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

meltdownpass

Explorer
Just imagine how society can look like in SciFi setting. Or even a modern one. Weapon laws which are at least nominally tracked (the way the US handles it is a exception, not the rule), camera surveillance coupled with other means of identifications ranging from futuristic like DNA scanner to simple ones like social security numbers and licenses.
Then there are other things like health care and insurance which might benefit the player characters in a modern or futuristic setting which are also ignored a lot. Or even worse, all those possibilities exist and are used from time to time as background flavor, but never when they matter or affect the PCs.

Some settings are better than others. Shadowrun features most of the things mentioned but things like Star Wars of Starfinder ignore those completely in favour for a fantasy setting pretending to be SciFi.
I guess the big question is "How much science (correct or wrong) must be in something to be considered science fiction"?

Just because we currently live in an evil dystopia doesn't mean that all sci-fi worlds need to be one.

Personally I think it's perfectly okay that we can handwave away certain things in order to tell certain stories. If we weren't able to do that, then every sci-fi game would have to credibly grapple with the problems of how monetary policy is used as a system of control and how centralized technology facilitates systems of control. Basically means you could play sci-fi games set in a worst-of-all-worlds 1984/BraveNewWorld setting, or Dune.
 

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When you've taken out Star Wars, Star Trek (how many gods are there in TOS?), and a few others I'd say you've beaten SF so far back that it's barely a meaningful genre.
If I'd done that, I'd agree. But you're doing that not me, and attributing it to me is extremely silly at best.

Star Trek doesn't have any supernatural gods or supernatural forces I'm aware of. There's weird science by the boatload, but that's fundamentally different to Shadowrun and 40K, which are explicitly anti-scientific in how their magic works. Star Wars, as I mentioned, is in a bit of a grey area because at times the Force has been explained in weird science ways (albeit at the moment it's largely a mystical thing), but it's regarded as the poster-child for science fantasy, hence I wouldn't have immediately classed it as a particularly relevant one for sci-fi.

Star Trek is clearly sci-fi. It has a rational explanation for virtually everything (barring the odd meta wink) and posits that there is one out there for difficult stuff, they just haven't found it yet. This is particularly explicit with the various "gods" who never actually are. Whereas in 40K they absolutely are, and the nature of the warp/Chaos is explicitly that it's not scientific or subject to laws (hence: Chaos).
 

dragoner

KosmicRPG.com
The differences are what make them different, except the commonalities such as spacecraft and aliens, make Star Trek, Star Wars, Battlestar Galactica, Killjoys, 2001 A Space Odyssey, Alien, and The Expanse all similar. Not to say something outside of spacecraft and aliens can't be sci-fi, because it can, but for most sci-fi games these are common tropes as well. Even Gamma World one rocketed up to a Space Station and fought plague zombies.
 
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Stacie GmrGrl

Adventurer
The differences are what make them different, except the commonalities such as spacecraft and aliens, make Star Trek, Star Wars, Battlestar Galactica, Killjoys, 2001 A Space Odyssey, Alien, and The Expanse all similar. Not to say something outside of spacecraft and aliens can be sci-fi, because it can, but for most sci-fi games these are common tropes as well. Even Gamma World one rocketed up to a Space Station and fought plague zombies.
There is a Star Wars novel that had zombies in it.
 

If I'd done that, I'd agree. But you're doing that not me, and attributing it to me is extremely silly at best.

Star Trek doesn't have any supernatural gods or supernatural forces I'm aware of.
Then we have very different understandings of certain Star Trek TOS episodes, Q and the Q Continuum, the Bajoran Wormhole Prophets, and quite a lot of other aspects of Star Trek. Trek may occasionally pay lip service to there being rational explanations - but it's normally skin deep at best.
 

Ixal

Hero
Just because we currently live in an evil dystopia doesn't mean that all sci-fi worlds need to be one.

Personally I think it's perfectly okay that we can handwave away certain things in order to tell certain stories. If we weren't able to do that, then every sci-fi game would have to credibly grapple with the problems of how monetary policy is used as a system of control and how centralized technology facilitates systems of control. Basically means you could play sci-fi games set in a worst-of-all-worlds 1984/BraveNewWorld setting, or Dune.

Does having a social security number or driver licenses already mean a dystopian society? Sometimes I wonder what peoples definition of that are.
Some kind of control and tracking is required for modern of futuristic societies, for example to assign property, certify education, etc. But even those things are missing in some science fiction (fantasy) settings.
 

meltdownpass

Explorer
Does having a social security number or driver licenses already mean a dystopian society? Sometimes I wonder what peoples definition of that are.
Some kind of control and tracking is required for modern of futuristic societies, for example to assign property, certify education, etc. But even those things are missing in some science fiction (fantasy) settings.

Don't want to get too deep in the weeds at risk of derailing the topic, but any kind of sci-fi setting that has even present-day level technology is going to have to grapple with what life looks like in a world of omnipresent surveillance & tracking of virtually all financial activity. Even in near-future this is dumped into central databases pored over by ML/AI of state-corporate entitities monitoring and even predicting behavior using that data.

These things are all designed to make life more manageable from a certain perspective, which could also be described from another (storytelling) perspective as removing adventure.

Star Trek, which traditionally assumes a moral evolution of humanity such that the dystopian implications are no longer relevant, -- Even Star Trek tends to operate on the fringes of the Federation where the usual rules don't apply. Firefly, which is less fantastical in its treatment of human nature, explicitly has to put its heroes and adventures on the fringe of the tyrannical Alliance.

While I can imagine stories set inside an honestly-treated sci-fi setting, they generally tend more towards P.K. Dick's Minority Report or Kafka's The Trial. I certainly don't want to discourage anyone from playing such games if they are capable, but in my experience a social experience like RPG gaming is heavily weighted to lighter adventure games and not deep social commentary.
 

S'mon

Legend
Don't want to get too deep in the weeds at risk of derailing the topic, but any kind of sci-fi setting that has even present-day level technology is going to have to grapple with what life looks like in a world of omnipresent surveillance & tracking of virtually all financial activity.

The usual handwave is that planets may be like that, but not in SPAAACE.
One reason it's really important not to have routine FTL comms.
 

Ixal

Hero
While I can imagine stories set inside an honestly-treated sci-fi setting, they generally tend more towards P.K. Dick's Minority Report or Kafka's The Trial. I certainly don't want to discourage anyone from playing such games if they are capable, but in my experience a social experience like RPG gaming is heavily weighted to lighter adventure games and not deep social commentary.

Why would it be social commentary when futuristic world have the same capabilities as the real world has right now? And that does not mean China level of tracking but just people having a form of ID and licenses for driving and weapon possession and cars (spaceships) are registered to someone and it is possible to find out who that person is and for example if there are any warrants attached?
Even such basic things are ignored in some scifi settings, especially the fantasy inspired ones.

Then there are modern institutions and systems which are simply missing, yet would be of great value for adventurers. Health care for example. Even when you use the US kind of private health care it would change a lot of a PC could, after contracting some disease or getting shot up simply go into a hospital and be treated there for example.
Yes, that would make attrition based adventures near civilization hard to write, which is probably the reason why it and many other modern achievements are ignored, but I rather would have "different" adventures from generic hero story than playing a supposedly futuristic game where the societies are structured like in medieval fantasy times.
 

meltdownpass

Explorer
Why would it be social commentary when futuristic world have the same capabilities as the real world has right now? And that does not mean China level of tracking but just people having a form of ID and licenses for driving and weapon possession and cars (spaceships) are registered to someone and it is possible to find out who that person is and for example if there are any warrants attached?
Even such basic things are ignored in some scifi settings, especially the fantasy inspired ones.

Then there are modern institutions and systems which are simply missing, yet would be of great value for adventurers. Health care for example. Even when you use the US kind of private health care it would change a lot of a PC could, after contracting some disease or getting shot up simply go into a hospital and be treated there for example.
Yes, that would make attrition based adventures near civilization hard to write, which is probably the reason why it and many other modern achievements are ignored, but I rather would have "different" adventures from generic hero story than playing a supposedly futuristic game where the societies are structured like in medieval fantasy times.

More or less, it isn't credible in any future world that has cameras, identifiers on people and things, and has databases, that this type of information won't be made centralized and cross-referenced by the world's power institutions. Once that happens, the genie is out of the bottle. This information control will be used by bad actors leading to dystopian results. (The shade of dystopia of course depends on how rose-tinted your personal glasses may be.)

All of that is pretty much inevitable as a consequence of bog-standard tech that's been available for decades. What happens if we advance time by fifty or a hundred years... ? And that's without even positing anything of the sci-fi tropes like robots, AIs, trans-humanism, and other genre features.

Of course I'm only talking about trying to really grapple with what technologies in the game world are likely to do. A game ought dispense with setting-internal-consistency as much as it wants to story-consistency and enjoyment. The real trick is to avoid introducing elements into a game that won't later have negative downstream consequences to take players out of the narrative -- Players expect a little more consistency from industry & technology than from magic, so a sci-fi gizmo that does something awesome requires more forethought than a magic item in a fantasy setting.
 

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