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(40 replies, posted in Game Design)

I agree with Falstaffe. Any MJ12 RGP would need a raison d'être in what is a very crowded field. Easy scalability could be the ticket. I used to play D&D with a DM who favored very open ended campaigns. As a result our party usually ended up conquering major junks of the setting. We had fun but our conquests often came down to a few d20 rolls. I imagine there must be rules in D&D for strategic warfare because there are byzantine rules for everything. No, everything:
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But a game where you could fluidly go from being an adventurer to playing a fun wargame or playing starmada and then back to adventuring would, I think, appeal to a lot of players. It would open up a lot of narrative possibilities for DM's too.

One other thing, has anybody here played Friday Night Firefight? I used to use it with Cyberpunk. Great system all around and I reckon it has a very MJ12 like feel to it.

Man, I can't believe I didn't think of that before. My group is looking to do an epic campaign and we've been trying to devise a planetary invasion system that does justice to Starmada. I'll bet with minimal tinkering flotillas using the basic movement rules would work great as ground forces. They could represent differently sized formations easily because each "ship" would represent a small unit of the given type. Your stack of one unit type on a given hex would then act like a flotilla of the appropriate size. The added advantage would be that players could design their own standard army units to go with their fleet.

Another thing we've been trying out is treating most of the possible rules as technologies, not just traits and specials. It lends a lot of character to player's fleets if some use screens while others use faceted shields, or some can pivot but not sideslip. Tricky to weight them right though.