The (Unofficial)
FREEDOM IN THE
GALAXY
SUPPORT PAGES
Last Update: 13-Mar-97
Dave Townsend's Home
To stave off the most frequent comment that I get from this page:
No, I will NOT make a copy of the rules for you, and I have no idea where you
can get them. Sorry.
Over the years, I've become more familiar with good user-interface
design. Many wargames producers are too, but I still end up gritting
my teeth a lot as I discover some lengthy rule that could have been
summarized as a table, or a modifier that could be physically placed
on the units but isn't, or special rules that apply to the 197th
division on a certain turn but neither that unit nor the turn record
track are marked. I'm sure that you've got examples of your own.
Freedom in the Galaxy (first published by SPI,
then by Avalon Hill, and now out of print) is a perennial favorite of
mine. That's surprising, considering that I'm no big fan of Star
Wars in particular nor science fiction in general, but that's
another story. But when I pulled it out recently and tried to play
it, I was surprised at how awkward and fiddly it was.
However, it's a great game, so I've taken it upon myself to rework the
components to make playing the game more pleasant.
The Map
My main complaints are as follows:
- The circular star system displays look really
cool but are a playability disaster. The misalignment of the
loyalty tracks -- a Loyal position on an inner planet
matches the Dissent position on an outer planet -- makes
it impossible to see the state of the system at a glance. The
problem is worse still if you're trying to get a picture of an
entire province (or the galaxy).
- It's difficult to figure out which planets can be affected
by race-based Domino Effects, since you actually have to read each
environ box on a planet to know who lives where.
- Players are forced to look up Irate Locals strengths and
monster characteristics, but that information is located in two
different places! That's too much paper shuffling.
I submit that each of these major problems are solvable, and in
reworking the map I've taken the opportunity to fix up some minor
playability problems as well.
The results are currently just a
Word 97 document
containing
my reworking of the second province. I hope to garner feedback
before diving in to finish off the map and moving on to the
other parts of the game.
I don't think Word is really the correct package to use for this
type of work, but it's all I've got. I don't imagine that I'll be
investing in Adobe Acrobat anytime soon, unless folks want to start
paying for me to do this. :-) If you have
Acrobat, and want to run with this project, please be my guest.
And if you know how to make Word do things that I can't figure
out, please enlighten me.
Also, I don't have a color printer (gasp!), so although things
look OK on my screen, they might look horrible printed out.
I'd appreciate your feedback.
Now, the changes:
- Most obviously, the star systems are no longer circular. The
new layout is less artistic and more schematic, but allows easier
visual survey of the state of the galaxy.
- The stars themselves are color-coded to show which stars are
accessible to the Imperials:
- White stars are safe for the Rebels unless the star's
province is on the current Strategic Assignment.
- Red stars are always dangerous for the Rebels.
- The intermediate stars (light blue on the original map) have
been removed. Stars joined by a dotted line are two stars away from
each other. Stars joined by a solid line are "adjacent". (This is
less because I didn't like the blue stars, and more because mapboard
space is at a premium.)
- The lines and loyalty numbers have been de-emphasized, showing
the important planet information (namely the location of the counters)
at a glance. The background shading of the loyalty boxes shows the
initial planet loyalty -- the marker begins in the leftmost shaded
box. This information is also useful at tax time, since the Imperials
cannot use taxation to make a planet more loyal than it began the game
-- in other words, the marker can't enter a loyalty box with a white
background. (The current gray doesn't work too well with gray
loyalty/PDB markers, but the counters are going to be fixed in a
future installment.)
- I have omitted Armageddon scenario loyalty positions as not worth
the ink. But then I only play the campaign game. It would be easy
enough to add a dot or some other unintrusive mark if needed.
- The orbit boxes now contain two numbers, the full tax value (top number)
and the half-tax value (bottom number). This should speed up tax
calculations.
- The environs are now color coded by inhabiting race (white=non-starfaring,
yellow=Kayns, green=Saurians, etc.) I omitted the star symbol after
the starfaring race name because it's redundant, given the background
color. It's now trivial to figure out where (e.g.) all the Yesters live.
- Underneath the race name is the strength/endurance of Irate Locals
in that environ, obviating the need for the table in the Charts
and Tables Booklet. (As on that table, strengths marked with an
asterisk are hand-to-hand fights.)
- Environs now have monster stats as well as the name. The line under
the monster name is the monster's strength (S#) and endurance (E#), or I# E# for
intelligence-using monsters. Underneath that are codes for the
monster's special abilities: NB1=no breakoff in first round,
S2=surprise shift of 2, etc. (complete list TBD) This should greatly
reduce Galactic Guide consultation.
- Sovereigns are now color-coded (green=Imperial, red=Rebel, gray=Neutral).
- Coup ratings are given a white background.
Still to do:
- Drift boxes
- Star system names (big deal)
- Fix environment shapes to correspond with original
- Province tax and half-tax values should be printed on the map.
I like the results much better as a playing surface. What do you think?
Mail me.
Dave Townsend's Home
Dave Townsend
townsend@patriot.net