I attempted this through a game I dubbed DOGS IN SPAAAAAACE! featuring a small colony on a distant world, struggling to survive a drought that had left them short on supplies. The players were important local people with an interest in keeping the colony from self-destructing, and the stuff that was going on in the colony was twofold:
1. A young woman from the colony, Isabelle, had fallen in love with one of the Wallas, local aliens who sort of looked like wallabies (hence the name), and started having a love affair with him. Another colonist called Peter who wanted to woo her had attacked and killed the Walla in question. In turn, the Walla’s daughter was on the warpath, demanding reparations and a trial by combat for the murderer.
2. The colony was very short on food. Rations had been cut, and particularly severely for the Drones, cloned humans engineers to be stupid but strong and unable to reproduce, and generally treated like cattle by the colony. One of the Drones’ keepers, Ethan, decided that this was unjust and started stealing food for the Drones. In turn, one of the senior keepers had started a petition to have the Drones culled, to help the supplies last longer. It would be only a matter of time before Ethan found out about this and went off on one.
- Not this kind of Dog In Space. Image by Bobbie Johnson.
Now, there were several bad decisions in this design process, all of which I was aware of but (mistakenly) thought I could get away with.
– The players all had formal roles in the community (mayor, sheriff, priest, guildmaster). This led to a certain amount of hierarchical behaviour. It wasn’t always problematic, but it led to the sheriff deferring to the mayor on an important decision, which was sub-optimal.
– The colony was in a survival situation. Food was scarce; at the start of the game, a supply ship got destroyed, straining supplies still further. Moreover the Wallas represented a potential existential threat to the community, and I had made them seem overthreatening by referring to early conflicts between humans and Wallas when the colony was formed.
The combination of the two things above led to people acting more as politicians than moral decision-makers. They were far more concerned with the colony’s survival than whether they were doing the right thing. This made for an interesting and tense game, but one that didn’t feel all that much like Dogs game.
There were some good Dogs-esque bits though. The first was that the players spent a good deal of time debating whether it was ok to hand Peter over to the Wallas to face their justice. They knew anything less would enrage the Wallas, but handing him over could lead to unrest in the colony. In the end they copped out and handed the choice to him, but the debate was interesting and in a campaign I could have returned to that theme later on. The second was that there was real concern about the status of the Drones and whether they could indeed be treated like animals. This was somewhat drowned out by political concerns, but again, perhaps I could have returned to it at a future date.
I’d like to try this again at some point, but the concept needs some work.