Coriolis is also a nostalgia project for Free League. I was originally released by another Swedish RPG developer in the early aughts. That earlier RPG is where Free League got their name. Some of their choices I think may come down to being a homage to that earlier game. They saw holes they wanted to fill but also were okay with the basic gameplay.

The space encounter every two hours is suppose to be in heavily trafficed areas, like Coriolis itself or the portals near the center of the system. This kind of makes sense because travelling from Coriolis to Kua is less than a day trip. In deeper space the game suggests once per week or once per day. In either case I missed the tactile sense of zones from MY:0. There was something nice about rolling something up marking the map and maybe there beings some npcs and then I would scribble notes about what that group is up to.

A solution I think would be to simplify the encounter into a traffic jam. That there are a bunch of different vessels and how does that play out? but that still doesn’t flesh out a sector of space as I would like.

The idea that I couldn’t touch certain knobs or levers without DPs was one of the things that gave me trouble running the game.