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What do you like or don't like in sci-fi rpg
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<blockquote data-quote="Umbran" data-source="post: 1488694" data-attributes="member: 177"><p>I like sci-fi rpgs just fine. I like in them the same thign I like in my fantasy games - a good, stirring story with unique and interesting characters that are personally invested in what's going on. The "unique and interesting" is not in the mechanics sense, but in the personality sense, and is basically the players' problem, not the GM's. </p><p></p><p>The "personally invested" part is what many GMs miss, in both genres. For shorts and one-shots, I can deal with adventure for the sake of adventure. But in longer campaigns, I want the PCs to have solid, personal reasons for risking life and limb.</p><p></p><p>Hard science fiction is difficult to do consistently well unless you yourself are a science buff. And even then - a sci-fi novelist has to do a lot of research to make sure the details of the Big Ideas are solid and cling together. Many GMs don't have the wherewithal to pull it off. Anyone who can do fantasy can do Space Opera, though <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><p></p><p></p><p></p><p>You want cool features? Go to your public library. Go to the Sci-fi section. Pull out a book at random. You're likley to find a cool feature. There are more cool features in wsci-fi than one can shake a stick at.</p></blockquote><p></p>
[QUOTE="Umbran, post: 1488694, member: 177"] I like sci-fi rpgs just fine. I like in them the same thign I like in my fantasy games - a good, stirring story with unique and interesting characters that are personally invested in what's going on. The "unique and interesting" is not in the mechanics sense, but in the personality sense, and is basically the players' problem, not the GM's. The "personally invested" part is what many GMs miss, in both genres. For shorts and one-shots, I can deal with adventure for the sake of adventure. But in longer campaigns, I want the PCs to have solid, personal reasons for risking life and limb. Hard science fiction is difficult to do consistently well unless you yourself are a science buff. And even then - a sci-fi novelist has to do a lot of research to make sure the details of the Big Ideas are solid and cling together. Many GMs don't have the wherewithal to pull it off. Anyone who can do fantasy can do Space Opera, though :) You want cool features? Go to your public library. Go to the Sci-fi section. Pull out a book at random. You're likley to find a cool feature. There are more cool features in wsci-fi than one can shake a stick at. [/QUOTE]
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