You are the crew of the Lucky Star, a magic-fueled spaceship held together by equal parts imagination and duct tape.
Pick a vocation:
-psychic
-warrior
-priest
-thief
Pick a job:
-captain
-boatswain
-navigator
-cook
To resolve conflicts, roll 2d6 and add one if your vacation/role applies or two if both do. If the result’s from 7-9, you succeed and pick a complication. If it's 10+, you don't pick a boon.
Complications:
-Someone's hurt
-Something's lost
-It gets weirder
Traveling through space gets weird real quick. Weird starts at two and increases by one when a conflict is resolved and the 'It gets weirder' complication is selected. If your unmodified 2d6 roll is <= the weird, it's a failure. If your roll's 10+ and > weird, you can receive a complication and reduce weird by one. At weird 12, the Lucky Star and its crew become so improbable they are wiped from existence.
The admiral’s a special player who controls everything except for player characters.
They canNOT:
-railroad
-deus ex machina
-restrain the weird
-bore the players
MSA is supposed to be a PBtA Spelljammer parody that really embraces the weird.