Last update: 5/1/2025
CONTENTS
ATTRIBUTION
This work is based on Trophy (trophyrpg.com), product of Jesse Ross and Hedgemaze Press, and licensed for our use under the Creative Commons Attribution 4.0 License (https://creativecommons.org/licenses/by/4.0/).
Trophy is adapted from Cthulhu Dark with permission of Graham Walmsley.
Trophy is also based on Blades in the Dark (found at http://www.bladesinthedark.com/), product of One Seven Design, developed and authored by John Harper, and licensed for our use under the Creative Commons Attribution 3.0 Unported license (http://creativecommons.org/licenses/by/3.0/).
Trophy™ is a trademark of Hedgemaze Press. The trademark and “Rooted in Trophy” Logo are © Hedgemaze Press, and are used with permission
This game has been made possible thanks to our loyal sponsors: Roque Romero Rua, Antonio Ganfornina, El Rolero Solitario, Rodrigo Cortés, Viejo RPG and El Refugio de Ryhope. ^
RATING
This cinematic space horror game has been rated R, requiring adult supervision for minors. It may contain elements of body horror, psychological terror, violence, death, nudity, drug use, and other mature themes. Player discretion is strongly advised. ^
INTRODUCTION
WHAT IS THIS?
Dark Space Society RPG is a Cinematic Space Horror Game, inspired by Jesse Ross' Trophy Dark and Trophy Gold. Players take on the roles of scientists, scouts, engineers, doctors, marines, and teamsters embarking a perilous missions into futuristic, inhospitable and hostile Dark Space environments.
The game aims to recreate the dramatic and disturbing stories of space horror films, as well as the physical and mental descent of the characters as they face their goal. Resource limitations and constant uncertainty are key elements that drive the tension of the game, forcing players to confront desperate situations and difficult decisions.
The core mechanic of Dark Space Society RPG revolves around a pool of six-sided dice, gathered from both light and dark dice. The highest result is compared against a resolution table to determine the outcome of the action. Each roll will explain later when and how it should be used in different situations.
Dark Space Society RPG can be run as an one-shot or a short campaign.
WHAT DOES IT NEED TO PLAY?
In order to enjoy a complete and safe gaming experience, you will need to have the following items.
- A printed copy of these rules.
- Safety tools.
- Pencils and paper.
- Printed character sheets.
- Tokens or chips, which will be used as Exploration Tokens.
- Several six-sided dice, half light and half dark.
INSPIRATION
- The Thing [Film] by John Carpenter
- Event Horizon [Film] by Paul W. S. Anderson
- Alien [Film] Ridley Scott
- Caligaes’ Xeno RPG [Game] by Caligaes
- Orbital Decay [Game] by Jason Tocci
- Mothership [Game] by Tuesday Knight Games
- Alien RPG [Game] by Free League Publishing
- Constant Downpour, and Outsourced: The Luko Fin Corp Deception [Adventures/modules] by Marco Serrano of Spicy Tuna RPG.
SAFETY TOOLS
Safety tools are essential to ensure a healthy and respectful gaming experience among players. For Dark Space Society RPG, we recommend the following:
- Before the game: CATS by Patrick O'Leary and maintaining an Open Door Policy.
- During the game: Card by John Stavropoulos.
- After the game: Stars and Wishes by Lu Quade.
You can learn about these and other online safety tools at: https://www.dramadice.com/gm-tips/safety-tools-for-tabletop-rpgs/
^
CHARACTER CREATION
WHO ARE YOU?
In Dark Space Society RPG, you are a scientist, scout, engineer, doctor, marine, or teamster who undertakes perilous missions into futuristic, inhospitable, and hostile Dark Space environments.
Your character's goal is to investigate the events unfolding at the site to which they have been assigned.
Your goal as a player, on the other hand, is to tell the best collaborative story of space horror, even if it costs your character's life.
The characters are not the best crew sent on this mission—they’re simply the available crew or the one whose loss is least costly to the Corporation.
PLAYER PRINCIPLES
These principles aren’t just rules—they’re here to help you dive deeper into the story and get the most out of the space horror experience.
- Put the players' safety first. Make sure everyone at the table feels comfortable and engaged in the space horror story, and always respect their boundaries and sensitivities.
- Get into a tragic, desperate mindset. Embrace the tragedy, the terror, and the drama as they come —they’re what make the game tick.
- Fight with dignity as you face Ruin. Do your best to hold off the inevitable, manage your vital resources wisely, and when the end comes, embrace it with everything you’ve got.
- Explore without fear or restraint. Stay curious and dive into the scenes. Instead of focusing on the risks, think about all the cool story possibilities waiting to happen.
- Let the unknown change you. Face horrors and challenges without worrying about coming out untouched—let those experiences shape your character in ways you didn’t see coming.
CHARACTER CREATION SUMMARY
- Choose your Occupation or roll 1d6, then write your 3 skills.
- Choose your Background or roll 1d66, then write your skill.
- Mark 1 Ruin.
- Mark your Rust. Roll 3d6, the lowest die will be your initial Rust. (In case of a match, re-roll the dice.)
- Write your Additional Data.
1. CHOOSE YOUR OCCUPATION
Your Occupation defines your role and skills as a member of the crew.
Choose or roll 1d6. Then, select 3 skills from the pile and write them on your character sheet.
1D6 | OCCUPATION | SKILLS (Choose 3) |
---|---|---|
1 | Scientific | Knowledge, Wit, Analysis, Method, Research, Interpretation |
2 | Scout | Terrain, Orientation, Dexterity, Wisdom, Survival, Observation |
3 | Engineer | Technology, Computers, Numbers, Resolution, Engineering, Creativity. |
4 | Doctor | Medicine, Diagnosis, Biology, Deduction, Experimentation, Precision. |
5 | Marine | Tactics, Strength, Speed, Combat, Coordination, Protection. |
6 | Teamster | Mechanics, Repair, Tools, Melee, Manipulation, Improvisation |
2. CHOOSE YOUR BACKGROUND
Background defines your past —who you were and what you did before joining the crew. But why did you stop being or doing that?
Choose or roll 1d66. Then, write you skill on your character sheet.
Optionally, if you want to play as a android, you can do so. Type Synthetic as background and add the Logic skill. You are a Android programmed to be part of the crew.
11 Persecuted Junk Collector (Junk) | 41 Dispossessed Hyperdata Analyst (Data) |
12 Hacker with awakened conscience (Infiltration) | 42 Oppressed Space Worker(Hands) |
13 Betrayed Asteroid Miner (Extraction) | 43 Dreaming Mercenary (Extermination) |
14 Reformed Thief (Stealth) | 44 Ruined Bounty Hunter (Tracking) |
15 Restless Security Guard (Fortress) | 45 Frustrated Space Settler (Subsistence) |
16 Fugitive Criminal (Intimidation) | 46 Unemployed Detective (Clues) |
21 Failed Trickster (Lies) | 51 Freelancer (Resilience) |
22 Expelled Pilot Trainee (Control) | 52 Exposed Undercover Agent (Secrets) |
23 Excommunicated Void Preacher (Manipulation) | 53 Indebted Cartographer (Location) |
24 Traitorous Diplomat (Communication) | 54 Injured Starship Builder (Machines) |
25 Dismissed Corporate Agent (Deception) | 55 Defeated Smuggler (Evasion) |
26 Experimental subject (Resistance) | 56 Excluded Technocultist (Strange Technologies) |
31 Failed Terraformist (Xenobiology) | 61 Pessimistic Believer (Willpower) |
32 Mutated Xenoarchaeologist (Xenoarchaeology) | 62 Security Assistant fired (Athletics) |
33 Corrupt Assistant (Imitation) | 63 Space Hitchhiker (Orientation) |
34 Accomplice Space Trucker (Routes) | 64 Outdated Technician (Tools) |
35 Illegal Merchant (Negotiation) | 65 Incompetent Aerospace Pilot (Engineering) |
36 Frustrated AI Programmer (Programming) | 66 Discredited Cyberactivist (Intrusion) |
3. MARK 1 RUIN
Ruin, for humans, represents the physical, emotional, and mental damage your character can endure. When creating your character, mark 1 Ruin. The minimum Ruin is 1, and the maximum is 6. If your Ruin reaches 6, your character dies (see Death). See Ruin Roll (p. xx).
For android characters, Ruin represents physical and core systems damage, causing malfunctions, memory fragmentation, or impaired reasoning. When creating your character, mark 1 Ruin.
4. MARK YOUR RUST
Rust represent how much wear and depletion your vital tools—like oxygen or energy tanks, protective suits, or tracking devices, or, for androids, power cells and core processors—can endure. As Rust accumulates, your ability to survive diminishes. See Rust Roll (p. xx). Roll 3d6 and the lowest die will be your initial Rust.
The minimum Rust is 1, and the maximum is 6. Reaching 6 Rust marks the beginning of a desperate race against time before total failure—oxygen depletion, suit rupture, or gear loss. For Androids, this threshold signifies critical system degradation, leading to power failure, overheating circuits, or corrupted decision-making processes. From that point, each new Rust you accumulate translates directly into Ruin, pushing your character closer to an irreversible fate.
5. ADDITIONAL DATA
Write a name or alias for your character and define their pronouns. ^.
HOW TO PLAY?
ABOUT THE CONVERSATION
The Dark Space Society RPG emphasizes narrative and improvisation, developing through a dynamic of collaboration and conversation between the Game Master and the players. The Game Master lays the groundwork for the story, while the players shape it by describing their characters' actions and decisions. The Game Master then responds to the players' interactions. This interactive cycle repeats continuously, creating a story that evolves and expands with each contribution.
Some character actions will require the players to make a roll, whether to determine success, overcome obstacles, or resolve uncertain outcomes. The Game Master will indicate which roll must be made in each case.
Typically, you'll be asked to roll a pool of dice, which may consist of Light Dice, Dark Dice, or a combination of both. When you do, the Game Master will look at the highest die to determine how the story unfolds. If the highest dice —Dark and Light— match, the Dark Die is always considered the highest, as per The Rule of Dice (p. xx.).
There are eight rolls:
- Exploration Roll, make this roll when you explore the scene, want to know more about what's there, find an item or just want to ask the Game Master about something specific;
- Risk Roll, make this roll when you perform any risky action where success or failure can have dramatic consequences in the story told;
- Help Roll, make this roll when you decide to help another player's character in a Risk Roll.
- Contest Roll, make this roll when you want to compete to be the first to reach an objective, or you simply want to hurt another character;
- Ruin Roll, make this roll when you witness or suffer something disturbing;
- Rust Roll, Make this roll when the durability and condition of your equipment or gears comes into the play;
- Reduction Roll, make this roll when you have 5 Ruins and you want to reduce them; and
- Combat Roll, make this roll when facing a Xeno you want to eliminate.
In addition, there are other important elements of the game, these are:
- Exploration Tokens, are the game's meta currency that allow you narrative control to meet set objectives, and also reduce your Rust;
- The rule of Dice, when the the dice match, The Dark Die is always considered the highest roll;
- Devil's Bargains, is a way of adding an extra Light Die to a Risk Roll by accepting a complication that will occur regardless of the result of the roll;
- Conditions, represent the narrative consequences of increasing the character's Ruin level; and
- Death, the final condition of obtaining 6 Ruin.
EXPLORATION ROLL
When you explore the scene—whether you're searching for information, looking for an object, or asking about something specific—make an Exploration Roll. Tell the Game Master what you want to uncover or find, then gather your six-sided pool dice.
Add 1 Light Die, whether the skills of your occupation or background give you an advantage. Even if you apply the above more than once, you can only add 1 Light Die. If the skills of your occupation or background do not help you, do not add this die to your pool. |
Add 1 Dark Die, representing the consumption of energy and resources from your equipment and gear. You will always roll at least this die. |
Then, make the roll. If your highest die is:
1d6 | Result |
---|---|
1 | You lose all your exploration tokens and find something horrible. |
2-3 | You find something horrible. |
4-5 | You find 1 exploration token and something horrible. |
6 | You find 1 exploration token. |
Regardless of the result of the roll, you always get information about what you are exploring or wanting to find out. But, the quality of the information obtained will depend on the question you ask the Game Master. The more specific you are, the more detailed the answer is likely to be.
Finding something horrible is interpreted as the appearance of a Xeno or a natural hazard. In terms of immediacy and the level of danger will be established according to the roll as follows:
Roll | Result |
---|---|
1-3 | Means that the encounter is imminent and threatening. |
4-5 | Means that the encounter is like some omen or evidence of something threatening; that is, a noise, a torn body, traces of a horror, etc. |
If the highest die on your roll is the Dark Die, and that same die is greater than your current Rust, mark 1 Rust on your character sheet.
When you mark 6 Rust on your character sheet, you begin a race against time. See Mark your Rust (p. XX.) ↑
EXPLORATION TOKENS
The Exploration Tokens are a meta currency of the game that allows some narrative control to the player.
When you reach 5 Rusts, you may spend 1 Exploration Token to find equipment relevant to the current scene—either to replace your existing gear or replenish its use—and remove 1 Rust from your character sheet, provided it aligns with the fiction and is approved by the table. You can repeat this action as many times as desired, as long as you pay the required token each time.
On the other hand, you can spend 3 Exploration Tokens to reach or find a specific Set Objective. In this case, Tokens are won and lost individually, but can be grouped together to be used as a group.
If a character dies, the other characters can split or fight for their Exploration Tokens. In this case, the tokens represent the equipment, gears and supplies that the dead character possessed. ↑
RISK ROLL
When you take any risky action where success or failure can have dramatic consequences on the story told; then, make a Risk Roll. When doing it, narrate what the result of the action would be and ask the table what could go terribly wrong. Then, gather 6-sided pool dice:
Add 1 Light Die, if the skills of your occupation or background give you an advantage. Even if you apply the above more than once, you can only add 1 Light Dice. If the skills of your occupation or background do not help you, do not add this die to your pool. |
Add 1 Light Die, if you accept a Devil’s Bargains at the suggestion of someone at the table. Devil’s Bargains are complications that occur regardless of the outcome of the roll. You can only accept a Devil’s Bargains once per roll. See more about that later. |
Add 1 Dark Die if the action to be carried out puts your mental, emotional and physical integrity at risk; or if the Game Master declares that it applies. |
Before making the roll, you can ask the other characters for help to add more Light Dice to your dice pool (See Help Roll). Whoever offers the help will roll at the same time as you. The result of they roll will be counted as your Light Die. More than one character can help you make the roll, in all cases the Help Roll must be made.
Then, make the roll, if the highest die is:
1d6 | Result |
---|---|
1-3 | You failed, and things get worse. The Game Master describes how, which may or may not be related to one of the ideas offered when you asked what could go horribly wrong. The Game Master can also allow you to succeed, but things will get worse in some other way. |
4-5 | You are successful, but there is some kind of complication. The Game Master describes the complication, then you describe how you succeed, or vice versa. The complication may be related to one of the ideas offered when you asked what could go wrong, but it doesn't necessarily have to be that way. |
6 | you are successful. Describe how, or ask the Game Master to tell you how you did it. |
If the highest die on your roll is a Dark Die, and that same die is greater than your current Ruin, mark 1 Ruin on your character sheet. When you mark 6 Ruins, you will be dead (see the Death, p. xx).
If you are an Android, each time your Ruin increases, you will force all nearby characters to make a Ruin Roll.
If you don't like the result of your roll and your highest die is a Light Die, you can add a Dark Die to your dice pool and re-roll all of them. You can continue adding a Dark Die and re-roll until you are satisfied with your result or until your highest die is a Dark Die. |
THE RULE OF DICE
When the Dark Die and Light Die match, luck will always be against the character. The Dark Die is always considered the highest roll. ↑
DEVIL'S BARGAINS
When you get your dice pool on a Risk Roll, the Game Master or anyone else at the table may offer you an additional Light Die if you accept a Devil’s Bargains. Devil’s Bargains are deals in which the player who gets the dice wins an extra Light Die, while agreeing to add a complication to the story proposed by another person at the table. Some common Devil’s Bargains are:
- Cause collateral damage or unintended damage
- Getting lost or separated from your companions
- Sacrifice something important for the group.
- Attract unwanted attention
Devil’s Bargains always take effect, regardless of the Risk Roll’s outcome. You may choose to accept or reject them—if the proposal doesn’t suit you, simply decline or suggest adjustments to make it acceptable. Keep in mind that anyone can veto or modify a proposed Devil’s Bargain, especially if it directly affects their character. Devil’s Bargains can only be introduced during a Risk Roll.
To accelerate gameplay during tense moments —such as using a Risk Roll in combat— the Game Master may allow a single Devil’s Bargain to be offered. They can either make the offer themselves or select someone at the table to do so.↑
HELP ROLL
When you decide to help another player's character on a Risk Roll and their dice pool already includes a Dark Die, you can do so as long as they have not yet made their roll.
If they accept your offer of help, tell how you risk helping and roll 1 Light Die. |
The result of your individual roll becomes part of the dice pool of the character you are helping. However, offering help under these conditions carries risks. If your Light Die matches any of the Dark Dice present in the rolls made by the character for the risky action, you will receive 1 Ruin. If the helped character repeats the roll, you will not accumulate additional Ruin, as long as you have already recorded at least 1 Ruin from this Help Roll.
In the case of Reduction Rolls, you can help the character whenever you wish, and doing so does not put you at risk of gaining Ruin as mentioned above —provided you have the necessary skills to do so. ↑
CONTEST ROLL
When you want to compete to be the first to reach an objective, or simply want to hurt another character; make a Contest Roll. To make a Contest Roll the players will first have to agree on what is at stake. Each player then get they pool of 6-sided pool dice.
Add 1 Light Die, if the skills of your occupation or background give you an advantage. Even if you apply the above more than once, you can only add 1 Light Die. If the skills of your occupation or background do not help you, do not add this die to your pool. |
Add 1 Light Die for each Ruin mark you have. For example, if you have 4 Ruins, then you add 4 Light Dice. In this way the Dark Space rewards you based on how far it has sunk its claws into you. |
Add 1 Dark Die whether the confrontation is itself deadly or dangerous. |
Add as many Dark Dice additional however you are willing to risk it. |
Count all the 6s you roll. Whoever has the most 6 wins the confrontation. In case of a tie, count the 5s, then the 4s, then the 3s, then the 2s, and finally the 1s; until a winner is determined.
For each Dark Die on your roll that shows a 1, score 1 Ruin. When you mark your last Ruin, you are dead, see later about that. If you are a Synthetic, you mark 1 Rust instead for every 1 shown in the roll. ↑
RUIN ROLL
When you witness or experience something disturbing, the Game Master will ask you for a Ruin Roll. Then, you roll a Dark Die. If you have made a Risk Roll that includes a Dark Die, and that die is equal to or greater than your highest Light Die on that roll, the Dark Die is automatically considered a Ruin Roll.
If the roll is greater than your current Ruin, increase your Ruin by 1 and discuss with the Game Master how your mind and body descend. Every time you mark a Ruin, you add a Condition to your character. Upon reaching 6 Ruin, your character is dead. See below. ↑
CONDITIONS
When you suffer an increase in Ruin, then add a Condition to your character. When you score Ruin as a result of a Risk Roll, Help Roll, Contest Roll, and Ruin Roll, the Game Master will offer you suggested Conditions, but you can adjust or change them to determine exactly how they affect you.
Conditions are narrative consequences, not mechanical. Increasing Ruin allow to character transformations that add flavor and depth to story development. Try to propose conditions to the Game Master that align with the theme of the mission. ↑
- Theme. Bones.
- Condition. Echoes of Bones – Your bones vibrate with forgotten knowledge, whispering fragmented words.
REDUCTION ROLL
When you have 5 Ruins and want to reduce them, you may attempt to reduce it through a Reduction Roll—provided you introduce a new complication into the narrative. Ask the table to tell you what is the worst complication that could happen and try to reach an agreement to add it in the fiction.
Then, describe how you try to recover or heal, then gather your pool of six-sided dice.
Add 1 Light Die for the risk you take when performing the Ruin decrease. |
Then, make the roll.
- If the die roll you roll is less than your current Ruin, you are successful remove 1 Ruin.
- If you roll equal to or greater than your Ruin, you fail add 1 Rust or 1 Ruin, you choose.
If someone offers you help, you can accept. The lowest result among the dice will be the die you use against your Ruin. The helper must then make a Help Roll.
You may continue reducing your Ruin this way, but each attempt must introduce a new complication into the scene. ↑
RUST ROLL
When the durability and condition of your equipment or gears comes into the play, the Game Master may ask you for a Rust Roll. Then, you will roll a Dark Die.
If you have made an Exploration Roll, and the Dark Die is equal to or greater than your highest Die on that roll, the Dark Die is automatically considered a Rust Roll. If the roll is greater than your current Rust, increase your Rust by 1.
When you reach 6 Rust, you will run out of vital breathing equipment or your survival suit equipment has been damaged. Act immediately: if you do not find spare equipment in the next few minutes, your death is imminent. At this point, each new Rust you accumulate is marked as 1 Ruin, adding to the total you have already accumulated.
Also, you can reduce 1 Rust instead of 1 Ruin, as an effect of resisting a Xenos' attack by using your armor protection on a Combat Roll. ↑
COMBAT ROLL
When faced with a Xeno that you want to eliminate, the Game Master will ask you to make a Combat Roll.
You can fight a Xeno individually, but the risk you run is greater than doing so in a group. In the case of a group fight, each character narrates what they will do and then each one will carry out the following procedure:
First tell how you expose yourself to being hurt or attacked, and then roll a Light Die. The number on the die is called your Weak Point, what puts you at a disadvantage in this combat |
Then, roll a Dark Die. Each character involved will make this roll with their own Dark Die because of the risk they take when fighting the Xeno. |
To defeat a Xeno (or group of them), you must roll against the Xenos' Endurance, which is a number between 2 and 12. The Game Master determines this value and can reduce the Endurance if the characters involved have relevant abilities, have environmental advantage or not. The Game Master may increase Endurance if the creature or entity is particularly tough, if multiple creatures or entities are present, or if the characters are at a disadvantage. If the Endurance is greater than 12, the Xeno is too difficult to combat and they must retreat or find a way to reduce its Endurance.
If the total of the two highest Dark Dice is equal to or greater than the Endurance, the Xeno is defeated in the manner that the table or you describe.
If any of the Dark Dice match your Weak Point, your character's Ruin increases by 1 for each Dark Die in the party's dice pool. The same for the other characters.
At this stage, if a player decides their character should retreat, they must transfer their Weak Point to another player of their choice. The selected player will then bear the burden of both their original Weak Point value and the newly acquired Weak Point. If both Light Dice have the same number, the character must re-roll one of the dice to get a different number. A character who retreats in this way may do so without triggering a Risk Roll or any other consequence for themselves. The number of Dark Dice rolled never decreases, even when a character leaves combat.
If the two highest value Dark Dice are less than the Endurance of Xeno and you wish to continue the attack, add one more Dark Die and re-roll all the dark dice that represent the characters involved initials. You can continue adding a Dark Die and re-rolling until you defeat the creature or entity, or until all characters abandon the fight or die. Keep in mind that each new roll increases the chance that your own Ruin will increase. Retreating as a group from an incomplete combat may trigger Risk Rolls or other consequences. |
Wounds sustained in combat can be reduced first by the Rust value if there are available slots, rather than by Ruin.
In individual combat, roll two Dark Dice to determine your Weak Points. Then, you will roll two dark Dice to attack the monster. When you are in combat and want to flee, you will need to make a Risk Roll. ↑
DEATH
When you mark 6 Ruin, that is, you mark the last box of this element on your character sheet, your character dies. You decide whether your character becomes a doomed NPC or meets their end. This is a pivotal moment—everyone watches as you make your final move, whether it’s fleeing into the darkness, turning against your allies in a violent burst, or drawing your last breath in dramatic fashion.
The Game Master may ask you to become a Co-Game Master in the game to help narrate the horrors that will overtake the remaining characters. Also, you can choose to use a new character, in case there are any non-player characters still alive accompanying you. Up to you. ↑
HOW TO RUN?
Dark Space Society RPG takes a narrative and cinematic approach, focusing on the collaborative storytelling of space horror. It brings to the table the dramatic and unsettling atmosphere of classic genre films. Additionally, the game is designed for seamless compatibility with existing modules from Mothership, Alien, Death in Space, or any other Sci-Fi Horror Game you enjoy.
It’s more than a survival game—it’s a shared act of storytelling, where horror isn’t just something endured but something woven into the experience by everyone at the table. The unpredictability of the dice mirrors the chaos and dread of the setting, making every moment feel weighty and consequential. The cinematic approach moves the game away from hard science fiction, focusing on immersive storytelling and the art of delivering a compelling narrative
Dark Space Society RPG unfolds through adventures known as Missions. These Missions provide a foundational structure—a starting point for the Game Master to collaboratively build a space horror story alongside the players.
Missions are not predetermined narratives with fixed outcomes. Instead, they offer narrative paths that players can follow or diverge from, shaping the story through their choices and discoveries. In practice, Missions serve as immersive scenarios set in futuristic, inhospitable, and hostile Dark Space environments, where players explore, investigate, and attempt to resolve the unfolding mysteries.
It is essential to let players know that this game requires full commitment to actively shaping the story, much like scriptwriters of a space horror film. Each participant must contribute compelling ideas and creative proposals to drive the narrative forward. As the Game Master, you set the story in motion, but the responsibility of crafting the best possible space horror experience falls on everyone at the table—including you.
GAME MASTER PRINCIPLES
- Put the players' safety first. Make sure everyone at the table feels comfortable and engaged in the space horror story, and always respect their boundaries and sensitivities.**. Make sure everyone at the table feels comfortable and engaged in the space horror story, and always respect their boundaries and sensitivities.
- Play to see what happens. Whether you're diving into an Mission or an adventure module from another published sci-fi game, embrace the unknown. Let the unfolding narrative and the choices of your players shape the experience in ways you never anticipated.
- Be a fan of your players. It’s not about letting them win—it’s about presenting engaging challenges that draw both you and your players into the unfolding story, making every situation compelling and rewarding to navigate.
- This is not a story of heroes, but of tragic protagonists in the worst situation you can imagine. They are fragile, desperate, and outmatched, caught in a relentless nightmare where survival is not a victory—just a postponement of the inevitable.
- Sometimes you give up making decisions. Imagine that you and your players are scriptwriters for the next blockbuster space horror film, get everyone involved in telling what's going on.
- Raise problems without obvious solutions. You don't need to have all the answers. Give players plenty of opportunities to be creative and reward their creativity.
- Ask guiding questions and build on the answers they give you. Make the players creators of the world so they get involved in it. Ask them about their characters, the things they know and observe. Make them complicit in their own destiny.
- When there’s no rule, apply consistent rulings. This game doesn't have many rules. If you need to make up a rule on the spot, do so and be fair by using that rule in all similar situations.
- Remind your players that there are differences between what they know as a player and what they know as a character.. In game, call the player by their character's name and when you need to talk to them, as a player, call them by their real name. Keep this difference clear.
SOME ADVICE TO RUN
- Starting the game introduce the concept of the game to set expectations and make it clear what Dark Space Society RPG is about. See What is this? (p.xx.)
- Make it clear to the players that they are not the best crew sent on this mission—they’re simply the available crew or the one whose loss is least costly to the corporation.
- Continue presenting safety tools and reinforcing the game’s R rating.
- Ensure the players understand that their characters are not the first to arrive at the location. The crew is always on a mission of rescue, investigation, or exchange at a site where something is likely known to have happened.
- Read the Mission's Introduction (see below). From this moment on, refer to players by their character’s name when addressing them in-game. When speaking out-of-character, make a clear distinction by calling the player by their actual name.
- When starting the narration, have players introduce their characters, talk about their past, and explain how they ended up here. Ask them to share with each other why their characters believe things could go wrong on this mission.
- Encourage players to describe what they see, feel, etc., or anything else they want to narrate about the scene. If a Xeno appears, ask them to describe how they imagine it. Let them actively contribute to building the horror and atmosphere at the table.
- If you notice a player is unsure what to do, invite them to recall the player principles and consider what a protagonist in a space horror film would do.
- Keep the game centered around the Mission theme. Let the characters explore the Set, but always guide them back narratively to the core story.
- Remind your players that Conditions are narrative consequences, not mechanical ones. Encourage them to act accordingly.
- When a character reaches their Ruin, let them shine and have their dramatic moment.
HOW TO WRITE MISSIONS (OR ABOUT HOW TO ADAPT MODULES/ADVENTURES?)
Dark Space Society RPG is a game designed to create intense and cinematic stories within the space horror genre. Unlike other rule games crunchy and detailed mechanics, this game relies on a rules-light system that facilitates collaborative storytelling.
Its approach is narrative, which means that the priority is on telling exciting and engaging stories, rather than seeking a totally realistic or scientifically accurate representation of events. That is, it is about enjoying suspense, mystery and horror in space, embracing the dramatic and creative.
This makes it very easy to adapt any adventure to the system, since what matters is the story to be told and how the table makes that story its own.
Missions will always have the following elements: Theme, Introduction, Objective, Set Flow, Set Description, Xenos and Non-Player Characters List.
If you are adapting an adventure from another game, it will be enough for each of the elements to be clear to you so that you can make the conversion.
THEME
Theme is any word that should in itself capture the essence of the Mission. It represents the narrative anchor of the entire game and what will keep the collaborative story always on track. This means that it must be evocative enough to inspire players and give them a clear idea of what kind of story they are exploring.
The theme of an Mission could be something concrete like "parasitism" or "spores" or something conceptual like "corruption" or "despair". The best words work on multiple levels.
INTRODUCTION
This is a text of a few paragraphs that are written to be read to the players and contextualize them about the game. Briefly lay out the situation about what the characters know about the Mission and what they don't.
OBJECTIVE
It establishes the real objective of the characters, what they were sent to the place where they are.
FLOW OF SET
Sets are locations with a specific objective within the mission or adventure you are converting. Each set will help the characters fully explore the location and fulfill the reason for their mission.
The set flow is a diagram that establishes how each of the sets are connected. It graphically shows how the characters can move between them, coming and going as allowed in the set. Each word in the diagram below represents a set, the arrows between them indicate how characters can move between sets.
For Example:
Shuttle 《-》Exterior《-》Module 《-》 Mine
DESCRIPTION OF THE SETS
Sets have five characteristics:
- Name. It is a simple evocative label that serves to locate the scene in the flowchart.
- Goal The reason why the characters are interacting with this set. By achieving the specific objective the characters end the set, see Exploration Roll (p. XX). These objectives can be as simple as searching for an object within the scene or reaching the next scene within the fiction. Upon entering the scene, as the Game Master you must tell the players the objective and encourage them to tell you how they explore the site to achieve the set objective.
- Prompts. It is everything that is arranged in the set, the characters can interact with it and it is relevant to fiction, whether it is an object, thing or living being. The props provoke narrative opportunities in the scene, which must always be taken care of as they relate to the Theme of the Mission.
- Obstacles. Are those challenges willing in the set, which usually in other games requires a skill check or a save. In Dark Space Society RPG a Risk Roll is used in all cases to resolve these situations. Obstacles can be horrors or dangers from the set itself.
- Important objects or clues. They are strange objects, artifacts, non-player characters or clues that help you advance or understand what is happening.
LIST OF XENOS AND NON-PLAYER CHARACTERS
In the game, everything you face is generically called a Xeno, whether it is an alien or a strange beast. This Aliens, as in films of the genre, are prone to be eliminated by the characters.
All Xenos are described in the game with six characteristics: Name, Description, Endurance, Habits, Special Abilities, and Weakness.
Non-player characters are described generically in the same way as Xenos, although they must be mentioned in the props section.
XENOS
Use the following template to list your Xenos.
- Name: Give the Xeno a name to differentiate it.
- Description: They are the physical characteristics of the Xenos, how it looks, sounds and sounds.
- Endurance: It is a number between 1 and 12. The closer the number is to 12, the more difficult it is to defeat it. Small Xenos (less than 7), medium (between 7 and 8), large (9 and 10), huge (between 11 and 12), colossal (more than 12, cannot be defeated).
- Habits: Details the behavior of the Xeno when attacking and the way it interacts with the other elements of the set.
- Special Skills: Those things that the Xeno is really good at, generate conditions against its opponent.
- Weakness: It's something the Xeno is vulnerable to.
Example:
Name: Xenomorph
Description: The Xenomorph has a slender and terrifying form, with a shiny black body that reflects light like armor. Its elongated head lacks visible eyes, giving it an inhuman and disturbing appearance. It has a double jaw with sharp teeth and a retractable tongue that can pierce bodies. Its body has long, jointed limbs, a pointed tail, and movements that combine agility with brutality. It produces a distinctive sound: a haunting hiss and a resounding growl that sends shivers down your spine.
Endurance:9, which classifies it as a big monster. It is extremely difficult to eliminate due to its intelligence, adaptability, and the protection provided by its tough skin.
Habits: The Xenomorph is a relentless, patient and calculating hunter. It stalks its prey silently, using its surroundings to hide and attack from the shadows. It moves quickly and with lethal precision. In combat, he uses his speed, physical strength, and tail as weapons. He shows no mercy and seems to act with an instinctive predatory intelligence.
Special Skills: Acidic blood that, when spilled, burns almost any material and becomes a natural weapon against those who try to hurt it.
Weakness: Lacks effective defense against fire or high explosives, which can cause significant damage. Additionally, his acidic blood can be dangerous to himself if he is seriously injured and his own environment is affected by corrosion. ^