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Recommend me a Space RPG
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<blockquote data-quote="SiderisAnon" data-source="post: 5138861" data-attributes="member: 44949"><p>I'm actually rereading the third book now, having just reread the first two in the series. I think you may be misremembering what their travel was based off of. There is a whole slew of science fiction based off of this style of space travel. </p><p></p><p>Loosely put, there is a theory that as you travel faster and approach the speed of light, your perception of the universe changes. Time seems to move slower for you. You can never exceed the speed of light, but the closer you get to the speed of light the greater the difference in perception between you on the ship and someone else back on the planet. </p><p></p><p>This means that if you left this planet and flew out and back and near the speed of light, when you returned you would find that the people here had aged far more than you did. A few weeks or months may have passed for you, but years or decades have passed for them. They don't age any faster, it's just that more time has passed for them than for you because they weren't traveling. (It's how Ender was 3,000 years old chronologically but only 35 years old physically; he spent lots of time traveling near the speed of light.)</p><p></p><p></p><p>While I've read plenty of science fiction using this style of travel, I don't believe I've ever seen a game system that uses it. Basically, using this kind of travel means that world are completely cut off from one another. If there's a problem somewhere, by the time you fly your spaceship to get there, decades have passed and either the problem is long solved or everyone died from it. Warfare between planets becomes ludicrous, though that didn't stop people from writing like it made sense. If you were to run in this type of system, travel between worlds would almost always be one way: You go there to colonize or settle. Trade between worlds would be extremely limited because there's little economic sense in spending huge amounts of money on a spaceship when you won't even live to see it come back with the first load of goods from where it went.</p><p></p><p>I'd highly recommend that you speed up travel. There's nothing wrong with the kind of space travel that can take months to accomplish, which allows you to have the sleeper travel while still having an actual connection between planets. (Kind of like Europe to Americas during the age of sail.) If you want to make sure people will use sleeper pods, simply make it so that the FTL technology creates a field in the ship that will drive anyone awake completely insane. So, the computers have to do the work and can only wake people up after slowing from FTL. (Imagine the great legends told around the bars/campfires about how the computer malfunctioned and woke up the whole flight crew of some ship while still in FTL, so they all arrived at their destination stark raving mad!)</p><p></p><p></p><p>I think that a generic system may be your best bet. There's no setting to disregard, just some core rules to build the setting you want on top of. I recently started with Savage Worlds and it does have a fairly generic combat system for vehicles that can apply to space combat.</p></blockquote><p></p>
[QUOTE="SiderisAnon, post: 5138861, member: 44949"] I'm actually rereading the third book now, having just reread the first two in the series. I think you may be misremembering what their travel was based off of. There is a whole slew of science fiction based off of this style of space travel. Loosely put, there is a theory that as you travel faster and approach the speed of light, your perception of the universe changes. Time seems to move slower for you. You can never exceed the speed of light, but the closer you get to the speed of light the greater the difference in perception between you on the ship and someone else back on the planet. This means that if you left this planet and flew out and back and near the speed of light, when you returned you would find that the people here had aged far more than you did. A few weeks or months may have passed for you, but years or decades have passed for them. They don't age any faster, it's just that more time has passed for them than for you because they weren't traveling. (It's how Ender was 3,000 years old chronologically but only 35 years old physically; he spent lots of time traveling near the speed of light.) While I've read plenty of science fiction using this style of travel, I don't believe I've ever seen a game system that uses it. Basically, using this kind of travel means that world are completely cut off from one another. If there's a problem somewhere, by the time you fly your spaceship to get there, decades have passed and either the problem is long solved or everyone died from it. Warfare between planets becomes ludicrous, though that didn't stop people from writing like it made sense. If you were to run in this type of system, travel between worlds would almost always be one way: You go there to colonize or settle. Trade between worlds would be extremely limited because there's little economic sense in spending huge amounts of money on a spaceship when you won't even live to see it come back with the first load of goods from where it went. I'd highly recommend that you speed up travel. There's nothing wrong with the kind of space travel that can take months to accomplish, which allows you to have the sleeper travel while still having an actual connection between planets. (Kind of like Europe to Americas during the age of sail.) If you want to make sure people will use sleeper pods, simply make it so that the FTL technology creates a field in the ship that will drive anyone awake completely insane. So, the computers have to do the work and can only wake people up after slowing from FTL. (Imagine the great legends told around the bars/campfires about how the computer malfunctioned and woke up the whole flight crew of some ship while still in FTL, so they all arrived at their destination stark raving mad!) I think that a generic system may be your best bet. There's no setting to disregard, just some core rules to build the setting you want on top of. I recently started with Savage Worlds and it does have a fairly generic combat system for vehicles that can apply to space combat. [/QUOTE]
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