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
That was he argument put by British author Brian Aldiss in his History of Science Fiction.
However there are older stories as far back as the second century AD that includes journeys to an inhabited moon.

But isn't the argument that Mary Shelley was (arguably) the first to marry the science to the fiction? Hence this new genre called "science fiction".
Science didn't even exist in the second century, much less science fiction.
 

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CleverNickName

Limit Break Dancing
That was he argument put by British author Brian Aldiss in his History of Science Fiction.
However there are older stories as far back as the second century AD that includes journeys to an inhabited moon.
Yep, there are stories that go back more than a thousand years about space travel. What we call Science Fiction has a very narrow focus and a formulaic structure, though--it's more than just "a story that happens in space." I think that most of these early (and ancient) works are fiction, but they aren't science fiction. (EDIT: What @J.Quondam just said.)

At some point these stories transitioned from broad, general fiction to science fiction. which is much more narrow and formulaic. And I think that Mary Shelly's Frankenstein was the book that set a lot of those rules (tropes?) that sci-fi still uses today.
 

Campbell

Relaxed Intensity
I was mostly responding to the idea that the popularity of Stars Without Number, Scum and Villainy, Firefly, et al was a knock against Traveller as the trope namer of sci-fi gaming since they pretty much are Traveller games.
 

dragoner

KosmicRPG.com
Yep, there are stories that go back more than a thousand years about space travel. What we call Science Fiction has a very narrow focus and a formulaic structure, though--it's more than just "a story that happens in space." I think that most of these early (and ancient) works are fiction, but they aren't science fiction. (EDIT: What @J.Quondam just said.)

At some point these stories transitioned from broad, general fiction to science fiction. which is much more narrow and formulaic. And I think that Mary Shelly's Frankenstein was the book that set a lot of those rules (tropes?) that sci-fi still uses today.
A lot of science fiction is what is called speculative fiction, stuff like magical realism, or Vonnegut's Slaughterhouse 5, which much of the earlier stories could be placed there as well. Most modern writers would put Verne and Wells as firmly the progenitors of modern sci-fi, at least their books one can say that they are absolutely science fiction.
 

Um isnt the default setting Space? Or more a Starship travelling through Space. Trippyhippy’s argument wasnt that Traveller is the default but rather that a Starship in space travelling between planets is a default - kinda
Correct.

It is worth noting that the original Classic Traveller release in 1977 didn’t have a setting. It had an implied setting like D&D had. The Third Imperium was built on later, like Forgotten Realms for D&D. Along with the original release of Classic Traveller there were included suggested stats for diverse characters from sci-fi media - Luke Skywalker, Captain Kirk included.

The point is that Traveller captured the default setting of science fiction, in it’s space travelling format, and showed it could be a viable setting in the roleplaying game format, in the same way how D&D showed how it could be done for fantasy. Other roleplaying games followed on from the design precepts of these pioneer games.

And just to reiterate, Traveller was hugely successful as a commercial and critical hit in its first 10 years. It appealed to Star Wars and Star Trek fans, as well as other works of science fiction. It was primarily the release of WEGs Star Wars in 1987, along with Cyberpunk to a degree, that saw Traveller’s status diminish as a market leader in the sci-fi genre. The Star Wars game was easier to reference, and arguably to play than Traveller (and much easier in terms of the ‘science’ to understand), while GDW also made some marketing errors in its release of MegaTraveller which never sold as well as the simpler design of the original game. Yet, the Traveller game and fanbase still endures with successful new editions and released (just not to the market leader status of Star Wars anymore). The situation is not dissimilar to how Champions’ position as market leader for the Supers genre has largely been supplanted by Mutants & Masterminds in recent decades, yet Champions still sells today also.

When people make comparisons of Traveller to D&D and the 'default fantasy setting’ in terms of the comparative size of their market, what they forget is that 'D&D’ was the first RPG as a sales point, and is largely synonymous with RPGs to many people still. D&D nearly lost it’s market leader status a couple of times too (in the 1990s when TSR got sold off and also the whole 4E/Pathfinder split) so its position is not invulnerable. It also has a much looser relationship to Tolkien - as a ‘default setting’ than people keep suggesting here. The reason why various Middle Earth-based RPGs have not eaten away at their sales in the same manner Star Wars did to Traveller was because it is actually a narrower setting than what is on offer with D&D. While Star Wars is an easier game than Traveller for a casual fan, The One Ring is a more complex one to get into than D&D.
 

MattW

Explorer
I think everyone can accept that there is a strong argument for "Traveller captured the default setting of science fiction, in it’s space travelling format" (my emphasis) but that's not the only way to look at Science Fiction.

Just a few examples that don't involve space travelling

"The Handmaid's Tale" is Science Fiction (Dystopia).
"The Man in the High Castle" is Science Fiction (Alternate Universe)
"Terminator" is Science Fiction (Time Travel/Robot Uprising)
"Pacific Rim" is Science Fiction (Alien Invasion and GIANT ROBOTS)
"The Island of Doctor Moreau" is Science Fiction (early Biopunk)
"Waterworld" is Science Fiction (Seapunk?)
"Mad Max" is Science Fiction (Post-Apocalypse)

And so on, and so on, and so on. IF you define Science Fiction as just being "Group travels around in starship" (let's call it Space Opera) then, yes, Traveller is a good choice. However, "Space Opera" is NOT the default setting for Science Fiction. True, it's a powerful and well-represented sub-genre, but it does not have the same level of influence that High Fantasy does in Fantasy RPG games design.
 
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I think everyone can accept that there is a strong argument for "Traveller captured the default setting of science fiction, in it’s space travelling format" (my emphasis) but that's not the only way to look at Science Fiction.

Just a few examples that don't involve space travelling

"The Handmaid's Tale" is Science Fiction (Dystopia).
"The Man in the High Castle" is Science Fiction (Alternate Universe)
"Terminator" is Science Fiction (Time Travel/Robot Uprising)
"Pacific Rim" is Science Fiction (Alien Invasion and GIANT ROBOTS)
"The Island of Doctor Moreau" is Science Fiction (early Biopunk)
"Waterworld" is Science Fiction (Seapunk?)
"Mad Max" is Science Fiction (Post-Apocalypse)

And so on, and so on, and so on. IF you define Science Fiction as just being "Group travels around in starship" (let's call it Space Opera) then, yes, Traveller is a good choice. However, "Space Opera" is NOT the default setting for Science Fiction. True, it's a powerful and well-represented sub-genre, but it does not have the same level of influence that High Fantasy does in Fantasy RPG games design.
Again, I feel we keep on having the same arguments again and again, because people are not reading.

As far as roleplaying games are concerned, the default for science fiction gaming is the model presented by Traveller back in 1977 in the same way the default for fantasy gaming was D&D.

Yes, science fiction can be a diverse genre, but actually the spacefaring model still can incorporate a lot of the ideas presented in your list above by simply having different technological levels and a diverse range of planets or encounters. If you want time travel or giant robots fighting aliens then you can incorporate the ideas through technology levels. If you want Mad Max or Waterworld then visit planets where this is the situation. The rules as written include all this as possibilities.

Fantasy is not just Tolkien based either. D&D barely resembles Tolkien really, because it incorporates lots of different types of fantasy media too. You can also do a long list of titles that doesn’t involve the sort of things presented in D&D:

Harry Potter is fantasy
The Amber Chronicles is fantasy
The Dresden Files is fantasy
His Dark Materials is fantasy
Game of Thrones is fantasy
Alice in Wonderland is fantasy
It’s a Wonderful Life is fantasy
Le Morte D’Arthur is fantasy
The Princess Bride is fantasy
Chronicles of Narnia is fantasy
Gilgamesh is fantasy
Spirited Away is fantasy
Monkey (The Journey to the West) is fantasy
Conan the Barbarian is fantasy
King Kong is fantasy
The Wizard of Oz is fantasy
Highlander is fantasy
The Divine Comedy is fantasy
The Sandman is fantasy
Time Bandits is fantasy
Fellini’s 8 1/2 is fantasy
The poems of William Blake is fantasy
Metamorphosis by Kafka is fantasy
Being John Malkovich is fantasy

None of these are exactly replicated by D&D, but as far as gaming goes, the default model for fantasy is presented by D&D. The same is true for Traveller as the default model for science fiction, and latterly as a market leader, by the Star Wars RPG which often bares little resemblance in play to many of the movies, in fact, because the gaming default model is different to the specific saga presented in the movies.
 
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aramis erak

Legend
I would disagree with calling Star Trek "Hard space opera". Filling things with technobabble does not make it hard. ;)
Trek tries to keep to plausibility in ways Wars never bothered with. At least, prior to JJ-Trek.

It's space opera, and it's near the border with proper sci-fi.
 

aramis erak

Legend
I think everyone can accept that there is a strong argument for "Traveller captured the default setting of science fiction, in it’s space travelling format" (my emphasis) but that's not the only way to look at Science Fiction.
The argument looks pretty weak, to be honest.

Star Trek is rather different than Traveller.
Trek: we don't see much money. we don't see small crews on small ships doing serious trade runs (but we do see small crews on medium-big ships, panamax sized). We see only zapguns in protagonist's hands; while we see a few slugthowers, they're only badguy or holodeck items.

Traveller: We see money at every turn. We see 5-15 man crews on freighters, and freighters are fairly small (panamax sized ships can carry up to about 72kTd of cargo; Traveller bulk freighters are in the total displacement of 20kTd, in the GTU up to 100kTd - differences due to system cost breakpoints and economies.) The primary weapons are slugthrowers.

Trek and Wars are closer to each other than either is to Traveller.
 

Hussar

Legend
snip

None of these are exactly replicated by D&D, but as far as gaming goes, the default model for fantasy is presented by D&D. The same is true for Traveller as the default model for science fiction, and latterly as a market leader, by the Star Wars RPG which often bares little resemblance in play to many of the movies, in fact, because the gaming default model is different to the specific saga presented in the movies.
To which I would answer:

Gamma World - certainly as well known as Traveller and as often played. No spaceships at all
Metamorphasis Alpha - Yup, A spaceship, but, certainly not in the vein of Traveller.
Battletech - certainly as popular as Traveller, no focus on space travel.
Twilight 2000 - SF gaming. Very much NOT in the Traveller vein.
Paranoia - although, to be honest, that's very much it's own thing. - But, you did state that NOBODY tried to do 1984 in gaming.

The notion that the "default model" of SF gaming is space opera is easily disproven. There are easily a number of SF RPG's which are as popular as Traveller and have similar pedigree.
 

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