No.419200 [Last50 Posts]
How much handwavium magic in the guise of science do you find acceptable in your Science Fiction RPGs?
What setting agnostic systems out there do you recommend for far future science fiction?
Why is the predominant Sci-fi settings all licensed works when medieval fantasy isn't?
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No.419203
Science Fiction is a dead genre and does not sell.
t. every Publisher in the 70s 80s and 90s (atleast this was a joke told in Germany when I grew up in the 90s and all you had was Perry Rhodan and the occasional Star Wars Book)
On topic:
I have nothing against Big Ships in Space with Lazors and Torpedoes and some form of limited FTL System as seen in Babylon 5 / Jumpgates.
Also Implants and the like.
But those Psi abilities or Technomancy should be heavily limited or "experimental" tech for my liking.
I also dislike abundand magic in fantasy settings.
As for a Setting agnostic System.
Never knew one.
I only ever played RISUS, Fuzion and Cyberpunk 2020 for my Science Fiction Settings and looked once at Burning Empires and Traveler a long time ago and I do not remember anything from it.
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No.419221
>>419200
What's the source of that picture?
It looks like LotGH but I do not remember the blonde.
Sage for off-topic.
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No.419222
>>419221
It is LoGH. Rewatch the series.
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No.419223
>>419203
>Science Fiction is a dead genre and does not sell.
I'm not sure I agree with that statement. To me it feels like that is common wisdom in the industry that just doesn't apply anymore. The sci-fi section of book stores sell well, it's just that the TRPG sections never have sci-fi stuff that isn't Disney Wars, and FLGS seems to be afraid to go against their WotC masters anymore.
>How much handwavium magic in the guise of science do you find acceptable in your Science Fiction RPGs?
Come up with some consistent technobabble on how you're going to circumvent the lightspeed barrier, and maybe have a little psionics if you like Asimov. And that's. Nothing more.
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No.419240
>>419200
>How much handwavium magic in the guise of science do you find acceptable in your Science Fiction RPGs?
The more handwavium, the softer the sci-fi, and eventually, you drop the "sci" entirely and you just end up with space fantasy. Which is fine if you ask me, but just don't call it sci-fi, because the "science" part requires that you don't use too much handwavium in the first place.
Of course, it also depends on what you're going for. If the focus is wild adventures in a universe of possibilities, then handwavium is a fine way to gloss over some of the constraints of space travel, like the maddening nature of timeflow across lightyears of space and the way that it would be hard as fuck to maintain any kind of proper communication or wide spanning empire across space because they aren't experiencing the flow of time at the same rate. So you dab in a little handwavium and time is now a fixed element and you don't have to worry about a ship you sent out coming back with all of the crew aged to death because they passed by some supermassive star or whatever.
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No.419249
Anyone have advice on how to present a Sci-fi setting/create a good setting primer?
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No.419258
>>419249
>that malformed face
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No.419282
>>419258
Yeah, I'm a talentless hack who can't draw a good face at gunpoint let alone when working it on it for hours. But can you please answer my question?
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No.419290
>>419282
The perspective needs work, too.
As for your question, just write the damn thing. Then wake up next morning a re-read it, deleting/fixing stuff you don't like.
Keep doing it for at least a week.
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No.419417
>>419290
>As for your question, just write the damn thing. Then wake up next morning a re-read it, deleting/fixing stuff you don't like.
>Keep doing it for at least a week.
Okay, now do you have advice that is useful?
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No.419421
>>419249
>>419417
Figure out your scale first. Planetary, Stellar, Galactic, or Universal. The bigger you go, the broader things have to get. Planetary has you dealing with individuals, small groups, organizations, and matters that can affect specific areas on said planets. The higher up you go, the more the fine details turn fuzzy. At a universal scale, you are treating entire galaxies as locations, instead of as vastly populated places with millions of stars and millions more planets.
Regardless of scale, you're going to have to figure out how long distance space travel works. You can draw on real world theoretical physics and dig up some stuff on how FTL engines might work, or how a tesseract might be used to fold space, or you can just employ some handwavium. If ships can move around at instantaneous speeds, then it alleviates the problem of space travel taking a really long fucking time and you can have characters that can travel between star systems and such and not die of old age. If not, then the personal character kinda stops mattering and you've got to treat ships or space faring civilizations as characters of their own.
When presenting this setting, try not to get hung up on dumping absolutely everything the audience/players needs to know. Just the broad details. Enough that they can quickly grasp who is who and what they're up to and why. Used to be the trend that game designers would release these dense, lore heavy campaign setting books, dripping with detail and history and carefully planned meta-narratives... and no one but the GM ever read them, making it a pain in the ass to present that information to the players. So, don't do that.
Worst case scenario, you set an extremely vague setting and highlight the unique elements. Like, it's an intergalactic scale with lots of different intelligent species flying around. You can reference Star Wars or whatever, just to get your players on the right mental track. Then you can hit them with a few of the important details, like the ships run on magic, or everyone thinks guns are dumb, so most space people use melee weapons. And then you can maybe cut it off there and throw the players into some action, revealing additional information as necessary, or making it up along the way.
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No.419422
>>419417
>>419249
The key to good science-fiction (and I'm assuming when you say science fiction you don't mean "space opera" which is an entirely different ballgame entirely) is "what if?". If you're just going into it for the aesthetics then it's not sci-fi, it's some spin-off sub-genre, and none of this is relevant. If not - first, you need to present your "what if?" "What if" humans found a perpetual energy device. "What if" we found wormholes to permit FTL travel. Draft each of your what if's with both the scenario, and the consequence, into a couple of sentences. Then string all of these together into a coherent background statement, which should be no more than a couple hundred words.
Since this is a primer for a game, presumably, you need to start answering questions that your players give a shit about next. The big ones:
1. Where can they get equipment?
2. If the game has classes - what do those look like in the world?
2a. If the game doesn't have classes (faggot) - what kind of people would be PC material?
3. What are the relevant laws or prohibitions?
4. What is there to do for money?
5. What is there to do for attention/fame?
6. Where can you hire workers or mercs?
7. How to acquire spaceship?
8. Current 'big' events (wars, galactic trade mergers, new tech, etc.)?
9. Social relations between races/planets/etc.?
None of these answers should be long. The shorter the better. At most a paragraph, but a sentence or two is best. Combine all of this with some evocative art for bonus points. To make a very useful good primer, I would recommend something that fits (at ~9pt font) on four pages of A4; i.e. something you can print out on a single sheet of letter sized paper and pass out at the table. If your players can stand a bit more, up it to four pages of full letter sized (two sheets).
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No.419433
>>419417
>Okay, now do you have advice that is useful?
For a start, stop learning how to draw faces from tumblr.
If you're in college, visit the university library and find the medical reference texts. Study the diagrams of the muscular-skeletal system. Recreate those diagrams yourself, on paper, until you know it like the back of your own hand.
Your shadows and highlights are totally over-rendered. You're putting the cart before the horse by putting all that time and effort into the lighting, while the fundamental structure of the figure is all kinds of borked.
Don't know how to draw something? Look up references. Not tutorials. References. Don't know how to draw a sci-fi gun? There are literally thousands upon thousands of examples to draw inspiration from, just an image search away.
And of course the real secret is never stop drawing. As long as you keep trying, you'll keep improving. With enough persistence, you'll get better if only by accident. The world needs more good sci-fi artists, so whatever you do, never stop drawing.
(Polite sage because I'm whinging about art, not sci-fi.)
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No.419438
>>419433
Protip. You got your knickers in a twist over a file xref data says is 6 years old. The artist is already significantly better at drawing by now.
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No.419444
>>419438
>The artist is already significantly better at drawing by now.
I don't know, most tumblrtards only get worse with time.
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No.419453
>>419200
> How much handwavium magic in the guise of science do you find acceptable in your Science Fiction RPGs?
If you need much handwavium, you're doing something wrong.
> What setting agnostic systems out there do you recommend for far future science fiction?
IDK, new Alternity? SWN? Not too generic to be useful, not too obsessed with details, not too bound to their settings. Maybe even d100, though it has its derp.
> Why is the predominant Sci-fi settings all licensed works when medieval fantasy isn't?
You are comparing apples and berries.
>>419422
> The key to good science-fiction (and I'm assuming when you say science fiction you don't mean "space opera" which is an entirely different ballgame entirely) is "what if?".
Here lies the problem: it requires thinking.
> Since this is a primer for a game, presumably, you need to start answering questions that your players give a shit about next.
Also, for details there are random generators. SWN got cool tables, tweak as needed.
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No.419457
>How much handwavium magic in the guise of science do you find acceptable in your Science Fiction RPGs?
Depends on the genre of "science fiction".
Science fiction/fantasy "space opera". Talking Dune, Star Wars, Star Trek, WH40k, almost all of them are built on handwavium.
Capeshit. Same thing, still equal parts science fiction and fantasy. Marvel Thor is both an alien, from possibly from an alternate dimension or far off intergalactic location, but is still a pagan fantasy warrior wielding a magic hammer.
How about the horror genre, that still is both science fiction and fantasy, that has roots in Lovecraft? Do you consider running a CoC game where you deal with unknowable elder gods, monstrosities, and dead, alien civilisations to be suitable sci fi?
However, others have mentioned it comes down to scale, and that does into it.
Planetary sci fi is weird.
One is pretty much cyberpunk to drive any interesting conflict or stories. There might be handwavium for one or two technologies. Like why street samurai like Molly Minions function. Or the tech Case uses to hack the Gibson.
Other is post-apocalyptic. Which means the handwavium explains why "all technology died", "why people survived nuclear fallout", "mutants or creatures (like zombies) to fight". Or why the psychic/telepathic archetype exists.
Same thing with stellar.
You might get handwavium for anything popping up in planetary. Or you might get none of that, but the handwavium for hyperspace jumps like in Cowboy Bebop, or how Mars was terraformed. Or how humanity is now in a solar system that has more habitable planets.
>Why is the predominant Sci-fi settings all licensed works when medieval fantasy isn't?
Because people just chose to rip off Tolkien because the estate, namely Christopher, attempted to keep LotR clean of shit adaptations or licenses or merchandise.
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No.419459
>>419200
>Why is the predominant Sci-fi settings all licensed works when medieval fantasy isn't?
I'm speaking largely about aesthetics here:
There's no way to say this without sounding like some kind of genre-elitist, but I think it comes down to the fact that creating sci-fi, even the very soft variety of sci-fi, tends to be a more work than fantasy. I think it's because sci-fi, broadly speaking, looks forward while fantasy generally looks back. Sci-fi requires speculation, while fantasy usually has some historical grounding.
If I'm designing a set of armor for a pseudo-medieval fantasy setting, I can look to real word historical examples of personal armor for inspiration. The materials are probably limited to cloths, metals, and hides, again things that can be heavily referenced from the real world and history. But a suit of space-future personal armor? There are no extant examples of what that really looks like. Does it have power-assist? If so, what kind of mechanism provides the power? Does it use soft, flexible armor? Rigid plates? Both? Does it project a force-field for extra protection? Does it contain computer systems to aid the wearer? If so, how much and in what ways?
Even soft sci-fi, speculating about technologies that perhaps can't exist generally still tries to ground those technologies is some kind of internally consistent framework. Broadly speaking, sci-fi just tends to require more work from the author.
Not really sure where I was going with this. I feel like I'm just rambling.
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No.419462
>>419433
>>419438
Yeah, I thought it would be easier to feign inexperience than to explain that I grabbed an old drawing that i did't take a close look at from my scifi folder when making the post. I also really didn't expect you to get so pissy about the art as to do a redraw.
>>419433
While your facial structure is better than what I can probably even do now, you should really working on your posing. There is no curve to your line of action. It's exceedingly stiff.
>>419444
>trips.
Must be true right.
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No.419466
>>419459
This bugs me a lot, personally, because my autism is a lot more sensitive for fantasy works than sci-fi. Sci-fi I can forgive all sorts of handwaving and design shortcomings as long as there's nothing glaring; it's a lot more open-ended. But fantasy is generally confined to one world or even just one region, so I expect more effort put into accurate worldbuilding. It's also easy to be more vague with things like industrial capability, fleet sizes, whatever, it a sci-fi setting, especially when dealing with vaguely sized interstellar empires. But in a fantasy setting, mistakes of scale or manpower or whatever are a lot easier to spot.
It's doubly aggravating because fantasy, despite being much more sensitive to the damage incurred by bad worldbuilding, often seems to have lazier worldbuilding than sci-fi.
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No.419469
>>419466
The audience science fiction attracts are also the same people who would not hesitate to voice their complaints about improbable math, usually because they get interested and actually study those subjects. Fantasy on the other hand encourages looking into myths, folklore, and history.
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No.419484
>>419462
Lmao I don’t think you should be giving him advice on posing when your’s is practically leaning sideways.
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No.419492
>>419484
Did you even read the post? Or are you going into "pretend I'm not me but I need to go into full damage control" mode?
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No.419511
>whinge
>pissy
>knickers in a twist
>reddit spacing
>tumblr nose
>dismissing real advice
>getting defensive on criticism and re-draw
I mean, it's good you actually ask for help in a non-hugbox environment, but at least try not being a tumblrtard for once in your life. You stick out like a sore thumb.
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No.419515
>>419511
I get it. You're mad you wasted a few hours on an unnecessary redraw of a very old picture. You don't need to be coming back to the thread. You'll feel better in life if you let this mistake go.
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No.419518
Part of my issue is that anything I think of as "properly alien", probably wouldn't work well for gaming. My dislike for Earthlike aliens goes beyond rubber-foreheads. I don't like that they have eyes. I don't like that they tend towards verbal language. I don't like that a human can just learn to speak Jitarian or whatever. If you can justify their origin as somehow linked to life on Earth, then it's fine, but then at that point it is also no longer truly alien. We want something truly alien, right?
But we're talking about creatures that evolved on different planets. It took life on Earth billions of years to even become multicellular. At that point, we still hadn't developed our basic senses. So if we were to find life elsewhere, what's to say that it would see with eyes, smell with noses, communicate with sounds, etc? On a completely different evolutionary path, isn't it more likely their senses would be develop in completely different ways, and likewise their systems of communication as well?
That said, once your RP starts involving needing to decipher the languages of lifeforms who communicate with something like rapidly-shifting odors, or by strobing lights in colors outside of our visual spectrum, any manner of diplomacy or social navigation just becomes a headache.
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No.419519
Better question: What counts as handwavium?
Because I'd class something like 98% of the depictions of nanotechnology (both dry and biological) as pretty much on par with Jedia mind tricks and shit is everyhwere even in supposedly "hard" sci-fi.
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No.419520
>>419518
>what's to say that it would see with eyes
>On a completely different evolutionary path, isn't it more likely their senses would be develop in completely different ways
Unless they live in a lightless environment, no, it's not more likely. It's possible that they could develop without sight, if there is never a mutation that leads to photosensitivity, but it's much more likely that at some point a mutation will lead to photosensitivity, which is very useful and advantageous, which will lead to proliferation of specimens with more pronounced (and thus, effective) photosensitivity, which will continually refine and improve through the process of natural selection until you have something that can be reasonably described as an eye.
While it's true that rubber-forehead aliens are a pretty retarded idea, so is the notion that evolution will just go out the fucking window for aliens and they'll magically not evolve traits that are reactions to environmental factors which exist both on Earth and on most theoretical places life could evolve (like light), because HURRR ALIEN MUST HAVE ABSOLUTELY NOTHING IN COMMON WITH OTHER FORMS OF LIFE HURPDEDURP WHATS CONVERGENT EVOLUTION?????
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No.419521
>>419520
I would think from the final paragraph, as well as the framing of senses "developing in different ways" as opposed to the range of senses themselves being entirely distinct, the implication was clearly less "aliens wouldn't have photosensitivity" and more "alien photosensitivity would work differently from ours". For example: if an alien perceives light via photons reflecting off of it's entire outer layer, rather than through a particular organ located on a stalk or in a socket, would you really say it's "covered in an eye, one big form-fitting eye that encompasses the surface of its body"? Or would you say that it's sense of photosensitivity is something ultimately different from what we regard as "sight"?
Applying this reasoning to other senses that may develop in accordance to environmental stimuli (tactile, temperature, auditory, etc.), as well as the varying importance of each according to the environment and how life evolves within it, you can wind up with not just different senses around the same stimuli we're familiar with but different degrees of importance each has to the survival of these lifeforms.
The degrees of importance each sense has is extremely relevant, as this would have a massive impact on how aliens interact and communicate, and create another layer of disconnect between those of other origins. We earthlings don't perceive light all around us, but we hear sound all around us. Both senses are much more prominent to us than smell. It stands to reason that we would mostly communicate vocally, but also incorporate some visual cues and gestures, while odor and flavor are not so quantified in language. For alien life, the case might be different.
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No.419523
>>419521
>Or would you say that it's sense of photosensitivity is something ultimately different from what we regard as "sight"?
Is it able to use the information to determine data other than the light itself? Then it's sight. Is it merely detecting the presence or absence of light? Not sight. And if it's using the information to determine data, this organ is going to be more complex, delicate, and sensitive than otherwise, meaning it probably won't cover its entire outer body but be constrained to one or more small and possibly more protected organs - aka, eyes.
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No.419527
>>419521
Sight is essentially processing light as a form of sensing your environment, light even has multiple specific ways you can perceive it which leads to significantly different abilities in the same category of general sensory organs. To be truly alien without light but somehow having the same capabilities would be going into the realm of the theoretical by treating non-physical phenomenon as if it were real like the usual alien made of living energy.
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No.419534
>>419515
>haha everyone who criticizes me must be the same guy
fuck off and die, soynigger
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No.419539
I like using stars without number. It’s a decent generic sci fi OSR that’s versatile enough to work for most sci fi environments. Currently using it to do a cyber punk/ eldrich horror space opera.
The way rpgs work it seems to fit better with a fantasy setting than a sci-fi one.
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No.419546
>>419520
>>419518
>>419521
There's a really easy explanation for aliens all being bipeds with certain characteristics being similar: spiral power, my guys.
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No.419557
>>419546
Spiral power is basically space magic. It's simpler to just make bipeds common because inferior forms that will still work decently enough if your intelligence is high breeds more sapient species. Such forms for land based organisms are very rigid since you're incapable of full 3D movement unlike being underwater.
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No.419558
>>419534
And you called out commends from at at least two different people in your shit flinging too. What's your point?
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No.419559
>>419558
take this to /loomis/ or something, you're being off topic
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No.419576
>>419559
I'm not the one who did a redraw on an old ass pick then got pissy when they were told it was a redraw of an old ass pic.
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No.419723
>>419539
>Currently using it to do a cyber punk/ eldrich horror space opera.
Polychrome + Codex of teh Black Sun?
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No.419734
FTL travel isn't possible. Dark Matter is a made up term, Magic Matter would be more accurate as it's completely made up. "Muh Alcubierre drive". Here's my FTL drive; 1 bananna, a picture of Jane Fonda and 32 gallons of Dark Matter 2; Dark Matter 2 has, when combined with the above mentioned ingredients, all the properties needed to make FTL travel possible. FTL travel isn't possible. Space is not an ocean, planets are not islands. I've literally met a couple of NASA interns who worked themselves up into a weird autistic crying fit when I tried to drive this simple concept through their skulls. FTL travel is not possible.
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No.419738
>>419734
FTL travel is not possible from our understanding. No amount of space bending will work because differences in time frames will cause paradoxes, which destroys the causality principle, which is a big no-no. That said, the Halo universe of all things has a verosimile excuse for these things (the universe does let you go FTL by entering hyperspace, but throws you out of hyperspace just before you do something causality-breaking dumb, because the universe seems to be somewhat intelligent)
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No.419741
I'm in a game that could be described as a space opera but the main characters are the villains and the villain is also the villain.
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No.421556
How about some cyberpunk?
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No.421590
>>421556
What about it? It's more of a subgenre of sci-fi, but thematically distinct enough to warrant being its own thing.
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No.421597
>>421556
This anon is correct >>421590. Cyberpunk doesn't even need to be much more scifi than the real world anymore. As long as it has the dirty street level feel of an urban sprawl while also having high tech aesthetics, it's close enough that all by the most ass-blasted of purists will call it cyberpunk.
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No.421599
>>421556
Cyberpunk? Too close to reality to be interpreted as having that fantastic feeling space opera gives. The exception to this is "post" cyberpunk since that usually ends warping into itself and becoming fantastic again.
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No.421607
>>419200
Do you have the semi-related image where Reuenthal goes 'I took her with my authority and by violence'?
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No.421629
YouTube embed. Click thumbnail to play. The problem is that soft sci-fi just feels like shitty writing. This is actually why I could never get into star-trek "Oh thank God we used our therma-wave initiator to agitate the Altalon's cyber micro-biome, otherwise we would all have died!"
So that leaves hard fiction, which is hard haha to write well.
My basic rule of thumb is "If you invent a new tech or material, you damn well better explore all possible effects it will have on civilization"
If you create something that can exploratory an object faster than light, then guess what? You've just made all nukes obsolete and and can blow up any planet with an iron chunk the size of your desk. Also you still couldn't travel between stars because when your ship hits a single hydrogen atom at a billion miles per hour everyone is going to fucking explode.
Of course you could wave that away with "it's not FTL, it's wormholes." but THEN you have to think to place restrictions on wormholes because there's nothing to stop people from just teleporting a nuke into the planet's core and then everyone with enough money to buy a ship just became capable of killing trillions of people.
See the problem?
If you don't think you're capable of thinking of every scenario in which your murder hobos might want to turn your tech into a nuke, then I would suggest you veer away from sci-fi and stick with fantasy.
If you are DEAD SET on sci-fi however I would suggest you watch/listen to these guys' "rogue star" series.
Be warned, there is a healthy dose of autism
https://www.youtube (DOT) com/watch?v=-LOTyOCa9lM&list=PLxfMCMdaVAV2KvDeEeoqPydVbbCfNPeEl&index=2
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No.421630
>>421607
Why yes. Yes I do.
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No.421665
>>421629
I'm not saying you're wrong, or even disagreeing with you, but what you're talking about is good, thorough worldbuilding, not necessarily just a matter of good, hard sci-fi. Fantasy gets away with far worse handwaving than sci-fi when every single magical thing introduced could potentially break the setting into dusty little pieces.
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No.421676
>>421629
>If you create something that can exploratory an object faster than light, then guess what?
I would guess that you failed out of high school English. What the fuck does "exploratory an object" mean?
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No.421683
>>421676
auto-correct of "accelerate an object" I was tired and didn't bother to double-check my shit.
>>421665
Yes, but fantasy has the benefit of being entrenched enough that people often don't second guess these things. People are much more willing to accept hand-waving when it comes to magic as apposed to sci-fi.
That being said, yes, I suppose you're right and that my major concern with a sci-fi settings is a lack of forethought into world building and the MacGuffins used.
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No.421686
>>421683
>people don't second guess these things
Video games and newer tabletop games do it that way. Otherwise I don't see how you can come to this conclusion when all the good literature does exactly as what you claim it doesn't. It's even expected in parody and satire.
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No.421693
>>421686
To be fair, /tg/ itself does have a long history of theorycrafting magic to death. Turning magic items into nukes. Destroying economies with unlimited dagger forging. Doing silly shit with portals. The biggest failings in worldbuilding when it comes to most bog-standard D&D fantasy is that they spend forever going on and on and on about magic and spells and enchanted items, and the settings barely even scratch the surface of what sort of world-altering consequences some of these spells would have.
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No.421694
>>421693
Except that it does? What DnD setting are you talking about exactly? There is even a setting, Eberron, that does exactly that specifically.
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No.421697
>>421694
Eberron is a pretty wild hodge podge of rule of cool shit and less concern for exploring what magic would do when taken to its logical conclusion. There's definitely a lot of stuff that uses magic more commonly, but it's more like magic as a power source and less exploring what magical resurrection and healing would do to a society, or how architecture, commerce, and civilization would change with even the most basic cantrips available. Faerun, Golarion, and all the rest of the cliche medieval settings are even worse.
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No.421703
>>421697
Greyhawk is the setting where you throw your garbage into a black pudding disguised as a trashcan, skeletons are washing machines, and actual cultures are explained and why. But ultimately I think you miss the point, the setting is merely to give you the groundwork for your own ideas. Filling in all those details takes away from the GM's agency and is the biggest sticking point of Forgotten Realms second only to the fetish insertions.
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No.421723
>>419200
>How much handwavium magic in the guise of science do you find acceptable in your Science Fiction RPGs?
I absolutely fucking hate Bioware/Blizzard style "the epic 100 hour coupon hunt for the 7 magic McGuffins, because you're the prophesised chosen one" non-writing and non-worldbuilding and how those companies specifically have helped wormed all that into science fiction, if that counts.
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No.425877
Some family members bought me this for Christmas because they Know I love learning languages and we watch Star Trek together a lot.
How outdated is it? Is there anything in it that's wrong now / been retconned or is it just missing things that have been added later? Publishing year for this supplemented version is 1992.
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No.425879
Now I remember why this board died.
You people are pathetic. Maybe we should call this the Special Needs Children Daycare Cage Fight general.
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No.425884
>>425879
Not because of Trekkie derp. There wasn't much of that.
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No.425895
>>419200
>How much handwavium magic in the guise of science do you find acceptable in your Science Fiction RPGs?
I prefer the Wh40k route where everything's handwavium. Space fantasy >>>>>> science fiction. Science is for nerds and extremely boring. What could be interesting would be a world that uses IRL magic systems like Enochian to attain sci-fi effects, not written as a parody, but a serious setting.
What's the difference? IRL magic systems start with a holistic explanation for everything, then get into details from there. Science starts with details of boring shit, then moves to just a slight bit more interesting stuff, then finally peters out as everyone shrugs their shoulders and goes "I dunno, maybe quantum particles or some shit"
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