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What do you like or don't like in sci-fi rpg
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<blockquote data-quote="Wombat" data-source="post: 1488025" data-attributes="member: 8447"><p>Sci Fi and I have a real love/hate relationship.</p><p></p><p>Ultimately in sci fi gaming I prefer Space Opera/Pulp (Star Wars, Flash Gordon, Dune, Barsoom, etc.) with less emphasis, mainly because I don't want to have to argue physics with the one person who knows the topic in the group (much like I switched <em>Ars Magica</em> into an alternate setting the first time round because I was dealing with a bunch of European History graduate students).</p><p></p><p>I've played in <em>Traveller</em> (back in the 3 Black Books stage) and I always found it wonderfully silly -- hyperjump travel, but equipment that could have come out of the Korean War. That and it was far too military-aspected for my tastes (esepcially after <em>Mercenary</em> came out). </p><p></p><p>I've read through with great pleasure both <em>Blue Planet</em> and <em>Transhuman Space</em>, but while I feel I could run a game of the former, I could not of the latter. BP has an emphasis on character, situation, and lifestyle, where THS hits much more the mechanics and their socio-political implications, which I have a hard time keeping up with (the implications of some of the tech available would twist around most plots I would normally create for players).</p><p></p><p>A lot of sci fi writing is centered around The Big Idea, with less interest in character and plot. This is not a hard-and-fast rule, as I loved <em>Startide Rising</em>, <em>Childhood's End</em>, <em>the Uplift War</em>, and <em>20,000 Leagues Under the Sea</em>, for example; conversely, I have yet to be able to finish a Vinge novel, get bored easily with Azimov and tried three time unsuccessfully to read <em>Downbelow Station</em>. One of these days I intend to try the Robinson <em>Mars</em> books, and we'll see where that goes <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>But for gaming, since gaming is about characters, I would prefer a less science-intensive setting and set of rules, one that emphasizes characters and plot first, equipment and science second.</p><p></p><p>Opinions offered by the ex-management, YMMV, usw. <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="Wombat, post: 1488025, member: 8447"] Sci Fi and I have a real love/hate relationship. Ultimately in sci fi gaming I prefer Space Opera/Pulp (Star Wars, Flash Gordon, Dune, Barsoom, etc.) with less emphasis, mainly because I don't want to have to argue physics with the one person who knows the topic in the group (much like I switched [I]Ars Magica[/I] into an alternate setting the first time round because I was dealing with a bunch of European History graduate students). I've played in [I]Traveller[/I] (back in the 3 Black Books stage) and I always found it wonderfully silly -- hyperjump travel, but equipment that could have come out of the Korean War. That and it was far too military-aspected for my tastes (esepcially after [I]Mercenary[/I] came out). I've read through with great pleasure both [I]Blue Planet[/I] and [I]Transhuman Space[/I], but while I feel I could run a game of the former, I could not of the latter. BP has an emphasis on character, situation, and lifestyle, where THS hits much more the mechanics and their socio-political implications, which I have a hard time keeping up with (the implications of some of the tech available would twist around most plots I would normally create for players). A lot of sci fi writing is centered around The Big Idea, with less interest in character and plot. This is not a hard-and-fast rule, as I loved [I]Startide Rising[/I], [I]Childhood's End[/I], [I]the Uplift War[/I], and [I]20,000 Leagues Under the Sea[/I], for example; conversely, I have yet to be able to finish a Vinge novel, get bored easily with Azimov and tried three time unsuccessfully to read [I]Downbelow Station[/I]. One of these days I intend to try the Robinson [I]Mars[/I] books, and we'll see where that goes ;) But for gaming, since gaming is about characters, I would prefer a less science-intensive setting and set of rules, one that emphasizes characters and plot first, equipment and science second. Opinions offered by the ex-management, YMMV, usw. :) [/QUOTE]
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