Decided to start with developing a single gameplay module - piloting (because that's the very first mechanics in space games that is being developed in general). The idea is to allow player the control of the fidelity-vs-time balance.
If the goal is to travel, then player can travel in small segments and deal with events and opportunities. If the goal is to just get to destination in one dice roll - then player can just pay up front with supplies needed for the route and roll against adjusted thresholds once, which saves time.
This mechanics will be then translated into digital version of the game as well (once it is refined and tested on paper).