted that the Morale
Enemy Morale rules, or at least their effects, are the
reason that enemies dont always
One of the things which is different attack en masse whenever possible.
about running a Space Dogs game in Theyre generally not stupid, and they
comparison to other RPGs is the know that their units might break
morale rules as explained in Chapter quickly. Therefore, they are usually
17. Most enemies which the players better off attacking in waves, with
fight will likely break and run from locked doors and automated turrets
them rather than fighting to the last slowing down the boarders and giving
man. This is a lot of fun and helps them time to regroup when needed.
make the enemy and the whole game
feel more real rather than just being
targets for the players characters to
hit. However, it can make running a Crafting Your
game session a bit trickier. Adventures
For example, when the PCs board a
One of the most difficult and
Primeval ship, they have an initial
rewarding parts of being a
combat just as they board with four
Gamemaster is creating adventures
krakiz. After taking down a couple of
for your players to have. After you and
the foes the Primevals break, two run
your players have decided upon the
in one direction, one runs in another,
general type of Space Dogs game you
while the PCs are able to corner the
want to play, youll need to come up
last so that he surrenders. As the GM,

Chapter 12 - 7
with the specifics. For obvious timeline. Future adventures and
reasons, this isnt something that you supplements will reflect that, that is in
should talk out with your players. After no way a requirement for your own
all, whats the fun in not being able to campaign. You should feel free to set
surprise your players with the your game anywhere on the timeline
occasional twist? that you want, playing a historical
campaign. However, if you want to
To start with, you might want to run
follow the timeline rather than
Repel the Boarders, the prepared
deviating from the standard Space
adventure in the back of this book. Its
Dogs setting entirely, there are things
designed specifically to be a good
that you should avoid putting in your
start for new players and veterans
game.
alike, throwing them in the deep end
of the setting and giving players a
taste of several core pieces of the
Space Dogs universe. Repel the 2070s
Boarders can make a good opening for
your own Space Dogs campaign. More Council of Mothers: The
prepared adventures are planned for Council of Mothers was only
the future, and they may well be founded near the end of this
published by the time you read this. decade. Human psychics didnt
even have the veneer of being
Whatever the reason, you may well united as they do in the present
find that there are no prepared day of 2087. Human psychics
adventures which quite fit the sort of should be much rarer in
campaign you want to run. In that general.
case, youll want to craft your own. Prototypes: Many of the
You should feel free the draw heavily weapon systems which are
on the style of the prepared relatively common in the
adventures or perhaps draw on any present day didnt in the
experience you might have in other 2070s, or if they did they were
RPG game systems, creating a style of just prototypes and should be
adventure all your own. Some of the far rarer, sometimes running
best adventures can draw heavily from into technical difficulties.
a movie, TV show, or book, though
youll likely want to change it enough 2060s
so that any of your players who may
have read or watched the same thing Alien mechas: Alien species
dont guess whats going to happen. besides the builders only began
to have mecha in any numbers
in the 2070s, though even then
they were only used
Your Campaigns sporadically. If you have your
Timeline players encounter any alien
mechas at all, they would have
As of this books publishing, the to be experimental prototypes.
default setting is in the year of 2087, Communities:
reflecting the endpoint of the current Communities which are

Chapter 12 - 8
human centric only began in the though the moreaus are just as
mid-to-late 2060s as there wary of humanity as they are
became enough humans in the every other species, having
galaxy to support such. During almost a sort of sibling rivalry
this time period and earlier, with Earths favored child.
nearly all humans live on
Armada bases, or in the nearby
areas. 2050s
Cybernetics: Human
cybernetics were not created Colonies: The colonial boom
until the early 2060s. While the didnt begin until the 2060s, so
berlichs were using cybernetics new colonies will be rather rare.
well before humanity ever Unlike later colonies, the
reached the stars, humanity colonies and other settled
was still using prosthetics, albeit planets that exist are almost all
ones which had been improved dominated by a single species,
greatly from a combination of with rules and/or laws denying
humanitys own increased any position of authority to
technology and mixing in the other species.
few crumbs of builder tech Human psychics: There are no
which humans have begun to human psychics at all until
crack. Though of note, there are 2056, so they are unplayable.
no rules for human cybernetics Merchants: While the
in this book, they are planned in merchant class began to take
a future supplement. advantage of humanity as
Human psychics: The oldest security and guards, there was
recorded psychic was only 11 considerably more reticence to
years old when the 2060s hire them, especially in the
began. If you still want to have early 2050s. Even if its not real
human psychics, you would reticence, a merchant might
have to be playing in to latter realize the difficulty of a human
part of this decade, and the crew landing a job, bargaining
psychic would be a teenager. In hard to get their protection at a
addition, they would be even discount.
more of a rarity and social Ruins: As there are few
outcast than psychics in the colonies pushing the boundaries
present day of 2087. of the starlanes, there are fewer
Moreaus: The moreaus only newly discovered ruins of the
became a known quantity in the ancient species to explore.
early 2070s. If you want your Likely any around would have
game to include them, they been at least superficially
would likely still be under the looked over by previous
control of their creators, and explorers, though the dangers
few if any of them would be might have killed them and/or
adults. Perhaps the players driven them off before they
could become one of the driving were able to look at much more
forces in setting them free, than the surface.

Chapter 12 - 9
Veterans: In the 2050s all place early enough, they may
players will be veterans of the even run into out-of-the-way
armada. The oldest humans systems which still havent
born in space would still be heard of humans or The
children during this decade, and Armada. They might instead be
therefore every human will have part of security aboard a large
had a rank in the military. space station.
Mecha: The players
2040s will likely not have access to
any mecha or exo-suits. In
Armada: Until the mid-late addition, weapon systems
2040s, all humans out among specifically designed to counter
the stars were a part of the them such as the AM rifle will be
armada. Any campaign set just as experimental and rare
before then would have to be a than the mecha themselves.
military campaign. Rather than Space Dogs: There were
being a tiny part of larger no Space Dogs throughout the
actions, the players might be in bulk of the 2040s. The first
the crew of a small patrol letters of marque were written
starship, primarily based in the up on 2049. While some
outlying areas. The players will humans were hired as security
have a chain of command before they officially given
amongst themselves, and they letters of marque in the late
will commonly be the first 2040s, they werent trusted in
humans which any aliens that the same way and they had no
they meet have ever seen in legal authority beyond being
person. If the campaign takes citizens of the starlanes.

Chapter 12 - 10

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