Whisperfoot said:
I totally disagree with you here. The key to running an enjoyable science fiction game is to make things more cinematic. If you take a hit, does it represent a scorched hole in your chest, or is it a near miss, a bit of exhaustion, or a flesh wound. Besides, when was it any easier to take a claymore hit to the head than a bullet? I don't buy into the notion that swords and sorcery are any less lethal than plasma rifles.
I think it is a great deal more plausible at the table to explain how someone survived a sword and is able to keep fighting than it is to explain how someone who just took a full auto blast from an assault rifle to do the same. But since you disagree, how about an analogy...
Are you familiar with the term 'The Uncanny Valley'? It is a theory that explains how a person reacts to something that is meant to be human. Consider C-3PO, he is shaped like a human with 2 arms, 2 legs, eyes and a mouth. But he looks nothing like a human. We can find him easy to relate to. He seems non threatening. Now consider attempts at photo realistic CG animation of human faces. They look a whole lot more human, but the longer you watch them, the more they just seem wrong.
The Uncanny Valley refers to what happens when you draw a graph of how people react to representations of people. As you make a robot or CG animation look more like a person, people react better to it, up until a point. Then the graph takes a sudden dive as people are just disturbed by it, often because it looks more like a corpse than a human, before returning back to acceptable as it becomes more life like.
My point?
I think that suspension of disbelief has its own sort of Uncanny Valley. Details that you could gloss over in a fantasy game start to bother you more in a modern game. And for a future game, while you can hand wave some details as 'Technology solves that', there are still some things you cannot just ignore.
Fantasy settings are just much more forgiving with respect to suspension of disbelief than future settings.
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