Working on a sci-fi game makes me think of scale. A starship is bigger than a person. A capital ship is bigger than a starship. I have 2 big influences in dealing with scale: Star Wars (esp. the Fantasy Flight Games version) and Blades in the Dark. The Star Wars games have always handled scale well. I've enjoyed the mechanics from both West End Games and Fantasy Flight Games versions. Blades in the Dark has a great system for understanding position and effect. As a system, it understands the difference between throwing a dagger at a person and at a brick wall, which is important and impressive for a system. This sounds like an unusual concept, but saying a system 'understands' scale is important to me. Some things like D&D have very abstract concepts of damage and resistance. Other games, like Fate, have a basic way of dealing with Armor or adding Aspects that reflect the toughness of a substance. The idea of a starship being disabled by a handheld weapon is really...
An Open Legend campaign setting of modern fantasy, magic and magical creatures.