Printed drafts of Space Station Omega

Me vs Space Station Omega v2.5 Draft

And so it continues…

I’ve got a draft of Space Station Omega (SSO) ready to undergo a closer inspection and more ruthless editing after Gamicon, 2019. I already know that there are sections which need cutting—even after adding them in to remind me to not forget about them, but the question for me will be to see how important it is to salvage the essence of those parts for the game.

What I’m attempting to construct is a game that pulls together parts of the Cortex Plus/Prime RPG system to emulate a subgenre of science-fiction television stories, such as Babylon 5, Star Trek: Deep Space 9, the reimagined Battlestar Galactica, and The Expanse.

I’ve reviewed many of the game sourcebooks and the Hacker’s Toolkit. I’ve studied the releases for the Cortex Prime Handbook. For SSO, I feel that I need drama, action, and politics. Cortex Prime uses traits to build out parts of its modular toolkit system, so here are the ones that I’m working with:

  • Drama Traits: Values, Beliefs (value statements), Relationships
  • Action Traits: Roles, Talents, Abilities, Specialties
  • Politics Traits: Backgrounds, Factions, Sectors
  • Other Traits: Signature Assets, Extras, Scene Assets


Areas of Consternation

I’m wondering how much of the game I can simplify or leave with more system mastery pieces. The Abilities for one are quite long and serve a game with powers at its core very well. However, in SSO, I feel that Abilities are rarer and should fit into the specific story.

For example, what if my group decides that they don’t want telepaths, but do want genetically engineered super soldiers? And the next one wants mystical space magic but not teleportation? How much of the Ability structure needs to remain to give a group enough content to confidently build their own without requiring a significant number of pages to read and understand or to see enough examples to understand how it would play out in your particular situation?

Also, I’ve dropped the use of the Effect Die and it’s raising alarms specifically for the Abilities. I don’t want to break something that would work normally out of the sake of wanting to simplify the game.

Another long-ish area that I like and want to simplify is the use of Events. Similarly to dropping the Effect Die I’ve dropped the use of Milestones and XP, again to make things easier so I’m not certain how Events will play out mechanically at this point.


DMK, the founder of AquaVertigo, is a creatively curious artist, author, designer, educator, entrepreneur, and organizer based in the Midwest, USA.

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