### Debt and the Gameplay Loop
A gameplay loop can be created around debt: take on debt to get gear/improve faction/build a relationship -> use what debt paid for to advance goals -> Repay debt, taking excess profit for buying more gear or build up more contacts, healing damage and repair gear during the fight -> take on debt to expand.
The main reasons a player or group may take on debt is: to immediately buy gear, supplies, pay for health care, etc. And a larger amount of debt to: buy or upgrade a ship, go into politics, start a company, expand or improve their [[Player Faction]], or otherwise spend a large amount of money on improving something on a grander scale then the players but which unites them.
This might look like taking on debt to buy fuel, supplies, and trade goods for a ship -> going to a new system, using fuel and supplies along the way -> selling the goods for a profit -> paying down ship mortgage and pay off loan used for supplies and to pay Characters [[Standard of Living]] -> take on new loan to get more supplies and fuel, maybe an upgrade for the ship, and reduce the mortgage.
Or take on a loan to start your corporation -> spend the loan getting a product build and advertising it -> sell the product, make a profit, repay loan -> take out new loan to expand corporation.
Another Example is: taking out loans from a lobbyist group -> use the money to fund a political campaign -> get elected, once in power work to pass legislation which appeases the lobbyist group -> take out new loans from lobbyist groups to secure position and expand power base in Government.
Or perhaps your players are nobles and their court: during a war take out loans, both social and credit -> fund expansion of military -> conquer enemy systems, collect taxes and resources from system -> repay loans, hand out new positions to repay social loans -> take out new credit and social loans to deal with new political issues in recently taken territories.
One could also be a group of military personnel: taking out loans, both social and economic from local citizens or their commanders -> buying or requisitioning new gear and paying off locals for support -> taking new lands, completing objectives, etc -> needing more credits/support to take new lands or continue mission.