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What do you like or don't like in sci-fi rpg
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<blockquote data-quote="tzor" data-source="post: 1489163" data-attributes="member: 12826"><p>For me, sci fi roleplaying is a lot like fantasy role playing; it has to be reasonable, consistant, and interesting. Of course it needs to generally fit the genre it is supposed to represent, but that is labeling more than anything else.</p><p></p><p>I have to laugh a little when I hear someone mention traveller as "realistic." Any attempt to protray the future beyond 25 years is never going to be realistic, one only has to look at 1950 literature about what 2000 was going to be like to see that. The important thing to traveller is that it is reasonable; the rules seem to make sense from general notions in physics. They are consistant, for the most part, and they are playable.</p><p></p><p>Once you bring in warp drive, jump mechanics, and so forth, you have broken the first and general rule of hard science fiction because they are plot devices not designed with the notion of using currently known physics. But when used reasonably, and consistantly, they can be accepted as well as magic can in a fantasy setting.</p><p></p><p>Likewise I consider variety to be an illusion, character concepts and reasonability I think are more important. One of my favorite semi-psudo sci fi role playing games has no classes, few skills, and all humans have the exact same stats. (It's a single book Dr. Who Role Playing Game called "Time Lords.") But it is designed to be a low rule, high story system and as such works exceptionally well.</p></blockquote><p></p>
[QUOTE="tzor, post: 1489163, member: 12826"] For me, sci fi roleplaying is a lot like fantasy role playing; it has to be reasonable, consistant, and interesting. Of course it needs to generally fit the genre it is supposed to represent, but that is labeling more than anything else. I have to laugh a little when I hear someone mention traveller as "realistic." Any attempt to protray the future beyond 25 years is never going to be realistic, one only has to look at 1950 literature about what 2000 was going to be like to see that. The important thing to traveller is that it is reasonable; the rules seem to make sense from general notions in physics. They are consistant, for the most part, and they are playable. Once you bring in warp drive, jump mechanics, and so forth, you have broken the first and general rule of hard science fiction because they are plot devices not designed with the notion of using currently known physics. But when used reasonably, and consistantly, they can be accepted as well as magic can in a fantasy setting. Likewise I consider variety to be an illusion, character concepts and reasonability I think are more important. One of my favorite semi-psudo sci fi role playing games has no classes, few skills, and all humans have the exact same stats. (It's a single book Dr. Who Role Playing Game called "Time Lords.") But it is designed to be a low rule, high story system and as such works exceptionally well. [/QUOTE]
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