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<blockquote data-quote="Jürgen Hubert" data-source="post: 4165370" data-attributes="member: 7177"><p>What, no one has mentioned Transhuman Space yet? It's probably the best hard SF setting out there, if not the best SF setting in general - despite having no aliens, no FTL drive, and no psychic powers. It extrapolates from current technological and sociological trends and manages to portray a future that's equally bright and optimistic as well as frightening in many respects. Frankly, even if you aren't going to play in it you should still buy the setting for the inspiration.</p><p></p><p>Another good setting is Blue Planet, where most of the action takes place on a newly settled water world - it was found when a stable wormhole was discovered on the fringes of the solar system. Now there's a gold rush atmosphere as valuable organic compounds are discovered in the surface of the planet, tensions mount between newcomers and old timers, the colonial government and the corporations, and to top it off there are strange creatures gliding through the depths of the oceans which might or might not be intelligent - and possibly have their own plans for this world, and humanity.</p><p></p><p>Furthermore, you should buy the latest incarnation of GURPS Space, which is an incredibly useful resource no matter what system you actually use. The book is almost system-less, and the few rules that do exist (for rolling up star systems and alien creatures - including intelligent ones) are pretty much system-independent.</p><p></p><p>GURPS in general works well for space campaigns, especially for the more gritty and realistic end. As long as you remember that high-tech weapons are supposed to be pretty lethal (and thus wear enough armor in a fight), you should do fine. GURPS Ultra-Tech also has a large range of useful gear for any tech level.</p></blockquote><p></p>
[QUOTE="Jürgen Hubert, post: 4165370, member: 7177"] What, no one has mentioned Transhuman Space yet? It's probably the best hard SF setting out there, if not the best SF setting in general - despite having no aliens, no FTL drive, and no psychic powers. It extrapolates from current technological and sociological trends and manages to portray a future that's equally bright and optimistic as well as frightening in many respects. Frankly, even if you aren't going to play in it you should still buy the setting for the inspiration. Another good setting is Blue Planet, where most of the action takes place on a newly settled water world - it was found when a stable wormhole was discovered on the fringes of the solar system. Now there's a gold rush atmosphere as valuable organic compounds are discovered in the surface of the planet, tensions mount between newcomers and old timers, the colonial government and the corporations, and to top it off there are strange creatures gliding through the depths of the oceans which might or might not be intelligent - and possibly have their own plans for this world, and humanity. Furthermore, you should buy the latest incarnation of GURPS Space, which is an incredibly useful resource no matter what system you actually use. The book is almost system-less, and the few rules that do exist (for rolling up star systems and alien creatures - including intelligent ones) are pretty much system-independent. GURPS in general works well for space campaigns, especially for the more gritty and realistic end. As long as you remember that high-tech weapons are supposed to be pretty lethal (and thus wear enough armor in a fight), you should do fine. GURPS Ultra-Tech also has a large range of useful gear for any tech level. [/QUOTE]
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