Table of Contents

Style and Tone

Some say that you’ve never properly experienced space until you've witnessed the beauty, taking your first few steps into a jungle unlike anything you've ever seen at home. Others say that you've never properly experienced space until you've sat on the edge of nothing and stared directly into the abyss, confronted only by the loneliness and your slowly dwindling supply of air. They are all correct.

— Rodgar Leckar, “The Spacefarer’s Handbook” Vol. 1.


How far can we go? How much can we see? And what happens if we go too far?

Curiosity

The innate curiosity and desire to learn more is something that people have shared throughout all of human history, and is a key driver behind Ventures. Despite being set in a completely alternate universe that has never even heard of the concept of humans, the species and people of the galaxy there are filled with a similar drive to explore the galaxy that they live in. It was this motivation that first encouraged them to take to the stars and, more recently, to go further with faster-than-light technology. It pushes them to do more, to learn more. But it is not without its risks. If you push the boundaries too far, there might be severe consequences.

Legacy

There’s a lot that can be done with discovery, and not everyone is interested in the same things. Unlike other Society Games which take place over weeks or months, the story of Ventures is set to unfurl over the span of years in-universe, which gives a lot of time for major developments to happen.
Perhaps some are interested in accumulating knowledge selflessly, working to spread their research for the betterment of their people. Others may be interested in personal gain, using new frontiers to amass wealth and standing. Others still may be interested in leaving a name behind for their descendants to remember.
Characters in Ventures have opportunities that have never been seen before, and how they choose to leave their legacy is ultimately up to them.

Pushing the Limits

The changing technology as the game progresses will also be apparent. The technology at the start of the game will be more advanced than anything we have in the modern real world, but it will still have its limitations.
As it changes and improves over time, guided by actions that the players themselves can take, things once considered unthinkable will become within reach. However, it is worth noting that Ventures operates mostly on hard sci-fi principles, with only some exceptions — there are things that will never be possible in setting, although these will be clearly communicated if you express an interest in researching them.

Beauty

While there are many ways for a character to engage in Ventures without directly travelling into the unknown, characters are likely going to interact with space travel in some form: to supplement their research, build their empire, or simply to get around. Space is meant to be beautiful, and we want to capture this with our descriptions. Setting foot on an alien world is a big deal for characters, and a truly humbling experience. There is so much out there that, even with a full lifespan, one person couldn’t possibly hope to explore all of it.
Fleshing out the millions of star systems present in an actual galaxy is beyond the scope of what a GM team can be expected to do, but players will still have freedom to choose where they go. Every potentially explorable star system is selected (in-character and out-of-character) because there is something interesting or unique about it. There will always be something to find wherever you look.

Things Going Wrong

While the galaxy is beautiful, things can go wrong when you’re exploring it, and quickly. Beyond the thin walls of your spacecraft is an inhospitable void of nothingness, and you have to hope that your protective seal holds. The planets that you walk on may be filled with dangers that you’re underprepared for.
While there are options to limit personal consequence, it is very possible that characters can experience injury or the loss of things they care about if they push their luck too far. Player character death is a possibility, but would be communicated as a risk if a given action were likely to result in it – it will not happen without OC warning. If a character does end up dying, the player is able to continue on as a member of the crew, playing an NPC.

Perseverance

At the same time, Ventures is not meant to be an overly dark or depressing world. Characters may face seemingly insurmountable challenges, but the power is in their hands to succeed in spite of those. It may seem like a daunting task to map out the future they have ahead of them (literally or figuratively), but just because it’s not going to be easy doesn’t mean it can’t be done. They might meet obstacles in their paths, especially if the actions they are pursuing are detrimental to others, but with enough people, time, and willpower, big changes can be made.

There’s a galaxy out there to explore; now get exploring!