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Evolution
The single biggest change during playtesting has been the Activation cards. During SSO each player is given a number of movement cards...
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Primary Engines
My natural inclination with games is to see them in a very abstract fashion, which while working on Gaslands with Mike Hutchinson worked...
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Playtesting Judgments
Playtesting is vital. Its hard to know how much is enough, just like re-writing, but certainly some is vital. As a designer its very easy...
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Time to die.
SSO contains player elimination. For those who haven't immediately sworn to never have anything to do with the game on that basis, let me...
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Further Challenges
I've been testing and tweaking the base game and first two decks for around 5 or 6 months now, and that was after some pretty carefully...
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Narrative Imperatives
Okey, so, inflexible linear narrative imperative. Thrilling I know. SSO is a narrative game, the intent is to tell the story of your...
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Manifest Crew
The S.S.O. comes with a wide range of crew, 12 in the base set actually, 4 command crew, 8 general crew. They've all been repeatedly...
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The horror, the horror.
Having decided that horror was the puzzle I wanted to answer with this particular game the important question was one of setting. To be...
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Thematic Decisions
I've been writing games in one form or another for most of my life but it wasn't until recently, working on games design with Mike...
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Number Balance
Crew numbers has been the most important balancing act in the whole game. SSO is largely based on base 6, the challenge deck is 24 cards...
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