Reading through the Director's Cut and it's really mind-blowing work. The efficiency on display here is crazy, making each page compact and stuffed with self-contained data, but somehow still keeping it stylish and evocative? Incredible work. The rules *could* get away with just being functional at this scale, but instead they're stuffed with clever little touches and unexpected bonuses. Consistently clear, consistently delightful, consistently *good*.
INSTANT STARSHIP inspires me to do even more with my own games - and intimidates me, more than a little! It's a damn good sci-fi toolkit, and one I'd love to bring to my group or tackle solo (I'll report back if I do the latter). Thank you for such a cool game!
If I have one wish, it's that I'd love some specific equipment (especially non-weapons) beyond the d6 items and undefined 'tool' you start with.
Personal highlights: the adorable cycle of play diagram on page 4 with the little rocket ship, the elegance of ship combat damage being distance-based, the list of Services for sale (karaoke room!!), what a surprise the Astro Animals page is (do they also get a Class?), the d6-driven "enemy AI" roll table, fitting a whole space station into one page while making sure it feels like an actual place, the brilliance of the "one hour one-shot" as an idea and its execution here, 3 example Contract Sites, the Dark Passengers, the Achievements page (especially the one that unlocks a cool speakeasy)
Thank you so much, Thursday! This is one of the kindest and thoughtful write ups I've ever received. As I'm sure you know, there are few feelings as good in the game design world than when someone connects to the way you've put the game together. Thank you so much!
I have a short list of expanded gear, but it go cut due to page contraints (for the print) so i'll retool it (pun intended) and release it as an "extra feature."
I think it's interesting if it starts at zero, and the first session works as a tutorial for the game with a cash prize (and maybe their ship at the end) but 1d6 works if you want to give the players a little wealth to start with.
I can't get this game out of my head. The system is just too amzg. The one thing that gives me a prbm is the enmy system.
I feel like not every enmy is going to want to hide, nor should every enmy have the ability to blast you for max damage, for instance.
What if you had a system of "overlays" for types of enmy? Like small swrm enmy types might have one set of six actions while boss types might have another?
I know the idea is nstn gameplay, and creating a million NPC types just reduces the simplicity. But if you had like 3, 4, or 6 types of enemies that might make things more varied while also adding verisimilitude to the encounters?
Oh i agree! The random table is mostly there to help spring ideas in a pitch, but shouldn't be taken as gospel ! I really like the overlay idea, and that exactly how you should use pick from the buffet of choices and only use the ones that makes sense in the fiction! In cool news, I'm planning on adding a quite a few supplements (including enemies). Once i get enough of it built out, a friend of mine who publishes games is going to do a print run!
Great looking system! I do like the oldschool weathered look, but....
Please make sure the weathering does not obscure text! The blue "Commerce & Credit Scores" box, I have no idea if that is a 2 or 3 under costs while traveling. Style is nice but don't let it interfere with the text.
Great note ! I thought I had cleaned that up section in the most recent version (3.1)! I'll go in and make sure its cleaned up! (it's 3 btw) Also I'll be releasing a b&w print version (free of distressed textures) and a text only version soon! Thanks for the feedback, hope you enjoy the game!
This is incredibly cool! thank you so much! I very much agree that there needs to be a solo mode, I think having to find and manage a crew would be really fun actually. Im already planning a spacestation book, that will have some new systems and lots of tables for contracts.
Great thoughts, all around! I'll get my licensing stuff up here in case you decide to make some 3rd party stuff!
(Also a new version of the PDF is out, its got slight clarifications and and improved character sheet)
Ooh, nice to hear! Also, I just now realized that I called you Jason instead of Jack. Me thinking about 2400. I'll have to download the new version. Thanks for the feedback.
This is absolutely great. I want to do a whole video about it. My only thing that I'd like to know about before I do is what would be a reason to choose a new skill as a character advancement? It feels like starting a new skill at 2 would be a lot less useful than just increasing a skill that covers half of all applications by one.
Oh that's a good question! (And I would love to watch that video:)
To answer the question it's mostly for flexibility for the player, I like the idea of players getting to invest in new aspects of their character. Also since your stat point are your HP, this gives you 2 instead of one (which is mostly useful in ship to ship combat)
Let's say you get a hold of alien tech to use, using your brain to roI'll make have disadvantage or make you enter a danger zone, but if you have a specific stat like "weirdtech", maybe you get advantage or at the very least attempting to roll won't deal you damage
I am always looking for a small framed rpg that can do Star Wars Outer Rim! This just might be it. The kind of thing numerous supplements could be added to to flesh out. Of course, the sweet design becoming indicative of this designer!
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Snagged one of the community copies and SUPER excited to get this to a table sometime soon!
Oh wonderful! Thank you! If you so, let me know how it goes!
Are more community copies going to be added? I really like the look of this game.
Ask and ye shall receive, I'll add 50 more!
Many thanks! Just subbed to the patreon
I saw! Thank you!
Reading through the Director's Cut and it's really mind-blowing work. The efficiency on display here is crazy, making each page compact and stuffed with self-contained data, but somehow still keeping it stylish and evocative? Incredible work. The rules *could* get away with just being functional at this scale, but instead they're stuffed with clever little touches and unexpected bonuses. Consistently clear, consistently delightful, consistently *good*.
INSTANT STARSHIP inspires me to do even more with my own games - and intimidates me, more than a little! It's a damn good sci-fi toolkit, and one I'd love to bring to my group or tackle solo (I'll report back if I do the latter). Thank you for such a cool game!
If I have one wish, it's that I'd love some specific equipment (especially non-weapons) beyond the d6 items and undefined 'tool' you start with.
Personal highlights: the adorable cycle of play diagram on page 4 with the little rocket ship, the elegance of ship combat damage being distance-based, the list of Services for sale (karaoke room!!), what a surprise the Astro Animals page is (do they also get a Class?), the d6-driven "enemy AI" roll table, fitting a whole space station into one page while making sure it feels like an actual place, the brilliance of the "one hour one-shot" as an idea and its execution here, 3 example Contract Sites, the Dark Passengers, the Achievements page (especially the one that unlocks a cool speakeasy)
Also, I caught just a few typos, if that's helpful:
p.1 glossary - AID action "regain that main STAT points" should probably read "regain that many STAT points"
p.1 glossary - ATTACK action, "if successful roll your the weapon damage dice" the is extraneous
p.8, services - TOTAL RECAL should be TOTAL RECALL
Thank you so much, Thursday! This is one of the kindest and thoughtful write ups I've ever received. As I'm sure you know, there are few feelings as good in the game design world than when someone connects to the way you've put the game together. Thank you so much!
I have a short list of expanded gear, but it go cut due to page contraints (for the print) so i'll retool it (pun intended) and release it as an "extra feature."
And yes, I will correct those, thank you so much!
One small question, if you don't mind: what does Credit Score start at?
I think it's interesting if it starts at zero, and the first session works as a tutorial for the game with a cash prize (and maybe their ship at the end) but 1d6 works if you want to give the players a little wealth to start with.
stoked to bring this baby to print :) https://www.worldchamp.io/store/instant-starship
Finally picked this up, I can't wait to give it a peek!
can't wait to hear your thoughts, Thursday!
I can't get this game out of my head. The system is just too amzg. The one thing that gives me a prbm is the enmy system.
I feel like not every enmy is going to want to hide, nor should every enmy have the ability to blast you for max damage, for instance.
What if you had a system of "overlays" for types of enmy? Like small swrm enmy types might have one set of six actions while boss types might have another?
I know the idea is nstn gameplay, and creating a million NPC types just reduces the simplicity. But if you had like 3, 4, or 6 types of enemies that might make things more varied while also adding verisimilitude to the encounters?
Oh i agree! The random table is mostly there to help spring ideas in a pitch, but shouldn't be taken as gospel ! I really like the overlay idea, and that exactly how you should use pick from the buffet of choices and only use the ones that makes sense in the fiction!
In cool news, I'm planning on adding a quite a few supplements (including enemies). Once i get enough of it built out, a friend of mine who publishes games is going to do a print run!
Ooh. I am gonna need that in my life.
I really love the design (both graphic and game)😍 great work!
Thank you so much!
Great looking system! I do like the oldschool weathered look, but....
Please make sure the weathering does not obscure text! The blue "Commerce & Credit Scores" box, I have no idea if that is a 2 or 3 under costs while traveling. Style is nice but don't let it interfere with the text.
Great note ! I thought I had cleaned that up section in the most recent version (3.1)! I'll go in and make sure its cleaned up! (it's 3 btw)
Also I'll be releasing a b&w print version (free of distressed textures) and a text only version soon! Thanks for the feedback, hope you enjoy the game!
Just noticed a small typo on Page 2 of INSTANT STARSHIP V3.1.pdf. The Pilot Class has "BRAIN" instead of "BRAINS."
Thank you! I'll put it on the fix list, appreciate you as always!
looks very cool. Love the design and can't wait to play it!
Thank you so much! I hope you enjoy!
I'm streaming now on my YouTube channel. Doing a look at the game.
This is incredibly cool! thank you so much! I very much agree that there needs to be a solo mode, I think having to find and manage a crew would be really fun actually. Im already planning a spacestation book, that will have some new systems and lots of tables for contracts.
Great thoughts, all around! I'll get my licensing stuff up here in case you decide to make some 3rd party stuff!
(Also a new version of the PDF is out, its got slight clarifications and and improved character sheet)
Thanks again!
Ooh, nice to hear! Also, I just now realized that I called you Jason instead of Jack. Me thinking about 2400. I'll have to download the new version. Thanks for the feedback.
Incredibly excited to tuck into this one!
Well, I wouldn't have made this without your suggestion so I hope you enjoy!
Love this!
Small typo on page 5 "one a"
oh thank you! I've found a few others and will update soon!
This is absolutely great. I want to do a whole video about it. My only thing that I'd like to know about before I do is what would be a reason to choose a new skill as a character advancement? It feels like starting a new skill at 2 would be a lot less useful than just increasing a skill that covers half of all applications by one.
Oh that's a good question! (And I would love to watch that video:)
To answer the question it's mostly for flexibility for the player, I like the idea of players getting to invest in new aspects of their character. Also since your stat point are your HP, this gives you 2 instead of one (which is mostly useful in ship to ship combat)
Let's say you get a hold of alien tech to use, using your brain to roI'll make have disadvantage or make you enter a danger zone, but if you have a specific stat like "weirdtech", maybe you get advantage or at the very least attempting to roll won't deal you damage
Gotcha. 2 extra HP is a good thing. Thank you. I will let you know when I get it made.
You had me at vice: "painting minis"
Great work—minimal yet comprehensive and such a sleek presentation!
Lol, I'm glad you liked that one! Thank you so much, I appreciate you!
This is super impressive! A bunch of nifty rule crammed into just a handful of sleek pages–and there's ship combat! What's not to love?
Thank you for the kind words!
I am always looking for a small framed rpg that can do Star Wars Outer Rim! This just might be it. The kind of thing numerous supplements could be added to to flesh out. Of course, the sweet design becoming indicative of this designer!
Thank you, friend!