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(1 edit)

Hey there! Thanks for the comment.

XP & Carousing: The way I intended it to work is you get the XP once for recovering treasure/earning credits. When you find a treasure and sell it, you get credits (and then the XP)...when you earn money from a job and/or return to a safe-haven with plain old credits (maybe say cred-sticks or similar fictional objects) you, again, get the credits and XP. Then the option to "carouse" offers PCs the chance to double-dip. They can "waste" that money on a good time and get more XP, but they won't have that money to spend on useful tools, ship upgrades, weapons, etc. So it's intentionally a trade-off they have to decide between. Ultimately, that's just how I'm suggesting to rule it. Nothing will break if you decide to alter how/when players are awarded XP!

Talents: Thanks! I got the idea for those from Knave-knacks, and some other bloggers sharing similar ideas for ItO "abilities". Linking them to level is a valid way to go. I personally like to make things as "foreground growth" focused as possible, like the bastionland blog has talked about. Meaning, I'd maybe use PC levels as a pre-req, but ultimately requiring a training/brain-mod-chip/narrative experience be the "trigger" for players acquiring a talent. Again you can figure out what works best for your table.

More generators for planets, factions, etc. would be awesome. Thanks for that suggestion. I have some notes somewhere to eventually work on that, but it might be a ways out. If you're into more faction rules/progression, myrules are essentially lifted and tweaked from Mausritter. Xenio has a great blog post about ItO factions too! (https://xenio.bearblog.dev/factions-updated/) And yeah, the idea is that players have agency when it comes to interfering with factions (or not interfering, and then facing the consequences of a living galaxy.)

Thanks for your support and I hope this was helpful! You (and anyone else) can always reach out on Discord (I'm on the Cairn and NSR channels) with any other questions.