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.