Dan Dare
Back in the '50s and early 60s, small boys such as myself read the Eagle. Its lead comic strip was Dan Dare, pilot of the future, set in the late 1990s. Dan Dare was chief pilot for Space Fleet and lived in a wonderful high tech England with monoball cars and, my favourite, the atomic hand grenade. Even London Transport had monorails.

The Mekon - sworn enemy of Dan Dare
OK, enough of nostalgia. I have been think about designing a set of 50s sci-fi rules for Dan Dare, or Buck Rogers, Flash Gordon, Fireball XLF or whatever.
The trick to designing a game is to decide the subject matter, and to stick to it, removing or simplifying all else. A wargame cannot be all things to all men. For example, Hammers Slammers is a platoon level modern battle cavalry combat game set in colonial warfare. All else is subsumed. You want detailed infantry combat, semi-rpg in a tank, operational warfare, high intensity armoured warfare, guerrilla warfare... - then look elsewhere.
The more you try to lever into a game, the more unplayable, and unrealistic, it becomes. Detail kills realism as well as playability. The first step, therefore, in designing a game is tot to dive into detail but to take a step back and ask - what is it about?
OK so what is a pulp sci-fi game about?
Here are a few ideas: heroes & villains, femme fatales and heroines, sidekicks, monsters and aliens, unnamed people in red shirts who dies easily, wacky technology and transport, psi-powers, alien worlds, and traditional plots.
Unimportant: plots that make sense, weapon details (all rayguns have much the same effect, range etc), and realistic military combat.
What I would like to know is – How would YOU amend my list? What would you look for in a 50s Sci-Fi game. What are the key features that MUST be included? What can be dumped for ease of play?
John