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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

Tonguez

A suffusion of yellow
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.

Quest for Fire meets all of your points of similarity too, including multiple races living concurrently in a pre-industrial world. Its as much fantasy as Conan which isnt medieval world and has no races other than human (And possibly snakemen)

It seems too that OPs discussion puts too much emphasis on Space-based Sci FI which needs to be distinguished from Near future Sci Fi whether its AI domination in Dream House or Robocop or the post apocalyptic futures of Mad Max or Planet of the Apes

Then theres the question of where do Superhero, Timetravel and Steampunk fiction sit on the contunuum.
 

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J.Quondam

CR 1/8
Default fantasy has the advantage of being fairly well bounded by some nebulous part of human history that involves stone castles, steel swords, and powerful kings, with the monsters and magic of myth/folklore layered on as part of that reality. Designers turn knobs like "acceptable anachronism", "power of magic", "historical culture" to change the flavor of a setting. But the core of fantasy remains basically the same: castles, swords, kings, alongside magic and monsters.

The key point is that it's fairly easy to riff and subvert to get from one fantasy setting to another. Crank the knobs to transform longsword to khopesh, magic to mage-tech, Greek gods to elder gods, high fantasy to sword & sorc, humans-only to anthropomorphic animals.

Sci-fi doesn't have any of this. It's not bounded in the way that fantasy is, not least because it's about the future-- all the history that hasn't been written yet.

To be fair, there is a sort of a default: when you say "sci-fi" most people think about spaceships, lasers, and robots. So those are fair to incorporate into the notion of "default" sci-fi RPG setting. By riffing and subverting that default you can get from Star Wars to Babylon 5 to Alien to Starship Troopers to Buck Rogers to Battlestar Galactica to Star Trek. It covers a fair bit of common sci-fi ground.

The problem comes in when you want to do other sci-fi. There's a world of well-known sci-fi worlds & concepts that have little or nothing to do with space: The Matrix, 20,000 Leagues Under the Sea, Bladerunner, Quantum Leap, and so on. But it's not straightforward to "crank knobs" to get from Star Wars to Fantastic Voyage, for example, even though they're both sci-fi. You can't arbitrarily riff and subvert your way across sci-fi settings, like you can with fantasy. Admittedly, of course, people don't immediately think about this at first when they think "sci-fi", but they DO realize it pretty soon; these aren't obscure niches of sci-fi, after all.

Sci-fi is simply too big. That's why there's no "default" sci-fi setting, at least not without first specifying some tighter bounds on the world or subgenre.
 

Ixal

Hero
I do not think that Traveller is the Sci-Fi default as it differs in several ways from what people expect from Sci-Fi today.

1. The FTL system is pretty unique (1 week travel in an alternate miniature universe bubble. The drive only modifies the distance you can travel in a week)
2. Reliance on fuel. This is mostly ignored in Sci-Fi settings but in Traveller most ships are 50% fuel tank.
3. No instant communication. Messages have to be physically carried and communication can often take months thanks to 1.
4. No "naval and air" physics in space. for spaceships and fighters.

Something I also noticed, older Sci-Fi settings often used anthropomorphic animals as aliens. See Traveller (Aslan, Droyne, etc.), the Kzinti (Ringworld and Star Trek which also has Gorn and Cathar), Kilrathi (Wing Commander), several races from Master of Orion, etc. Today that has gone out of style. On the other hand several Star Trek races have become default other races are always compared to, especially Klingon which are de facto definition of honourable warrior race in Sci-Fi
 
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dragoner

KosmicRPG.com
New traveller has sort of doubled down on the age of sail in space, which is fine if one wants to play 18th century age of empires, except yeah, I don't think many would see that as the default of sci-fi. To me, there is intellectual space opera, Star Trek, a very clean universe, dirty space fantasy Star Wars, and the more careworn blue collar Alien universe; Alien/Outland and such is what I like, Expanse included. I mean if we are turning SCE to AUX, that's my default.
 

Stacie GmrGrl

Adventurer
The only sci-fi rpg (without using a universal, genre less book like Gurps or Savage Worlds) that can do just about any sci-fi is TSR Alternity.

It can do everything from Post Apocalyptic to Cyberpunk to Space Opera to Space Truckers. It has options for Psionics, Mutations and Cybernetics and with Dark*Matter and the Beyond FX books, a lot of supernatural and mysticism so you could include things like X-Files, Urban Fantasy, and Street Level Supers to the list of possible settings.

The only thing that held Alternity back is its game engine, which isn't the most intuitive to learn. Plus WotC buying TSR pretty much ended Alternity.
 

MattW

Explorer
"Fantasy" is stories about stuff that does not exist in the real world. There are many possible settings, but we choose to set most Fantasy RPGs in a low-tech world that vaguely resembles medieval Europe. Let's call this choice "Heroic Fantasy" (although Thud and Blunder might be a good name).

I'd like to repeat that this is a CHOICE. Heroic Fantasy in a low-tech, medieval/feudal society is something we accept because of D&D, Tolkien and other writers. It's not the only option. It's just an easy stereotype

In contrast, "Science Fiction" is stories about stuff that MIGHT exist in the real world. Unlike Fantasy, there isn't an agreed-upon type of setting for RPGs. Why not? Well, perhaps there isn't anything or anyone with the same dominance that D&D and Tolkien exert over the fantasy genre.

TLDR: I agree with some of the earlier posts. I don't believe that it is possible to have a default setting for a Science Fiction RPG. You might get a default for something like Cyberpunk, or Space Opera, or Time Travel, but not for the whole of Science Fiction
 

Hussar

Legend
I look at it like this. The iconic Fantasy is Tolkien. Yes, there are other fantastic works of fantasy, but, when you boil it down, if you say, "I want to watch a Fantasy movie", by and large you're thinking swords, horses, castles and wizards, not The Dresden Files. Because, well, Tolkien is THE icon of fantasy.

SF, though, doesn't really have that. Take the three most well known SF properties - Star Trek, Star Wars and Doctor Who. Yup, there are some similarities between them, but, far, far more differences.
 

Tonguez

A suffusion of yellow
"Fantasy" is stories about stuff that does not exist in the real world. There are many possible settings, but we choose to set most Fantasy RPGs in a low-tech world that vaguely resembles medieval Europe. Let's call this choice "Heroic Fantasy" (although Thud and Blunder might be a good name).

I'd like to repeat that this is a CHOICE. Heroic Fantasy in a low-tech, medieval/feudal society is something we accept because of D&D, Tolkien and other writers. It's not the only option. It's just an easy stereotype

In contrast, "Science Fiction" is stories about stuff that MIGHT exist in the real world. Unlike Fantasy, there isn't an agreed-upon type of setting for RPGs. Why not? Well, perhaps there isn't anything or anyone with the same dominance that D&D and Tolkien exert over the fantasy genre.

TLDR: I agree with some of the earlier posts. I don't believe that it is possible to have a default setting for a Science Fiction RPG. You might get a default for something like Cyberpunk, or Space Opera, or Time Travel, but not for the whole of Science Fiction

I wonder if its just that Science Fiction has become a default term for anything thats not High Fantasy, and indeed while Heroic Fantasy may be the popular version of fantasy that most default to, its not the only possibility.
The discussion of Jules Vern got me thinking out just how we categorise things - While its considered to be a Sci Fi classic when 200000 Leagues Under the Seas was written it wasnt ‘Sci Fi’ it was the same genre of Voyages extraordinaires of his other novels like Around the World in 80 Days and while the Natilus took the Submarine to levels of speculative technology, I am reminded of other technological marvels like Chittychittybangbang (and Herbie) that take speculative technology down a fantasy track. Pixars Cars universe is fantasy despite featuring modern anthropomorphised machines and yet Transformers is sci fi (though that does bring in the space aliens dynamic too)

Then you have games like Burrows and Bunnies (and Watership Down) or In Nomine or Dresden Files which are fantasy but set in some real world context entirely removed from medieval castles, kings and tolkienesque races.

So while I accept that High Fantsy is overwhelmingly the most popular of genres in Western Markets, I dont think there is a single default fantasy setting anymore than there is a default sci fi setting, simply because those terms arent clearly defined and everything sits on a continuum
 
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Fenris-77

Small God of the Dozens
Supporter
The variety of human experience puts the lie to this plus that arrangements. Even working from a limited OSR palette I managed something new and interesting, and I didn't strain any mental muscles. Anyway, not a thing.
 

"Fantasy" is stories about stuff that does not exist in the real world. There are many possible settings, but we choose to set most Fantasy RPGs in a low-tech world that vaguely resembles medieval Europe. Let's call this choice "Heroic Fantasy" (although Thud and Blunder might be a good name).

I'd like to repeat that this is a CHOICE. Heroic Fantasy in a low-tech, medieval/feudal society is something we accept because of D&D, Tolkien and other writers. It's not the only option. It's just an easy stereotype

In contrast, "Science Fiction" is stories about stuff that MIGHT exist in the real world. Unlike Fantasy, there isn't an agreed-upon type of setting for RPGs. Why not? Well, perhaps there isn't anything or anyone with the same dominance that D&D and Tolkien exert over the fantasy genre.

TLDR: I agree with some of the earlier posts. I don't believe that it is possible to have a default setting for a Science Fiction RPG. You might get a default for something like Cyberpunk, or Space Opera, or Time Travel, but not for the whole of Science Fiction
Again, I don’t know how anybody can reach this conclusion.

In the last few decades, ‘Fantasy’ has included such prominent things as Harry Potter, The Sandman and His Dark Materials, none of which are anything like ‘medieval with Tolkien'. There is less of an agreed-upon type of setting in fantasy than there is in science fiction. The fact is that science fiction itself is a subset of fantasy, which is proof enough of that point.

In the case of what is the ‘default’ science fiction setting, or the dominant one akin to Tolkien, it’s already been mentioned - Star Trek, Serenity, or even Doctor Who all adhere to the same model - that of a crew traveling in some sort of craft to different worlds that are diverse in geographical, technological, evolutionary/biological or sometimes cultural/social ways. It is the standard default for science fiction that most audiences understand and expect. Star Wars has a melodramatic ’saga’ overlaying it, but it still has the same tropes. So does Flash Gordon, Guardians of the Galaxy, Starship Troopers, Foundation, Alien or even Dune (albeit tending to focus more on one significant planet in the books). Some authors vary the ‘hardness’ of the science in their stories, but even things like 2001: A Space Odyssey, Planet of the Apes or Interstellar feature crews journeying in spacecraft towards different destinations. In Bladerunner, a definitive cyberpunk movie set in a future Los Angeles, they still make reference to people traveling to ‘off world colonies’.

For RPGs, it is the model presented by Traveller since 1977 - and it still is. The fact that there are 'Technological Levels’ that allow for great diversity and the capacity to travel a vast number of uncountable worlds gives huge variety to the model.

In Traveller alone you can:
  • visit a high tech, low life, mega-corporation controlled world, wearing cybertech and VI devices - just like in cyberpunk.
  • travel vast distances in space and get into melodramatic adventures - just like in space opera.
  • travel to worlds still in prehistoric or historic or futuristic times, or find high tech wonders that circumnavigate time-space, just like in time travel.
You could do the same in other sci-fi RPGs too, but this just reinforces the fact that the sci-fi tropes are obvious.

So far from there not being a default model - it is patently already there.
 
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