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Is hard sci-fi really appropriate as a rpg genre?
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<blockquote data-quote="Torm" data-source="post: 1935698" data-attributes="member: 12706"><p>Seems to me that the primary problem in what you're talking about is the underlying bureaucracy of modern military and space-travel procedures - everything must be safe and double-safe, and then checked again, before being launched. We'll send a probe first, then maybe another probe to verify the first probe's info. And so on.</p><p></p><p>The solution might be to take it out of the hands of government - have your sci-fi future be one in which the technology for raw space travel (engine and hull) dropped in price and increased in availability so quickly that the governments kinda lost control of the whole thing. This would allow for tons and tons of little mining consortiums, colonial ships, freelance explorers, etc, who may or may not operate under such stringent procedures, and who almost definitely wouldn't have money for the more expensive sensors and communications equipment that the Sol system governments (and maybe some closer colonial world governments) would. The governments can't police everyone in space - space is BIG - and so they just made some laws limiting legal liability for the companies that manufactured the equipment all these people are using, and let 'em be. Maybe they even hire the freelance explorers (and possibly privateers?) from time to time.</p><p></p><p>And as far as robots go - complicate the issue. <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /> Give them either outright sentience, or (even more interesting in my opinion) give them a level of AI that makes them seem sentient, and have people and governments still arguing the issue. Maybe they've been granted limited rights. And make 'em player characters, so they aren't as disposable.</p><p></p><p>I think I'd ditch magic in favor of Biotech and bioengineering, and <em>maybe</em> Psionics, if you really want to keep it <em>hard</em> sci-fi, but that's me.</p><p></p><p>I highly recommend looking at the old Alternity rules - might be helpful. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Torm, post: 1935698, member: 12706"] Seems to me that the primary problem in what you're talking about is the underlying bureaucracy of modern military and space-travel procedures - everything must be safe and double-safe, and then checked again, before being launched. We'll send a probe first, then maybe another probe to verify the first probe's info. And so on. The solution might be to take it out of the hands of government - have your sci-fi future be one in which the technology for raw space travel (engine and hull) dropped in price and increased in availability so quickly that the governments kinda lost control of the whole thing. This would allow for tons and tons of little mining consortiums, colonial ships, freelance explorers, etc, who may or may not operate under such stringent procedures, and who almost definitely wouldn't have money for the more expensive sensors and communications equipment that the Sol system governments (and maybe some closer colonial world governments) would. The governments can't police everyone in space - space is BIG - and so they just made some laws limiting legal liability for the companies that manufactured the equipment all these people are using, and let 'em be. Maybe they even hire the freelance explorers (and possibly privateers?) from time to time. And as far as robots go - complicate the issue. :] Give them either outright sentience, or (even more interesting in my opinion) give them a level of AI that makes them seem sentient, and have people and governments still arguing the issue. Maybe they've been granted limited rights. And make 'em player characters, so they aren't as disposable. I think I'd ditch magic in favor of Biotech and bioengineering, and [I]maybe[/I] Psionics, if you really want to keep it [I]hard[/I] sci-fi, but that's me. I highly recommend looking at the old Alternity rules - might be helpful. :) [/QUOTE]
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