Wow, this idea generated more interest than I thought it would (hooray!) I actually ran something like this a couple years ago with a couple friends and learned some lessons. The big one being that as awesome as it was for me to reveal all the moves and actions as a faux newspaper, it was waaaaaaaaaaaaaaaaaaaaaay to much work to do it that way. I was very proud of my newspaper, but yeah when you've got almost a dozen players coming up with stories for all of their actions and then filling in the sides with extra bits to make it look like a proper newspaper...whew. That's not happening again. I thought I'd go ahead and put the rules (such as they are so far) up so you folks can see what we're working with. I'd be happy to hear any suggestions and thoughts you might have. :) "Remember that "Diplomacy in Space" play by e-mail game I ran a while back? Well I'm getting ready to give it a try again. Or at least something similar. I'm not quite ready to run it yet, but I thought if you're interested and you have any ideas for things you'd like to see in the game I can try and add them as options. ***** Edited to add in some more info. ***** My idea for this go around. This region of space was once controlled by a vast Empire, however it fell and technology levels plumeted. Each player controlls a single planet that has dragged itself up to be a spacfaring civilization once more. As before, any and all diplomatic ideas you have are awesome - you want an alliance, great! You only want to have a defensive pact! That's fine too. You want to not honor your treaties? Ok, but I bet people will remember! ***** more edits to come as I plan things out. I'll be using Roll20.net because that's an easy way for me to do the map and other info. (Don't worry, super easy to use and won't cost you anything or need to download anything.) ***** Sending in orders. - I'll probably make a handout for each player that only they can see for them to put their orders in. Orders should be sent in with the following format, to make things as easy as possible for me to resolve everything. Player name: System: Order Type: -Example Player name: Bart System:B2 Order Type: Move - entire fleet to A4 Remember - When doing a move order, you don't have to move all your units, but you may only place one order in a system. The Rules Orders will be due by Saturday midnight. The map should be updated by Monday sometime. If orders are not received then your forces just sit there. However resources will still build up. The main thing is that any and all diplomatic agreements are fair game in this. Alliances, Vassalage, Resource Trading, anything you can think of. If you're not sure if it will work in the game mechanics, e-mail me and I'll make a ruling. However, absolutely no agreement is binding. You can tell your "ally" that you are doing one thing, and then do another. Just remember that people do tend to remember when you betray them. There are 5 different units -Battleship Cost - 5 Power - 2 -Destroyer Cost - 3 Power - 1 Each Destroyer can carry 2 Ground Troops -Defense Satellite Cost - 2 Power - 1 -Colony Ship Cost - 5 -Ground Troop Cost - 1 Power - 1 Everyone will start with 1 Destroyer Planetary Facilities Factory Cost - 5 Increases colony production by 1. Fleet Logistics Center Cost - 5 Increases Ship limit by 2 Militia Barracks Cost - 5 Increases Troop limit by 5 Shipyard Cost - 10 Decreases the cost to produce of Ship and Satellites by 1. (Only in the system where it's built.) All moves are considered peaceful, unless a formal declaration or war has been issued or if you declare an attack rather than a move. Ships have a movement speed of 1 system per turn. Movement is only along warp connectors. Every colony produces 1 resource unit each turn. You may bank up to a total of 10 resources per colony. Every colony may support up to 3 Ships and 5 Ground troops. Defense satellites are unlimited, however each satellite lowers your empire's total production by .5. A colony ship may only colonize once, and then it is used up. Each colony may have 1 planetary facility. There are 6 different types of orders -attack/move/planetary assault X units attack/move from Y system into Z system. Or, Land X troops from orbit to attack/move onto a planet. -defend (all units defend automatically, however using this order increases their power while defending All units in Y system take defensive positions +2 bonus to defense of fleet -support All units in Y system support all attacks into Z system. Or, All units in Y system support units in Z system against attacks. -research Only in systems that have no orders. System must contain a colony. Player chooses an area of research (attack, defend, support) and then receives a 10% chance of receiving an extra order of that type available to them. Each failed attempt adds 10% to the success chance. Also, a system that is researching has no production that round. -Build Only in systems that have no orders. System must contain a colony. Player chooses to build 1 naval unit, Defense satellite, or 2 ground troops. May also build a planetary facility. Ships may not be built if hostile naval units are present in the system. You can also use this order to decommision any ships, troops, satellites, or buildings in this system instead of building. -Colonize Only in systems containing no colonies. Colony ship must be present. If more than one player attempts to colonize then the first message received by the moderator gets the colony. Players start with 2 attack/move/assault orders 1 Defend order 1 Support order Players also get 1 Colonize order for each Colony ship. And 1 Research and 1 Build order for each colony. Combat is relatively simple. You just count the attacker's power and compare it to the defender's power. Highest number wins. Supports are disrupted whenever they are directly attacked, and do not provide power in support. Also, supports may be used to support any players attack or defense if desired. Troop combat continues at the loss of 1 unit by the loosing side each round until one side no longer has troops. (Basically conquering a planet takes a ton of work and time.) A planet that is defending itself can have no orders placed on it. The loosing side in a combat looses 1 combat unit at random, and is forced to retreat towards the closest friendly system, or at random if the player has no friendly systems. Formal Allies count towards friendly systems. ***** Also, I'm not opposed to the idea of techs that improve things - better ships, more production, that sort of thing, but I've not decided just how that would work yet. In addition, I know more options for planetary facilities are needed, but it's almost midnight and my brain is fried." -copied from a facebook note on the subject.