This is a good way to structure this. Thanks for the link!
Hope you have a comfy chair, cause this might turn into an essay. A lot of this is summarized, but you'd get the full intent when reading the doc.
The first goal is that we're going to give GMs and Players a setting that is highly inspired by Star Trek, Star Wars and Shadowrun - giving a flexible lens to whatever story the GM wants to tell with the players - as well as giving players the same ability. To do this, we take the idea of star ship bridge battles from Star Trek, with a Federation that is highly authoritative. That's why there's alternative rules to vehicles, as now the players can act like a bridge crew. Okay, we got that out of the way so how is this giving a feel like Star Wars? Well, there's going to be magic in the system. I choose Dark Energy as a ninja-mystical warrior of the stars - which give off a little Jedi vibes - but if the Jedi were more ninja like and less wizard like. We got this whole Dark Energy thing instead of the Force, okay, starwars check. Now I've mentioned Shadowrun. I didn't really take a lot of mechanical ideas from here, but I did take the idea of the game to be about heists, dealing with morally grey things, and exploring the themes of businesses. Remember that big federation? Let's rename it to the Alliance to help give a Starwars vibe, make it either good or bad. Then instead of mega corps, let's go ahead and make 7 crippling and decaying stellar empires in conflict with the Alliance who will be hiring Space Ventures. Let's go ahead and fill in some gaps, give some conspiracy theories and purposes behind the conspirators and now we got a tinfoil hat stew brewing bro. So to recap, we got points of conflict and purposes for stories to be told and adventures to be had. We have familiar, yet fresh, tropes layered in the setting. If a player wants to play a space pirate, runaway princess, smuggler, mercenary, lawyer, ninja or cybernetic junkie we have a setting to accommodate that.
Let's move on to another goal.
So whats's the game here? We talking big gun fights? We talking political intrigue? What's the purpose? The answer is YEE-HAW!!! Space Ventures takes complete advantage of Genesys's narrative dice system. It is able to handle intrigue, it is able to handle combat, it is here to handle what ever mess the Space Ventures wonder into. With the setting, Space Ventures get hired to do whatever job that can't be legally done or would otherwise take way too much red tape to do. That in itself is open ended, and can lead to interesting scenarios. In exchange of payment, the players will perform a contract. On these missions, further narrative elements are introduced - such as a greater conspiracy afoot, or introduction of an ally or something morally grey.
Let's more onto another goal.
Alright, we have motivations for NPCs and PCs. We have things and reasons to move the plot along. So we're going to have to accommodate some interesting game play here. Mainly, let's really tackle a few sub-systems to better equip players and GMs alike to handle situations, encourage characters, build plot and have some fun.
Let's start off with Cyberware, Rigging, Drones and the staggering Gearporn collection I've made. I really wanted to equip players and give players a feeling of having magical weapons, but not have a vibe of magic. The answer? Future gear of course. Players can craft, sell, trade, and install all kinds of things in the setting. I gave players more control to repair, create and maintain their stuff. Why? Cause it's going to break. Poverty is a good tool for motivation. Players can really dedicate XP, their share of the loot, and invest in their characters with these sub-systems of Space Ventures.
Hacking, Cyberware, Software and Malware. Computer things. Android does a great job of virtual reality hacking and has some exciting content. Space Ventures was released prior to Android. Space Venture hacking is about the tension of being caught. It's about the tension of being trapped in a virtual reality while your friends try to gun down a laser katana wielding cyberfreak rocketing his way to you, the hacker, so he can hack the hacker. You fight progress bars, bad architecture and overall bad administration of data. Space Venture technology is futuristic, but painfully realistic. This is why most of the hacking actions is about decreasing the amount of time to alter or hack data.
Alright one concept I want to finish up on. Space Ventures is like a business. It is so as a tool to motivate and bond the group together. This really motivates and encourages team play, narrative backgrounds and well, stories among the players. In the campaigns and play tests, each session had some memorable moment because we come to the table and feeling of fellowship happens. The crew buys a ship together, customizes it, and then goes out on missions to further customize it, their gear, and get better. They get into political messes, find their way into conspiracies and do the job to get paid. With that being said, an ugly reality of owning businesses is being sued. Space Venture Trials is a quick sub system that is thrown out there to inspire "quests" to defend themselves in a crooked court of law.
Well, I think that really wraps it up. I hope that this setting and it's subsystems bring some joy to your group out there.
With a little creativity, and imagination, fun is waiting for you and your friends.