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DoubleZero Companion: Guides

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A supplement for DoubleZero: Modern Roleplaying

formerly titled DoubleZero: Gamemaster Guide

Like most tabletop roleplaying aficionados, my formative experiences in the hobby were with Dungeons & Dragons. You build a character, fight things, and gain treasure and experience. Unlike most players, those weren’t my only, or then my most important, moments.

Soon after D&D, my friends and I discovered Traveller, the classic science fiction game. You create a character, and then, well, some of my friends were confused. There was no creature book, per se. What were we meant to fight? The D&D mentality informed their impression of what roleplaying could be a bit too strongly. We ended up having fun, but it took us a while to sort out that we were playing ordinary people in a science fiction setting, having adventures more like novels or movies and less like wargames.

Not long afterward, we discovered Victory Games’ James Bond 007. It was amazing. We started off playing secret agents but soon started branching out. Because it was a version of the “real world,” characters from our favorite movies and TV shows started showing up. Characters got to meet celebrities. On at least one occasion, we got to save our favorite band from a terrorist attack. Over time we shifted away from action and used the system for mysteries, soap operas, police procedurals, and medical dramas.

Neither Traveller nor Bond had a gamemaster guide. The latter had a “Gamesmaster Pack” with a screen, character sheets, and cardboard minis, but nothing with advice on how to run a game. My friends and I struggled with how to structure adventures. We had no idea how to manage a group or make important system decisions. Yes, we were using the systems for off-label purposes, but the skills we lacked weren’t specific to one game.

If I’d had a book to show me what to do, I wouldn’t have spent so much time figuring things out on my own. I could have been sharpening other skills rather than sorting out the fundamentals. That’s why I wrote this DoubleZero Gamemaster Guide. I wanted to create the how-to manual I wish I’d had over 40 years ago.

Experienced gamemasters might find this basic to which I say: exactly. You’ll still find helpful tips, bits of wisdom, or reminders of why you do things a particular way. New gamemasters, welcome. I wrote this for you. I’m hoping to spare you some of the awkwardness and discomfort I’ve suffered over the decades. The information here should help you with the fundamentals of running the system.

This book includes:

  • Being the Gamemaster: Everything you need to know about your job as the gamemaster, the roles of players, organizing your roleplaying group, and handling the most common out-of-character situations.
  • What You Need to Play: Materials required to run DoubleZero. Optional items and props to enhance the experience if you choose to use them.
  • Understanding Players: A look at different types of players and what they are looking for in a DoubleZero adventure. This chapter covers things groups contribute and challenges they can present.
  • Worldbuilding: A new chapter on creating realistic and cinematic worlds that are interesting without resorting to spells, superpowers, or other fantastic elements.
  • Preparation: Gamemasters can spend a lot of time preparing to run DoubleZero. This covers what is essential to do, what is nice to have, and how to make things up on the fly.
  • Session Zero: The first session of DoubleZero, where the players get to know each other. This session is where you set expectations, ensure everyone is comfortable, and lay essential groundwork.
  • Running a DoubleZero Session: From preparing an adventure to handling unforeseen problems that arise during play, everything you need to know to gamemaster DoubleZero.
  • Being Human: Everyone makes mistakes. This section covers how to fail fast and fail forward, correct bad rulings, deal with problem players, and just let yourself be an imperfect human being.
  • Teaching New Players: Part of the gamemaster’s job is educating new players about the DoubleZero system. It extends to the setting, the system. and boundaries within the group.
  • Glossary: This section presents a selection of the most commonly used words and phrases found in DoubleZero.

Lightspress Media is a tabletop roleplaying company with a lo-fi approach. The utility of content takes precedence over ostentatious production value. Graphic elements should enhance the message of the text, not act as page filler and eye candy. Physical books need to be compact, portable, and sturdy. This minimalist aesthetic results in powerful toolkits that are both useful and affordable. After all, tabletop roleplaying isn’t the book. It’s the creativity and collaboration that takes place around the tabletop. Our mission is to give you as much as you need, then get out of your way.

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Product Information
Electrum seller
Author(s)
Rule System(s)
Pages
96
Publisher Stock #
DXP 22001
File Size:
3.7 MB
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Original electronic Click for more information
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File Last Updated:
April 19, 2023
This title was added to our catalog on March 02, 2021.