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<blockquote data-quote="Agemegos" data-source="post: 4485474" data-attributes="member: 18377"><p>What do you mean by "space opera"? In one sense, it is used to mean "sci-fi consisting of a thin veneer of spaceships and rayguns over stock characters, stock situations, and stock plots". In another it is used to mean "interstellar sci-fi more concerned with spaceships than planets, in which the scope is wide and the scale large (tending to 'grandiose' on both those dimensions)".</p><p></p><p></p><p><em>GURPS</em> 4th edition provides a very impressive SF RPG toolkit. <em>GURPS Space</em> has the best starsystem generation and world generation rules I have ever seen, and very good rules for generating aliens too--though they come out in GURPS terms (not quite so generic as the planets). <em>GURPS Ultra-Tech</em> and <em>GURPS Bio-Tech</em> are unrivalled as lists of SF equipment and technologies: consider converting the stats to your favourite game if youdon't like GURPS. <em>GURPS Spaceships</em> is elegant, simple, and realistic (though it is possible you might want more crunchy detail in your spaceships.</p><p></p><p><em>Star Hero</em> has superior material on the genre itself and its sub-genres and guidance on how to set up and run an SF campaign.</p><p></p><p></p><p></p><p>I notice that a lot of people have recommended <em>Traveller</em>, but the <em>Traveller</em> universe has problems, most of which are legacies of its '70s design. <ul> <li data-xf-list-type="ul"> <em>Traveller</em> was designed in 1977, based on SF that was aging even then. Its 1950s and 1960s SF tropes are sadly dated, and it no longer looks futuristic. It has become retro-futuristic, like <em>Space 1889</em>.</li> <li data-xf-list-type="ul"> The original designers half intended <em>Traveller</em> as a generic game, and a lot of the canon for their universe was laid down by deliberately-vague statements about a semi-generic 'Imperium'. The fundamentals of how the universe works were never designed and, in important ways have never been settled. Important facts about how the Imperium works are either unstated or contradictory.</li> <li data-xf-list-type="ul"> Most of the published detail of <em>Traveller</em> consists of hundreds of planets that were randomly generated with <em>Traveller</em>'s lame late-70s random world generation system. Connections between a planet's size, atmosphere, population, tech level, and starport are not quite absent, but are far too weak, and many of teh results are absurd.</li> <li data-xf-list-type="ul"> For "convenience", in <em>Traveller</em> space is two-dimensional.</li> </ul><p></p><p>In short, I could only recommend <em>Traveller</em> to a <em>Traveller</em> fan. If you're unfamiliar, and worse if you and your players are SF fans, you will find it laughable.</p><p></p><p>Of different versions of <em>Traveller</em>, the one I would come closest to recommending would be <em>GURPS Traveller: Interstellar Wars</em>. This a very well put-together product: well-organised, well-written, and with very good coverage. It is set during the last century of the First Imperiium, so it avoids a lot of the problems of the Third Imperium. It covers only a few sub-sectors, and is lucky enough to avoid most of the absurd astrography. PCs get to come from Earth c. AD2100, so it is possible to have a good handle on their backgrounds. Unfortunately, Space is still 2-D.</p><p></p><p><em>Transhuman Space</em> (powered by GURPS) is excellent science fiction worldbuilding, but probably not suitable for space opera. On one hand it is set entirely within this solar system (no interstellar travel), and on the other it allows new technology to change things so much that stock characters and stok situations are incompatible.</p><p></p><p>I'm not familiar with Dream Pod 9's <em>Jovian Chronicles</em>, but some of the people involved are very cluey, and the knowledge and attention to detail in what I have seen of the spaceships are very impressive. There is no FTL in <em>Jovian Chronicles</em> either, but I didn't get the impression that the technology had changed what it is to be a person the way it has in <em>Transhuman Space</em>.</p><p></p><p>I bought and downloaded <em>Thousand Suns</em> a little while ago, which certainly sets out to be the sort of thing you want. But I haven't been able to form an opinion of it yet because (1) it is too long, and the type is too small, for me to be comfortable reading it on the screen, and (2) bizarre choice of layout and paper size (pages side-by-side on 6" by 9" pages, laid out like two-page spreads) makes it unsuitable to be printed out and bound in sensible format on any paper I can get.</p></blockquote><p></p>
[QUOTE="Agemegos, post: 4485474, member: 18377"] What do you mean by "space opera"? In one sense, it is used to mean "sci-fi consisting of a thin veneer of spaceships and rayguns over stock characters, stock situations, and stock plots". In another it is used to mean "interstellar sci-fi more concerned with spaceships than planets, in which the scope is wide and the scale large (tending to 'grandiose' on both those dimensions)". [i]GURPS[/i] 4th edition provides a very impressive SF RPG toolkit. [i]GURPS Space[/i] has the best starsystem generation and world generation rules I have ever seen, and very good rules for generating aliens too--though they come out in GURPS terms (not quite so generic as the planets). [i]GURPS Ultra-Tech[/i] and [i]GURPS Bio-Tech[/i] are unrivalled as lists of SF equipment and technologies: consider converting the stats to your favourite game if youdon't like GURPS. [i]GURPS Spaceships[/i] is elegant, simple, and realistic (though it is possible you might want more crunchy detail in your spaceships. [i]Star Hero[/i] has superior material on the genre itself and its sub-genres and guidance on how to set up and run an SF campaign. I notice that a lot of people have recommended [i]Traveller[/i], but the [i]Traveller[/i] universe has problems, most of which are legacies of its '70s design.[list] [*] [i]Traveller[/i] was designed in 1977, based on SF that was aging even then. Its 1950s and 1960s SF tropes are sadly dated, and it no longer looks futuristic. It has become retro-futuristic, like [i]Space 1889[/i]. [*] The original designers half intended [i]Traveller[/i] as a generic game, and a lot of the canon for their universe was laid down by deliberately-vague statements about a semi-generic 'Imperium'. The fundamentals of how the universe works were never designed and, in important ways have never been settled. Important facts about how the Imperium works are either unstated or contradictory. [*] Most of the published detail of [i]Traveller[/i] consists of hundreds of planets that were randomly generated with [i]Traveller[/i]'s lame late-70s random world generation system. Connections between a planet's size, atmosphere, population, tech level, and starport are not quite absent, but are far too weak, and many of teh results are absurd. [*] For "convenience", in [i]Traveller[/i] space is two-dimensional.[/list] In short, I could only recommend [i]Traveller[/i] to a [i]Traveller[/i] fan. If you're unfamiliar, and worse if you and your players are SF fans, you will find it laughable. Of different versions of [i]Traveller[/i], the one I would come closest to recommending would be [i]GURPS Traveller: Interstellar Wars[/i]. This a very well put-together product: well-organised, well-written, and with very good coverage. It is set during the last century of the First Imperiium, so it avoids a lot of the problems of the Third Imperium. It covers only a few sub-sectors, and is lucky enough to avoid most of the absurd astrography. PCs get to come from Earth c. AD2100, so it is possible to have a good handle on their backgrounds. Unfortunately, Space is still 2-D. [i]Transhuman Space[/i] (powered by GURPS) is excellent science fiction worldbuilding, but probably not suitable for space opera. On one hand it is set entirely within this solar system (no interstellar travel), and on the other it allows new technology to change things so much that stock characters and stok situations are incompatible. I'm not familiar with Dream Pod 9's [i]Jovian Chronicles[/i], but some of the people involved are very cluey, and the knowledge and attention to detail in what I have seen of the spaceships are very impressive. There is no FTL in [i]Jovian Chronicles[/i] either, but I didn't get the impression that the technology had changed what it is to be a person the way it has in [i]Transhuman Space[/i]. I bought and downloaded [i]Thousand Suns[/i] a little while ago, which certainly sets out to be the sort of thing you want. But I haven't been able to form an opinion of it yet because (1) it is too long, and the type is too small, for me to be comfortable reading it on the screen, and (2) bizarre choice of layout and paper size (pages side-by-side on 6" by 9" pages, laid out like two-page spreads) makes it unsuitable to be printed out and bound in sensible format on any paper I can get. [/QUOTE]
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