Getting Started

Welcome to Meat Space, a Dystopian Sci-Fantasy Tabletop Roleplaying Game!

Meat Space is a narrative setting and game system for you and your friends to tell stories both grand and small. Tales of fortune-seeking spacers navigating a universe of arcane mysteries, hulking machines and impossible wonders, whilst avoiding the boot of corporations that would rather own them than employ them. If they're lucky, they might just carve out a few moments of genuine connection before they catch a bullet.

Starting here we're going to cover the fundamental rules and how to run or participate in a Meat Space campaign.

The Setting

The setting of Meat Space combines classic high fantasy, chunky science fiction and capitalist dystopia into a universe of high-flying, mechanised adventure. Across the stars, indebted Spacers struggle to make a living in a galaxy determined to squeeze every last credit from them. If they're tough enough, clever enough and just a little lucky, they might survive long enough to earn a comfortable living and maybe even save a life or two… or sell someone out for a quick cred transfer. In Meat Space, both are valid career paths.

The universe is dominated by the Giga-Corps. What were once nations of spacefaring sapient species have become privatised entities, all competing for power, influence and control over the seemingly endless resources of Known Space. Between them stand two groups desperately trying to maintain some form of balance: the Universal Federation of Sapient Races and the independent Spacers. The Federation, once responsible for governing and distributing resources across the galaxy, has steadily declined since the rise of capitalism and now struggles to maintain its authority beside the ever-growing power of the Giga-Corps. Meanwhile, Spacers fill the gaps left behind, working as freelancers, specialists, pilots, traders, mercenaries and opportunists wherever profit can be found.

The galaxy was once on the verge of economic collapse. It was Humanity's proposal of a privatised capitalist economy that saved civilisation and ushered in a golden age of prosperity and expansion. At least, that's the official story. In reality, Th00l prices keep rising, rent has never been more expensive, and the Giga-Corps continue posting record profits quarter after quarter. Most citizens remain comfortably distracted by adrenal stims, synth-skin packages and Swole-MAXX subscriptions, but beneath the chemical bliss and endless advertising, many wonder whether things were once better. The races old enough to remember tell stories of times not so long gone while races young enough to fight for something different listen. The Giga-Corps, however, have no intention of letting anyone kill the golden goose… at least not before they do.

You play as a Spacer. Together with your Crew, you're simply trying to carve out a life in a universe that rarely gives anything away for free. Spacers can be masters of nature, technology or magic. They can be soldiers, merchants, corporate executives, explorers, mechanics, con artists or pilots. They can specialise in certain situations or be rough and ready for whatever comes their way. They can spend their lives charting new worlds, repairing starships, negotiating trade deals or hunting dangerous bounties. What matters is not where they came from, but what they're willing to do next. Every Spacer lives from job to job, loyal to little more than the next paycheck, the road ahead and the Crew beside them.

Adventures in Meat Space can take Spacers anywhere. One day, a Crew may be exploring an uncharted world on the edge of civilisation. The next, they may be negotiating a fragile trade deal between rival Giga-Corps, diving into Cyberspace to hunt a wanted criminal Netrunner or venturing deep into Astral Space to wrestle a demon on behalf of an eccentric Th00l Baron. Meat Space is a setting where humour and tragedy often share the same airlock. Stories range from heroic and hopeful to bleak and deadly, often in the same session. Not every Spacer will walk away from every job, but those who do might just leave the galaxy a little better than they found it… or at least get paid a crapload of credits.

The Golden Rules

Firstly, Meat Space has a set of Golden Rules. These rules establish the expectations and responsibilities of everyone at the table. While the world of Meat Space can be dark, cynical and dangerous, often exploring confronting themes and difficult subjects, it also creates opportunities for memorable stories and meaningful roleplay. While the characters might, at times, be arseholes, the table itself should remain welcoming, respectful and enjoyable for all participants.

These rules form the foundation upon which the game is built and take precedence over every other rule in this book. If you find yourself, or someone else, repeatedly crossing them, it is time for a serious conversation. Please take the time to read, understand and discuss these rules with your table before you play. A shared understanding of these expectations will help ensure that everyone is working together to create the best experience possible. Never assume that everyone at the table shares the same understanding of respect, boundaries or good sportsmanship; talk about them first.

Consent is a core principle of Meat Space and the foundation of every healthy table. Every participant should feel welcome, respected and comfortable with the themes being explored, and empowered to enjoy themselves with friends. Consent means choosing to participate, openly communicating your boundaries and respecting the boundaries of others.

Consent is not a one-time agreement, but an ongoing conversation between everyone at the table. It can be withdrawn at any time and, should that happen, the game should pause and a conversation should be had as soon as possible. Respect each other, communicate openly and remember that everyone is responsible for helping create a safe and enjoyable experience.

 

The GM Is A Player Too

Everyone playing Meat Space is a Player. The Game Master, commonly referred to as the GM, and the Cast Members, commonly referred to as CMs, may have different roles, but there is no difference in expectation. Everyone at the table deserves to be heard, respected and given the opportunity to learn from their mistakes. Most importantly, everyone deserves the opportunity to enjoy themselves.

A GM is not expected to memorise every rule, provide every miniature, host every session or solve every problem. Like everyone else at the table, they are there to have fun and tell a story with their friends. Remember, Meat Space is a collaborative game and everyone shares responsibility for creating a great experience.

 

Your Character, Your Choice

The rules of Meat Space are intentionally kept as detached from physical appearance as possible. Players should feel empowered to create and represent their Characters however they wish. What your Character wears, looks like, carries or how they present themselves is ultimately a matter of personal taste, and your aesthetic preferences should take priority.

This extends to gender expression and identity. While some Races may exhibit sexual dimorphism, it is up to each Player to decide how their Character looks, presents themselves and expresses who they are. These choices belong to the Player and should not be dictated by others at the table. The 'sapes of the Federation don't give a fuck, so neither should you.

 

Absolute Cinema

When playing Meat Space, the goal should be to tell a memorable and cinematic story together. The rules of the game often encourage Players to build Characters who specialise in different skills and roles. While some Characters may be capable generalists, most spacer crews are made up of individuals who excel in different areas, each with opportunities to shine where nobody else can.

Meat Space is designed to create memorable moments and celebrate the strengths of individual Characters. When your moment arrives, embrace it and enjoy the spotlight. When it is someone else's turn to shine, sit back and enjoy the show. It is perfectly normal for a pair of combat specialists to dominate a firefight, a pilot and mechanic to save the ship, or a suit and legal wizard to talk their way out of a tricky situation. Great stories are built from great scenes, and every Character deserves their moment, but not every Character has to contribute equally to every moment.

 

Mechanics Are Fun!

Meat Space is a mechanically rich game by design. The rules, Abilities, Items and many other Character options exist to create memorable moments and give each Character opportunities to shine. Players should celebrate those moments, whether that's using a signature Ability, overcoming a challenge they are uniquely suited for or finally finding the perfect opportunity to use an Item they've been saving for just the right moment.

Roleplay and acting are important parts of telling a story, but so are the mechanics that support it. Be loud and proud about your Dice, Abilities and clever plays. The game part of a TTRPG is meant to be enjoyed and shared with others, just as much as the cool voices and acting skills the Players bring to the table. Rather than rushing past the mechanics, embrace them and invite the rest of the table to celebrate the cool things your Character can do.

 
 

The Shape of the Game

With The Golden Rules in mind we can begin covering what to expect in the course of playing a game of Meat Space.

The following information contains everything you need to begin playing Meat Space. With just this page and a Character, you can jump straight into a campaign. Additional rules and options exist, but you will already have everything you need to get started.

At its simplest, a game of Meat Space follows a straightforward loop:

  • The Game Master sets the Scene, establishing the location, points of interest and Characters present.
  • The Scene is broken down into smaller Encounters, each representing a particular challenge, conflict, conversation or objective.
  • The Cast interact with the various objects and Characters within the Encounter, declaring their goals and intentions, as well as any Actions or Abilities they may wish to use.
  • The Game Master responds to the Cast's declarations, describing how the world reacts and what happens next.
  • If the outcome of an act is uncertain, the Game Master may call for an Action, Ability or Dice Roll to determine the result.
  • The Game Master and Cast continue this back-and-forth, collaboratively telling a story through a combination of narrative declarations and the occasional Dice Roll.
  • Once an Encounter is resolved, the group moves on to the next. As Encounters are completed, the Scene progresses until the story moves on to a new location, situation or objective.


We've mentioned a number of concepts here that may be new or foreign to you, don't worry, we will go into further detail about them below.

Encounters and Scenes

All play within Meat Space occurs in segments referred to as Encounters and Scenes.

A session will often consist of a couple of Scenes, each made up of multiple Encounters. How long or short Scenes and Encounters are varies as you, the Players, deem when a Scene or Encounter has run its course and is Appropriate for it to end. Common ways to delineate when an Encounter should end include: Reaching the end of a lively conversation and moving to another location, resolving a combat against your enemies or even a quick segment of downtime activities. For Scenes, they are often ended with the Cast changing location, the close of a [Period] or after a major event has concluded.

Please Note: Many Abilities, Conditions and effects end when a Scene or Encounter ends, so it can be prudent to extend or cut them short where Appropriate.

Certain mechanics trigger or resolve at the beginning or end of Scenes and Encounters. They are detailed below:

Scenes

A Scene is a mechanical term used to describe and break the larger segments of the narrative into manageable gameplay chunks. Scenes are made up of one or more Encounters, as that is where the bulk of the game is played, however Scenes may also include some non-role play moments as well, that might not warrant an Encounter, such as travel, crafting or shopping and inventory management. A Scene usually encompasses all of the events at a specific location such as a science facility or a city, but it can also be contained to smaller locations such as a casino inside of the city or the floors of a science facility.

The length of a Scene is variable and is largely determined by the needs of the story. As a general rule, a Scene lasts for the duration of all of the events relating to a specific goal or objective. While the Game Master will typically determine when a Scene begins and ends, the Cast are encouraged to help identify these transitions, as Appropriate.

At the start of a new Scene, Players should resolve any triggered Abilities or advance any non-narrative Abilities such as [Crafting] Abilities or Rituals, before moving onto any specific Encounters.

At the end of a Scene, several things occur. These are listed below:

The Players can resolve these in any order that feels Appropriate before moving onto the next Scene.

 

Encounters

An Encounter is a mechanical term used to break a larger Scene into smaller, more manageable events. The bulk of play in Meat Space takes place moving from one Encounter to the next. An Encounter can be as simple as a conversation, game of chance or travel montage, or as involved as a lengthy social, technical or combat challenge.

The length of an Encounter is variable and is largely determined by the needs of the story. As a general rule, an Encounter lasts for the duration of a single event, conversation or challenge. While the Game Master will typically determine when an Encounter begins and ends, the Cast are encouraged to help identify these transitions, as Appropriate.

At the start of a new Encounter, Players should perform a Swagger or Presence Test, as Appropriate, to determine Morale. They may also need to perform an Initiative or Reaction Test to determine the Turn Order, as Appropriate. This is also the time to resolve any triggered Abilities or effects.

At the end of an Encounter, several things occur. These are listed below:

The Players can resolve these in any order that feels Appropriate before moving onto the next Encounter or ending the Scene.

 

Rolling The Dice

Meat Space can, at times, be a complex game. Thankfully, it is extremely simple to play. All Players need to do is react to one another's prompts, going back and forth as the story unfolds. The GM establishes the Scene, describing the environment, important details and the Characters present. The Cast then responds, declaring what their Characters do and how they interact with the world. In many cases, this requires no dice at all. A CM declares an action, the GM describes the outcome, and the process repeats. Only when an action creates conflict, uncertainty or a meaningful chance of failure should any dice be rolled to determine the outcome.

To play Meat Space, you will need a standard set of polyhedral Dice:

  • A twenty-sided die (D20).
  • A twelve-sided die (D12).
  • A ten-sided die numbered 0 to 9 (D10). When used as a D10, a Result of 0 counts as 10.
  • A percentile die numbered 00 to 90 (D100). This die is rolled alongside a D10 to generate a result from 1 to 100, with the D100 providing the tens digit and the D10 providing the ones digit.
  • An eight-sided die (D8).
  • A six-sided die (D6).
  • A four-sided die (D4).

You may also use a dice-rolling app or website if your table is comfortable with it. We recommend using our automatic [Character Sheet] Link to handle some of the calculations for you, as well as keeping a pen and paper, or another method of taking notes, close at hand.

When a Player needs to roll dice, they will make one of four types of Roll: a Check, an Attack, a Save or a Test. Each serves a different purpose and is used in different situations. The GM will determine which type of Roll is required and which bonuses apply. Below, we explain when and how each is used:

It is common for additional dice to be added to a Dice Pool, or for Properties to modify the Results of a Roll. Rolling dice is intended to be a table-wide activity, so don't be afraid to take your time and roll in the open where everyone can see. Other Players may have special rules, Abilities or effects that can modify the Results, add bonuses or otherwise affect the final Total.

The Dice Pool

When performing a roll, whether it is a Check, Attack, Save or Test, you first form a Dice Pool. One unique aspect of Meat Space is that a Dice Pool can remain interactive even after it has been rolled. This helps make managing the various effects, rules and Abilities available to each Player easier, while also making the act of rolling dice a more engaging part of the game.

The exact composition of a Dice Pool depends on the type of roll being performed. As discussed above, Checks, Attacks and Saves are all quite similar, so we will begin with those. Tests can vary significantly, but each type of Test explains its own requirements and resolution. For now, it is enough to understand that the rules for interacting with a Dice Pool remain largely the same.

Every Dice Pool has one or more Primary Die. For Checks, Attacks and Saves, this is a D20. A Dice Pool will also contain a Static Modifier, a flat value added to the Result of the Primary Die to create the Total. Additional Bonus Dice and Properties may also be present, modifying how the Dice are rolled or creating additional effects based on the Results generated.

A Result refers to the number on the Die. A Total refers to the final amount, once all the Results, both positive and negative, have been added and subtracted.

Properties are general mechanical rules that modify the Dice in a Dice Pool. They are present throughout almost every roll performed during a session of Meat Space. They are used to reflect a Entity's special rules, abilities, effects or tactics in a given situation. They can also be used to represent situational advantages and disadvantages, as the events of Meat Space are often wild, nuanced and unpredictable.

Once all Players have finished rolling, modifying and Rerolling any Dice in the Dice Pool, the Results are combined to determine the Total. If the Total is equal to or greater than the Difficulty, the roll is Successful. Otherwise, it is a Failure. Below, we provide several examples.

Example #1: An Athletics Check.

Johnny Tutorial is attempting to shift a large rock. The GM determines that this requires a Difficulty 15 Athletics Check.

Johnny's Player assembles the Dice Pool. Since it is a Check, they use a D20 as the Primary Die. Johnny has an Athletics Skill of 8, which becomes the Static Modifier for the roll.

The D20 is rolled and generates a Result of 10. As there are no Properties or Bonus Dice affecting the Dice Pool, the Player adds the Result of 10 to the static modifier of 8, generating a Total of 18.

As the Total of 18 is greater than the Difficulty of 15, the Check is Successful.

Example #2: Another Athletics Check.

Johnny Tutorial is attempting to lift a large boulder. The GM determines that this is more difficult and requires a Difficulty 25 Athletics Check.

Johnny's Player assembles the Dice Pool as before. They use a D20 as the Primary Die, and Johnny's Athletics Skill of 8 provides the Static Modifier for the roll.

Another Player has their Character, Jimmy the Second, perform the [Help] Action, granting Johnny the Advantage Property. Advantage allows a Player to roll two D20s and choose the highest Result. Johnny's Player rolls both D20s, generating Results of 4 and 16.

Johnny's Player chooses the Result of 16. Combined with the Static Modifier of 8, this creates a Total of 24. The roll would still be a Failure, as it does not meet the Difficulty of 25.

Before the roll is resolved, Jimmy the Second uses the [Micromanage] Ability, granting Johnny a bonus D4. The D4 is added to the Dice Pool and generates a Result of 2.

The final Total is 26, made up of the chosen D20 Result of 16, the D4 Result of 2 and Johnny's Static Modifier of 8. As 26 is greater than the Difficulty of 25, the Check is Successful.

Abilities

A Character interacts with the world through the use of Abilities. Walking, talking, manipulating objects, fighting and countless other activities can all be represented by Abilities. While not every action performed by a Character needs to be defined in mechanical terms, we have done our best to ensure there is an Ability to support almost anything a Character might reasonably attempt.

In many cases, a Character can simply act and the GM can describe the outcome. However, when additional detail, mechanical support or a formal resolution is required, often when acting in Turn Order, Abilities provide the rules needed to resolve the action. There are several types of Ability, the most common of which are: Actions, Quick Actions, Free Actions, Rituals and Traits. These are detailed below:

All Characters have access to a suite of Basic Abilities that they can use to navigate almost any Scene or Encounter they find themselves in. In addition, almost all Characters will gain unique Abilities from their Race, Job, [Masteries] and other sources throughout their adventures.

Ash's Aside
While learning all of these terms, from the different types of rolls to the various Abilities, will be helpful when playing Meat Space, it is completely normal to feel a little overwhelmed at this point. Don't worry, that's normal. The important thing to remember is that all you need to do is describe what you think your Character would do. You and the other Players can work together to figure out what that means mechanically. Over time, you'll learn the terminology, master your basic and unique Abilities, and become an expert Spacer before you know it. For now, focus on having fun and learning as you go. We all start somewhere, and learning can be fun if you let it. Don't let the details get in the way of a good story or a good time.

The Universal Rules

The Universal Rules are a set of mechanical rules that apply to all games of Meat Space, if ever there is a conflict or contradiction, these Universal Rules supersede all but The Golden Rules and should be referred back to when those situations arise.

 
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