
Thank you for visiting InterStellar Arsenal and the Astral Empires Game Design Page.
We are currently developing a C.S.F.G.S. (or "Comprehensive Science Fiction Gaming System", for your acronym-philes). (See below picture for additional information)
Here is a quick rundown of our current efforts:
I am nearing completion on the "Concept Documents" for each of the
levels of ASTRAL EMPIRES. While some of the sub-systems have nearly
complete rulesets/background/etc. and have been at least partially
playtested, some are less fleshed out and I thought it might help the
potential contributors in this group see the overall vision for each
of the components within the overall game structure. Since each
system relates to the others, and indeed builds upon their components
in order to enhance the gaming experience, I am providing additional
information about the various sub-systems that constitute ASTRAL EMPIRES.
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Here is a brief overview of each of the systems as currently planned,
and I will provide additional detail in the files section soon.
1. ASTRAL EMPIRES: GALACTIC ARSENAL
This is a combination of a 4X system (titled EMPEROR) and a Strategic
Campaign system (named ADMIRAL). Here are a few details about the
4X/EMPEROR "tool kit":
AE: EMPEROR is a game of exploration, colony building, economic
warfare, and strategic conflict among the stars. This is the gaming
level where you run "everything". It is similar to the 4X type of
game that is commonly played by gamers, but with some interesting
enhancements. AE: EMPEROR can be played by anywhere from 1-8
players. (However, the solitaire mode requires a few adjustments for
ease of play and enhanced entertainment value). AE: EMPEROR features
a "free diplomacy" system where players can form alliances, betray
each other, and trade amongst themselves to their hearts' content.
Here are some details about the Strategic/ADMIRAL "tool kit":
AE: ADMIRAL is a game of strategic starship combat, where the player
controls an entire fleet over the course of a campaign. Economic
factors allow players to build ships, starports, battlestations and
bases, while ship aging and decommissioning, prototypes, and
advancing tech levels all play a role.
2. ASTRAL EMPIRES: INTERSTELLAR ARSENAL
This is the part of the gaming system where players deal with the
intricacies of ship-to-ship tactical combat. There is both an
operational level system (AE: COMMODORE) and single ship/small
squadron level system (AE: CAPTAIN) for players to use to fight out
compelling tactical battles.
Here are some further details about the Operational/COMMODORE "tool
kit":
AE: COMMODORE focuses on players commanding small task forces and
issuing orders to various ships. It allows complete fleets to
interact, but does not feature the granularity of straight ship-to-
ship tactical systems. Orders may or may not be followed, and the
morale of non-player characters commanding the individual ships comes
into play, as do fog-of-war issues, mission design, and intelligence
gathering capabilities.
Here is the Tactical/CAPTAIN "tool kit" overview:
AE: CAPTAIN is the basic tactical gaming engine of the ASTRAL EMPIRES
system. This is the primary system of space combat in Astral
Empires. Ships can fight individually, or in small groups (usually
no larger than squadrons). Ship design is important, and part of the
enjoyment of the system. Captains control each of the departments
aboard their vessels, and have more direct control over the actions
of their crew. This level is optimized for the ship-to-ship duels so
loved by tactical starship gamers.
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Since I'm getting longwinded in my "brief summaries", I'm going to
cut to the chase in explaining the other components. More
information will follow, and if you are interested in assisting on
one or more of these components please let me know on-list.
ASTRAL EMPIRES: STARPILOT
This is a stand-alone Starfighter "tool kit" that can also be
integrated into both the fleet combat (AE: INTERSTELLAR ARSENAL) and
ground combat (PLANETARY ARSENAL) portions of the game engine.
3. ASTRAL EMPIRES: PLANETARY ASSAULT
This is the part of ASTRAL EMPIRES that deals with the complexities
of attacking, defending or conquering a planet. It is divided
between two levels: The Command or Operational Level (AE: GENERAL)
and the Ground Combat/Skirmish Level (AE: MARINE). You can command
either entire legions and divisions, or just a single hovertank/mecha
according to your gaming tastes.
ASTRAL EMPIRES: XENO LEGIONS
This is an add-on for the PLANETARY ASSAULT rules that provide a wide
selection of armies to choose from.
ASTRAL EMPIRES: MERC GUILDS
This is a second add-on for the PLANETARY ASSAULT rules that gives
additional forces (hired guns, really) for use in the game system.
ASTRAL EMPIRES: ROLEGAMER
This is the RPG component of the game system, drawing upon the
background universe of ASTRAL EMPIRES. It will most likely consist
of sourcebooks detailing the various character types and classes for
existing RPG systems (StarHero? D20? etc.)
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Thanks,
Kevin :)
InterStellar Arsenal