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*TTRPGs General
Is hard sci-fi really appropriate as a rpg genre?
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<blockquote data-quote="RFisher" data-source="post: 1942044" data-attributes="member: 3608"><p>Yes.</p><p></p><p>Now, in almost any entertainment set in something other than the real world, there's a limit to how different from the real world the fictional world can be. If you manage to find a group that is willing to dedicate the energy to understanding a world that is entirely different from our own, congratulations. For most of us, that isn't an option.</p><p></p><p>But, my experience is that the more things change, the more they stay the same. I expect any realistic future to have enough similarities to the real present to make it both accessible & a place where intesting adventures can be set. (Though, it doesn't bother me too much if a few consessions are made towards this end.)</p><p></p><p>To me, the hardest thing about a "hard sci-fi" roleplaying game is making up the charts & tables (or programs) to make calculating arbitrary transfer orbits & such quick & easy. I hope to find the time & energy to do that someday.</p><p></p><p>I will admit that I have trouble coming up with adventure ideas for such a setting which either (A) couldn't just as easily take place in a modern setting or (B) don't involve some sort of unknown to discover that ends up pushing the boundaries of the original "hard sci-fi" parameters of the setting.</p></blockquote><p></p>
[QUOTE="RFisher, post: 1942044, member: 3608"] Yes. Now, in almost any entertainment set in something other than the real world, there's a limit to how different from the real world the fictional world can be. If you manage to find a group that is willing to dedicate the energy to understanding a world that is entirely different from our own, congratulations. For most of us, that isn't an option. But, my experience is that the more things change, the more they stay the same. I expect any realistic future to have enough similarities to the real present to make it both accessible & a place where intesting adventures can be set. (Though, it doesn't bother me too much if a few consessions are made towards this end.) To me, the hardest thing about a "hard sci-fi" roleplaying game is making up the charts & tables (or programs) to make calculating arbitrary transfer orbits & such quick & easy. I hope to find the time & energy to do that someday. I will admit that I have trouble coming up with adventure ideas for such a setting which either (A) couldn't just as easily take place in a modern setting or (B) don't involve some sort of unknown to discover that ends up pushing the boundaries of the original "hard sci-fi" parameters of the setting. [/QUOTE]
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Is hard sci-fi really appropriate as a rpg genre?
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