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Variant Game based on Imperium/Dark Nebula Mechanics

Jeff M

SOC-2
I am presently in the (very early) stages of developing a multi-player game - possibly for convention play - based on the Imperium/Dark Nebula mechanics.

Ideally, elements of the modified game could include limited intelligence (stack composition is only revealed in combat and is otherwise concealed by fleet markers), diplomacy for alliance/coalition play, and technological development.

Whilst I quite like the turn structure of Imperium/Dark Nebula, I am a little at a loss as to how to scale this up to a multi-player game. Also, I understand that one of the early JTAS had some variant rules for diplomacy in Imperium.

Any observations or pointers that others might offer would be greatly appreciated.
 
JTAS #1 contains the diplomacy variant. Several ideas from there could be incorporated into the Dark Nebula negotiation table. The "Seeds of Discontent" rule might be used for all sides allowing players to disrupt each other's outposts.

As far as actual gameplay, I see two potential troublespots. The sequence of play is already fairly complicated. Adding a third or fourth player turn might bog the game down (especially with convention players who may not be familiar with the system).

You can always simplify the turn sequence down to a single move/combat phase for each player, but so much of the character of the game is derived from the sequence of play that you may lose a lot of the flavor.

The other issue you might want to consider is map layout. Adding a third or fourth player could play merry hob with game balance as two sides may be locked in a death grip leaving the third side free run of the nebula. Generating a new layout or an entirely new map might be a good option. A star-shaped layout with each player starting on an arm and working in towards a large central area with several neutrals might work.

Sounds like an interesting project.
Good luck!
 
Piper,

Thanks for the post. I will track down the FFE JTAS re-prints for the diplomacy article.

Re the con game, one setting that I had considered was effectively a variant Trillion Credit Squadron campaign, with some tertiary systems (i.e., systems without planetary companions) in order to allow refueling from stellar atmospheres by tankers. This seemed required because (IIRC) some of the systems in TCS were effectively excluded from the game because their TL was less than that required for a jump-drive to get to the next system. Whilst this squared with the Old Islands sub-sector being settled by STL sleeper-ships, it did nothing for game play.

Another idea for a con game (but much, much larger) was to fight elements of the Rebellion, but this would probably require some hard-core Traveller players rather than an assemblage of con attendees).
 
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