MarkB
Legend
I've found it rather challenging to run a "hard" science fiction campaign with players who aren't used to dealing with any level of realism. My current group is good, but the last bunch didn't have a physics background....
It gets worse when playing a hard-SF setting with a GM who isn't so hot on the science. I remember a Traveller game in which our ship, almost out of fuel and in a decaying orbit around an unknown planet, detected an old battleship which was in an orbit so rock-solid stable that it had remained there for several hundred years. The GM said that, with our remaining fuel, we'd just have time to pull up next to the old space hulk, dock with it, and transfer across before our own ship continued its plunge groundwards.
I pointed out the obvious flaw in the premise, which was probably not wise in retrospect, and what struck me was not the GM's annoyance at me having found a hole in his plot - it was that, even after three players confirmed it, he still could not grasp the concept that, if one spacecraft draws up and parks next to another, unpowered, spacecraft, those craft are perforce sharing exactly the same orbit, and that orbit cannot be both stable and decaying at the same time.