Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Interspecies conflict in sci-fi campaigns
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Capn Charlie" data-source="post: 6989866" data-attributes="member: 16046"><p>If one wishes to ensure a good reason for spaceships to exist, and move around, eliminate any FTL communications technology. If "mail ships" have to make a circuit between distant hubs of exploration or colonies, the tech will exist and be developed. In addition, if patents can exist, well, then there has to be economic activity between worlds, since when some fantastic new (enforceable) patented technology is invented, it will have to be distributed. </p><p></p><p>In my setting, I upped the ante by requiring biological life to come along for the FTL tech to even function, thus there has to be people going out into the dark if we want to explore, expand and exploit. I wanted human habitation of alien worlds and an excuse for trade, and found it in the ponzi scheme. Dissidents want to leave their current world, initially earth, and pay extravagantly for the privilege, colonizing an alien world, and continue to squander their wealth purchasing goods, technology, and machinery from their parent world struggling to become self sufficient, and once they finally are, they want to be able to sell machinery and supplies to other worlds, to cash in on their new status as a thriving independent world. </p><p></p><p>But you can't sell much to your founding world, they created and established your world, so you need other emerging worlds to sell necessary material and equipment to... suddenly the rationalization for subsidizing and encouraging colonization makes a lot more sense. Humanity just grows cancerously, pointlessly, through the stars, scooping up habitable worlds, utilizing useful resources, and just generally... human-ing. </p><p></p><p>Now, you throw some aliens into the mix, and all of a sudden you have possible new markets. Find one less advanced than you are, and you can sell them your stuff, surely they have something we want even if just as a curiosity. And if they have things we don't, we try to trade for them, or take them. If we take what they have hard enough we might reduce their society a few steps, then they will want our stuff for sure, since we blew all their old stuff up. </p><p></p><p>Simplistic, but... I imagine humanity sailing to the stars a bit like the vikings, trading with people strong enough to fight us and win, demanding tribute from those too weak to offer resistance, and conquering the ones we think we can beat.</p></blockquote><p></p>
[QUOTE="Capn Charlie, post: 6989866, member: 16046"] If one wishes to ensure a good reason for spaceships to exist, and move around, eliminate any FTL communications technology. If "mail ships" have to make a circuit between distant hubs of exploration or colonies, the tech will exist and be developed. In addition, if patents can exist, well, then there has to be economic activity between worlds, since when some fantastic new (enforceable) patented technology is invented, it will have to be distributed. In my setting, I upped the ante by requiring biological life to come along for the FTL tech to even function, thus there has to be people going out into the dark if we want to explore, expand and exploit. I wanted human habitation of alien worlds and an excuse for trade, and found it in the ponzi scheme. Dissidents want to leave their current world, initially earth, and pay extravagantly for the privilege, colonizing an alien world, and continue to squander their wealth purchasing goods, technology, and machinery from their parent world struggling to become self sufficient, and once they finally are, they want to be able to sell machinery and supplies to other worlds, to cash in on their new status as a thriving independent world. But you can't sell much to your founding world, they created and established your world, so you need other emerging worlds to sell necessary material and equipment to... suddenly the rationalization for subsidizing and encouraging colonization makes a lot more sense. Humanity just grows cancerously, pointlessly, through the stars, scooping up habitable worlds, utilizing useful resources, and just generally... human-ing. Now, you throw some aliens into the mix, and all of a sudden you have possible new markets. Find one less advanced than you are, and you can sell them your stuff, surely they have something we want even if just as a curiosity. And if they have things we don't, we try to trade for them, or take them. If we take what they have hard enough we might reduce their society a few steps, then they will want our stuff for sure, since we blew all their old stuff up. Simplistic, but... I imagine humanity sailing to the stars a bit like the vikings, trading with people strong enough to fight us and win, demanding tribute from those too weak to offer resistance, and conquering the ones we think we can beat. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Interspecies conflict in sci-fi campaigns
Top