Is hard sci-fi really appropriate as a rpg genre?

I think the point with Alien is that the protagonists are naive blue collar interstellar "truckers" who are manipulated by the authorities into investigating the alien object, rather than "the right people" to do the exploration.

Anyhow, I haven't seen Transhuman Space; I'm not a big fan of the various GURPS original settings so I avoided it. But 2300AD, of which I think there is a D20 version currently in playtest, was an excellent "hard SF" setting.

In the designer notes for 2300AD, Frank Chadwick (as far as I recall) said that he was allowed to break 2 rules for decent SF, and these are typically FTL travel and anti-gravity. 2300AD uses an innovative warp drive system called stutterwarp as the basis for space travel, and introduces a small number of aliens, along with a still-fragmented political system on Earth. Nice setting and interesting to roleplay.

The best combination of Cthulhu and SF I've seen was a White Dwarf scenario a long time ago, before Warhammer, which actually had a CoC scenario set on a distant planet with a crashed space crew being picked off one by one.
 

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As an intersting aside, the book "Lost in Transmission" is about intersteller colonization with the interesting social comment that our "standards" of what is considered suriviving change. The colony in the book is considered a failure because it couldn't stop death. When a second generation colonist dies without a spare body and back up brain scan. What a barbaric place to live!
 

You've just summed up why I hate hard sci-fi, especially for RPGs. To use personification, hard sci-fi is so uptight that if you shoved a lump of coal up its ass, in three weeks you'd have a diamond. Other genres are about fun, adventure, and intrigue; hard sci-fi stands at the edge of the playground with a miserable expression on its face, furious that the others are having so much badwrongfun.
 

I'm getting in late to this conversation, but a couple of points...

Ankh-Morpork Guard said:
For all we know, Star Trek was right and the humanoid form was so perfect that the universe if filled with things that look like humans in bad makeup.
Actually, I think this is more likely than most people give credit. Think about it. The bipedal form with lateral symmetry is a very simple and efficient form. It's practical. Evolution is going to select for the simplest and most efficient way to get the job done in whatever ecological niche it's filling, just like rivers flow down hill or electrons in atoms prefer to be in their lowest energy states, and alien worlds are subject to the exact same natural laws our own is. The nature of evolution will produce occasional weirdnesses to be sure, but the weirder it gets the more evolution will select against it. Evolution does not produce weirdness for weirdness' sake, nor does it produce complexity for complexity's sake. An alien planet that has similar conditions to Earth in terms of gravity, temperature, and atmosphere is going to evolve similar lifeforms. There will likely be lots of differences in the details — biochemistry and minor features and such — but I'll bet the overall basic forms will be similar to something we can find on Earth and the really far-out weirdnesses will be quite rare. People who claim that alien life will "not only be stranger than we imagine, but stranger than we can imagine" usually forget that such alien life is going to be subject to the same universal laws of physics and chemistry that we are and these laws act as effective constraints. Alien life plainly and simply isn't going to be stranger than we can imagine, in my considered opinion.

Turanil said:
IMO: Safety obsession is related to efficiency obsession (and our society strives to become always more efficient, without which no space colonization will be ever possible). I mean: there is nothing more inefficient than a dead explorer (or broken probe) as far as exploration goes.
Safety is proportional to efficiency only to a point. If you were to construct a graph of safety vs. efficient, you'd find not a straight line or an ever-increasing curve but a curve with a maxima that then bends downward again. A low level of safety is indeed inefficient because accidents happen that are wasteful of time and resources. As you improve safety, efficiency also improves... to a point. There is a limiting factor in that nothing is ever totally risk-free; there is an inevitable and unavoidable "background level" of risky or unsafe conditions that cannot be reduced, and the cost of approaching that unavoidable limit is asymptotic. The more safe you become, the higher the unit cost of each additional "unit" of safety.

It will reach a point that eventually you're spending more resources on insuring safety than you are on actually getting the job done, which is the only reasonable definition of efficiency - achieving the most results at the least expense. Once you're past that point, every additional bit spent on safety actually reduces the end results produced. Safety ends up actually interfering with getting the job done. Our current space program is now deeply into this territory - one accident that kills seven people (the number of people that die in less than 2 hours on America's highways, by the way) shuts down the shuttle program for years in which nothing gets done! The space program is thus grossly inefficientin terms of getting results because of its excessive obsession with safety!

What I'm about to say is going to be unpopular with overly sentimental people, but the simple fact is that human life is not priceless, it does have a cost, and in many ways our obsession with perfect safety is making us pay more for that life than it is worth. There's little point in living if you're not getting the job done and earning the benefits thereof, whatever your chosen job might be. The "safety obsession" is in my opinion currently being taken to inefficient and mentally unhealthy extremes and we need to get over it. The quest for "perfect safety" and "zero defects" is foolish and nonsensical. We need to accept that risk is an unavoidable part of life, in particular that some things that have a higher degree of risk (like space exploration) are worth doing despite that risk, accept a certain casualty rate as part of the job, and go on to get the job done! The space program is floundering on the edge of pointless irrelevancy and will continue to do so until it gets over this obsession with safety.

You want to have a hard sci-fi game set in space? Forget the extreme safety obsession. We will never get anywhere in space until we do, and any attempt to portray an active and busy presence in space coupled with an excessive obsession with safety will be implausible. People who are risk-averse stay as close to home as possible and aren't going to be found in space at all until space is made as safe as stepping out your front door to get the morning paper — which I doubt will ever happen.
 



Sebastian Francis said:
Other genres are about fun, adventure, and intrigue...
I don't really think that there's anything inherrent to a hard (or "harder") SFRPG that precludes fun, adventure, or intrigue. People have been having fun with games like Traveller (yeah, Traveller), Blue Planet, and Transhuman Space for a while now.

I just wish people wouldn't automatically say no when the idea of an SF game with no laser pistols is put forth. I don't wanna play Star Wars alla time. ;)
 

Two things to think about in any hard SF setting:

(1) One of the things to think about in any hard SF setting, be it a game or a book, is the culture of the people involved. This is one of the hardest ideas I have ever tried to get across to a couple people that regularly play with and is one reason we don't normally do hard SF games. Just because they can build automatic robots 20 feet tall doesn't mean they do build them.

(2) Just because you saw it in a movie or read about this really cool Thing doesn't mean it was ever used, even if it was invented. People are fond of saying 'By year X, we'll have Technology Z. Thus, Activity Y will be useless/obsolete/whatever'.

20 year ago when I was in school, AI was 'just around the corner'. Household Robots were 'in five or ten years'. Both proved to be very, very much harder to build than anyone imagined. 20 years later, we have no machine sentience, no humanoid robots worth a damn. We might never get them. Biotech seems promising, but it's thousands of times more complex than robotics.

Those two things combined means that an RPG setting or book must pick and choose what technologies sound plausable and come up with a reason for why it is or is not used.

Psionics in Traveller is a good example. Psionics is possible within that game universe. In fact, if you're gifted in it, it's kinda easy to train. Thanks to a backfired psychohistory experiment, virtually no-one in the Imperium uses psionics. In fact, there are planets where you could be killed for having that training. There is a strong cultural impediment to learning that skill.
 

Sebastian Francis said:
You've just summed up why I hate hard sci-fi, especially for RPGs. To use personification, hard sci-fi is so uptight that if you shoved a lump of coal up its ass, in three weeks you'd have a diamond. Other genres are about fun, adventure, and intrigue; hard sci-fi stands at the edge of the playground with a miserable expression on its face, furious that the others are having so much badwrongfun.
No, I think that's the fault of bad GM's who've skimmed a few physics books and like hitting people over the head with reasons why the things they want to do won't work, rather than enabling them to have a fun adventure.
 

Turanil said:
So it happens now, that I want to find a way to create a sci-fi campaign setting that would have the typical hard sci-fi trappings (as far as equipment and ambiance goes), but at the same time would be a sort of pulp world. How to merge 1930 pulp action ala Indiana Jones with hard sci-fi without being ridiculous? That's my new challenge for 2005...

If you haven't already, my very first suggestion would be to go to your local library and check out a few of the old classic pulp hard sci-fi novels that were written for teenagers.

Begin with Issac Asimov's Adventures of Luck Starr. That may be a bit difficult to find. He wrote them under the name of Paul French, and they include:
1. David Starr, Space Ranger (1952)
2. Lucky Starr and the Pirates of the Asteroids (1953)
3. Lucky Starr and the Oceans of Venus (1954)
4. Lucky Starr and the Big Sun of Mercury (1956)
5. Lucky Starr and the Moons of Jupiter (1957)
6. Lucky Starr and the Rings of Saturn (1958)
The Lucky Starr books readlike a combination of James Bond, the Lone Ranger and Sherlock Holmes in SPACE!

Next, read the Stainless Steel Rat books by Harry Harrison. The scenario all about a not-really-evil-just-bored-to-tears super-criminal who is finally caught and recruited by an intersteller police agency to combat other super-criminals.

Anyway... If remote automation is weighing you down, just remember this:

Eventually, everything breaks.
Someone will need to figure out what's gone wrong and fix it.
 

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