Worlds of Design: Is There a Default Sci-Fi Setting?

The science fiction default setting is less clear than the “Late Medieval plus some Tolkien” fantasy default, but let’s talk about it.

The science fiction default setting is less clear than the “Late Medieval plus some Tolkien” fantasy default, but let’s talk about it.

futuristic-5930957_1280.jpg

Picture courtesy of Pixabay.

Months ago I discussed the fantasy default setting in "Baseline Assumptions of Fantasy RPGs.” A default may not exist at all in some of the sci-fi categories below, but I think it’s worth discussing.

The Automation Difference​

Keep in mind the big difference between fantasy and science fiction: automation. Stories are about people, not machines, even though automation is likely to be dominant in the future. We already see this happening today, with robotic explorers on Mars, and unmanned drones fighting terrestrial wars.

It’s also possible that science fiction novel and game authors spend more time describing their settings than fantasy authors do, maybe because there’s so much more deviation from a default than in fantasy. In general, there may be less emphasis on "monsters" and uncivilized "barbarians" than in fantasy worlds.

In no particular order I’ll discuss:
  • Automation
  • Transportation
  • Communication
  • Adventurers
  • Aliens
  • History & Change
  • Technology
  • Warfare & Military
  • Demography & Habitation
  • Longevity

Automation​

Let's start with automation. In sci-fi settings, automation tends to vary immensely. We can see robots as intelligent as humans, and other settings where automation has not reached the level of human intelligence. You rarely see automation dominating the military, again because stories are about people, not machines. In Frank Herbert’s universe (Dune), the Butlerian Jihad has eliminated automation where any kind of intelligence is involved.

Transportation​

Faster-than-light travel is most common; often even very small spaceships, such as shuttles and fighters, can achieve it, sometimes it takes a big ship. If there is no faster-than-light travel, then the setting is usually confined to one star system, or involves “generation ships.” Sometimes the ships have built-in drives, so they can go from anywhere to anywhere; other times they must use fixed links in some kind of natural or man-made network, whether it’s wormholes or something else.

Communication​

Most likely, communication is at light speed, or at travel speed, whichever is faster. Once in a while you get instantaneous speaking communication (as in Star Wars); but that gets hard to believe on the scale of an entire galaxy, if only for the potential interference.

Adventurers​

Are there “adventurers” at all? Maybe we should say, people who go on, or get caught up in, adventures? I don’t see a common thread for how numerous such people are.

Aliens​

There’s no default here, but most common is a human-centric universe, possibly with no aliens, possibly with aliens ignored by or subordinated to humans. We also see humans as subordinate to aliens, in some sub-genres.

History & Change​

Time frame varies from near-future to millennia from now. Rate of change is usually very slow in the latter, so that the setting can still have some familiarity to readers and players. The pace of change in the near future is inevitably quick, as we see things change so quickly in the modern day that we’d be puzzled by slow tech change in anything like our own society.

Technology​

No default here. The paranormal may be important. Much of what goes on is still familiar to contemporary people, because that helps make it easier to willingly suspend disbelief.

Warfare & Military​

This is all over the map. Conflicts are usually between worlds or groups of worlds. What’s notable is that authors are often stuck in some kind of earth-history model where ground forces are very important. Keep in mind, typical SF situations are lots of separate star systems, much like small islands. What really counts is the (space) navy, if anyone is willing to “blast planets back into the stone age.” If they are willing to do that, ground forces don’t matter/are on a suicide mission. If they’re not willing to bombard planets, then ground forces matter, but are at immense disadvantage when the enemy controls the orbital zone of the planet.

Demography & Habitation​

Terra-formed worlds or worlds naturally habitable, versus most people live in habitats to protect them from hostile environment. In the video game Elite: Dangerous, planets are just barren places to explore, space stations are where people live. Again, there’s no default.

Longevity​

I’ve always found it odd that Elves, with vast lifespans, are as willing to risk their long future in potentially lethal adventures as they seem to be in fantasy games. If the technology of the science fiction setting provides long life or even immortality, how does that affect adventuring?

For further reading, see Atomic Rockets. It’s a website describing various SF topics, often baring the fundamentals of what reality might demand. Such as why interstellar trade is likely to be very sparse or non-existent.

Your Turn: Have you devised a campaign setting for science fiction role-playing?
 

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Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio

J.Quondam

CR 1/8
In fantasy RPGing, D&D has long effectively been the "default" game, so it effectively defines (or baselines) the "default" setting.

For sci-fi, though, is there a comparably dominant "default" RPG?
Not really. So there isn't a comparable "default" sci-fi setting.
 

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Laurefindel

Legend
You're right, of course, but I think it's broader . . . . treating space-going vessels as simply naval vessels traveling in a different medium. Spaceships are boats, essentially, in much sci-fi and sci-fantasy.
Indeed, space is the ocean of sci-fi.

Even with more « hard » sci-fi like The Expanse, with their vertical ships and Newtonian approach to space travel, naval parallels are obvious (and fully assumed).
 

MGibster

Legend
Fantasy stories can be as diverse as sci-fi stories, but they do evolve pre-Tolkien from European fairy tales and folklore, which got locked into a romanticized medievalesque setting as the Industrial Revolution got underway in the mid to late 19th century. Then Tolkien's Middle-Earth stories came along and had a huge impact in defining and popularizing the genre . . . fantasy has yet to escape J.R.R.'s shadow (not that I'm complaining).
I think fantasy stories escaped Tolkien long, long ago. There are plenty of Tolkien imitators, but there's plenty of fantasy literature that's not derivative of his work. But for most role playing game enthusiast, I think fantasy gaming pretty much starts and ends with D&D. And before anyone takes umbrage to my statement, I realize there is a cornucopia of fantasy role playing games that aren't a pastiche of D&D, but for many people it's pretty much D&D or some derivation thereof. So there's a fairly cohesive vision of what a fantasy RPG is going to be for most people. Unless you're totally new to gaming, when you sit down for a fantasy RPG experience you'll expect dwarfs, elves, orcs, wizards, knights, etc., etc. About the only thing that's changed in the last 30 years is that an entire younger generation are accustomed to orcs being viable good guys.

But for whatever reason, we don't have a generic science fiction setting role playing games. Maybe if Gygax, Arneson, and company had been playing science fiction war games things would be different today. We'd be asking why there wasn't a standard fantasy default instead?
 


Von Ether

Legend
Surprised no one mentioned TSR's Alternity, as they tried to specifically create a set of generic sci-fi species - if not a generic setting.

Closest I've seen to generic elements in sci-fi are:
  • A method of FTL travel and communication
  • Starships that tend to ignore physics for cinematic purposes
  • A 50/50 chance of robots or AIs
  • Warrior species/culture
  • Telepathic species
  • Bad guy bug species
  • Tech/science specialist
  • And humans
Or any combination of the species above.
 



Hussar

Legend
The problem is that the initial premise is 'medievel+tolkien'. We don't say 'future+startrek'. It's self-fulfilling.

A future+star wars doesn't have many more options than medieval+tolkien. A future+startrek doesn't have many more options than medieval+tolkien.

The comparison isn't 'medieval+tolkien', it's 'fantasy'. And there's a lot of fantasy out there. The Forgotten Realms don't resemble Conan doesn't resemble Game of Thrones, doesn't resemble Discworld much. And those are just some well known properties. There's tons of wildly varied stuff out there.
I disagree. There are a lot more points of similarity between Forgotten Realms, Conan, Game of Thrones and Discworld than there are differences. For example:

  • All set in a pre-industrial, Ren Faire style medieval world.
  • No, or at least very understated, gunpowder and the consequent changes
  • Castles exist as the main settlements
  • Multiple races living concurrently
  • Magic is real and is an exploitable (to varying degrees) resource
  • Gods exist

And that's just off the top of my head. That's far, far closer than say, Star Trek, Blade Runner, Dune and, say, Stephen Baxter's Xeelee series.

The problem is, SF is very much not defined by trope. Nowhere near as well as fantasy generally is. Quest for Fire, despite being set thousand of years in the past, with zero robots or laser guns, is an SF story. As is Flowers for Algernon. That's why @lewpuls' list above is so vague. Unlike fantasy, where you have a very large body of work all directly descended from a couple of sources, SF is all over the place.
 



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