Topic: Orders of Magnitude
I'd like to again point folks to my attempt at a campaign game, Orders of Magnitude (OoM).
Here's a photo of a mockup:
https://webdisk.lclark.edu/drake/oom/oom-mockup.JPG
Other files are here:
https://webdisk.lclark.edu/drake/oom/oom-3jan2010.pdf
https://webdisk.lclark.edu/drake/oom/tiles.pdf
https://webdisk.lclark.edu/drake/oom/tech-tree.pdf
I have tested this some. It appears to be a very playable game. I would be delighted if it had some influence on SovStars.
Some thoughts / designer's notes:
Obviously, I'm a fan of Antoine de Saint-Exupery's maxim, "A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away." I see no good reason to distinguish between, say, outpost, space stations, and starbases.
The "starcassonne" mechanism in OoM for galaxy building / exploration seems to work quite well. The reward for being connected to other players seems to help quite a bit; there is a backup "wormhole" mechanism in case someone is cut off, but I haven't seen it happen yet.
I have one player doing their entire turn before the next player does anything. This seems the simpler thing to do, but I'd be interested in hearing the merits of the alternative.
Being able to move three hexes, rather than just one, is important. I tried doing just one hex of movement (trying too hard to be simple), and it doesn't work: there aren't any surprises. Three seems to be the sweet spot; as is so often the case, Dan has found it. (Of course, if different units have different speeds, a whole new wormcan is opened.)
I'm not hugely excited about my victory conditions, but they work. It would be interesting to see several scenarios using the same system, e.g., invasion, battling empires, rebels vs empire, pirates...
I offer three levels of integration with Starmada. Maybe that's overkill and the middle one isn't needed.
Dan's idea of having a fleet correspond to a bunch of ships that aren't specified until combat time is a brilliant bookkeeping-avoidance device. I also like the idea of computing the CR of a damaged or depleted ship, and have tried to clean it up a bit.
In closing, let me point people to a fascinating book on game design I'm reading:
http://www.amazon.com/Art-Game-Design-book-lenses/dp/0123694965/ref=sr_1_1?ie=UTF8&s=books&qid=1262583527&sr=8-1
All this IMHO, FWIW. Happy empire-building!