It does so by shrinking space in front of the ship, and expanding it behind the ship. So, locally, the ship never violates the prohibition on moving faster than light, but it manages to reach its destination faster by effectively making the distance to it shorter than you measured it from your inertial frame of reference.
Referring to
@AlViking's link:
'Warp drives' may actually be possible someday, new study suggests:
In 1994, Mexican physicist Miguel Alcubierre published a groundbreaking paper that laid out how a real-life warp drive could work. This exciting development came with a major caveat, however: The proposed "Alcubierre drive" required negative energy, an exotic substance that may or may not exist (or, perhaps, the harnessing of dark energy, The proposed "Alcubierre drive" required negative energy, an exotic substance that may or may not exist (or, perhaps, the harnessing of dark energy, the mysterious force that seems to be causing the universe's accelerated expansion). . . .
Now, a new paper in the same journal suggests that a warp drive may not require exotic negative energy after all. . . .
The proposed engine could not achieve faster-than-light travel, though it could come close; the statement mentions "high but subluminal speeds."
So before 1994, there was no postulated answer to the character on the Enterprise explaining how the drive works. After 1994 there is a postulate
Basically, this is a "write what you know" issue.
If we take it to be the case that
A knows that p entails
p - and this is a generally accepted truth - then
write what you know entails that no one can write confidently about FTL travel. I think it's more like
write what your audience knows (or doesn't). This is the principle that Doyle followed in writing about the climbing snake, as per
@clearstream's post upthread. And it is the principle that most FRPG settings rely on for their history and sociology.
A variant on my suggested principle, in RPGing, is to pool what the group knows and to work within that - I posted a couple of examples upthread. As one of those examples illustrated, this can still require a player with expertise to set aside their qualms and just concede the inconsistent fiction.
There are cases of deliberate departure from the principle. JRRT, in LotR, deliberately writes a history and sociology that he (given his academic training) would have known makes no sense. He had artistic reasons for doing that. But it does mean that it really makes no sense, in playing a LotR/MERP-y game, for any character in the fiction to try and understand the society they live in, or its history. We could perhaps put flying dragons etc in this category, too, and the same limitation would then apply: no science of biomechanics in this imagined world.
I think this still works best cooperatively, rather than via GM assertions of authorial right. The players need to be on board that some parts of the fiction are not amenable to explanation.