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What do you like or don't like in sci-fi rpg
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<blockquote data-quote="milotha" data-source="post: 1491643" data-attributes="member: 17122"><p>I think that many science fiction rpg games suffer from the lack of module support. There are many GMs who can't seem to see beyond a small subset of the types of adventures possible. I think sci fi can also suffes from the "you are stuck on the ship" phenomenon. Away missions are always more exciting. Also, people are so specialized in sci-fi adventures. It's hard to get adventuring parties that can have adventures together. Party: the nethacker and the street gang figher. Nethacker :sits and tries to solve adventure on computer. Streetgang fighter :goes and beats someone up to solve the adventure. GM: I seem to be running two solo campaigns. There seemed to be less group play, and more specialized niches.</p><p></p><p>Since this thread seems to have gotten completely off topic <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=":)" /> I thought I would post some definitions from dictionary.com. </p><p></p><p><strong>mag·ic </strong> </p><p>n.</p><p>The art that purports to control or forecast natural events, effects, or forces by invoking the supernatural. </p><p></p><p>The practice of using charms, spells, or rituals to attempt to produce supernatural effects or control events in nature. </p><p></p><p>The charms, spells, and rituals so used. </p><p></p><p>The exercise of sleight of hand or conjuring for entertainment. </p><p></p><p>A mysterious quality of enchantment: “For me the names of those men breathed the magic of the past” (Max Beerbohm). </p><p></p><p>adj. </p><p>Of, relating to, or invoking the supernatural: “stubborn unlaid ghost/That breaks his magic chains at curfew time” (John Milton). </p><p></p><p>Possessing distinctive qualities that produce unaccountable or baffling effects. </p><p></p><p><strong>sci·ence </strong> </p><p>n. </p><p></p><p>The observation, identification, description, experimental investigation, and theoretical explanation of phenomena. </p><p></p><p>Such activities restricted to a class of natural phenomena. </p><p></p><p>Such activities applied to an object of inquiry or study. </p><p></p><p>Methodological activity, discipline, or study: I've got packing a suitcase down to a science. </p><p></p><p>An activity that appears to require study and method: the science of purchasing. </p><p></p><p>Knowledge, especially that gained through experience. </p><p></p><p><strong>su·per·nat·u·ral </strong> </p><p>adj. </p><p>Of or relating to existence outside the natural world. </p><p>Attributed to a power that seems to violate or go beyond natural forces. </p><p>Of or relating to a deity. </p><p>Of or relating to the immediate exercise of divine power; miraculous. </p><p>Of or relating to the miraculous.</p></blockquote><p></p>
[QUOTE="milotha, post: 1491643, member: 17122"] I think that many science fiction rpg games suffer from the lack of module support. There are many GMs who can't seem to see beyond a small subset of the types of adventures possible. I think sci fi can also suffes from the "you are stuck on the ship" phenomenon. Away missions are always more exciting. Also, people are so specialized in sci-fi adventures. It's hard to get adventuring parties that can have adventures together. Party: the nethacker and the street gang figher. Nethacker :sits and tries to solve adventure on computer. Streetgang fighter :goes and beats someone up to solve the adventure. GM: I seem to be running two solo campaigns. There seemed to be less group play, and more specialized niches. Since this thread seems to have gotten completely off topic :) I thought I would post some definitions from dictionary.com. [B]mag·ic [/B] n. The art that purports to control or forecast natural events, effects, or forces by invoking the supernatural. The practice of using charms, spells, or rituals to attempt to produce supernatural effects or control events in nature. The charms, spells, and rituals so used. The exercise of sleight of hand or conjuring for entertainment. A mysterious quality of enchantment: “For me the names of those men breathed the magic of the past” (Max Beerbohm). adj. Of, relating to, or invoking the supernatural: “stubborn unlaid ghost/That breaks his magic chains at curfew time” (John Milton). Possessing distinctive qualities that produce unaccountable or baffling effects. [B]sci·ence [/B] n. The observation, identification, description, experimental investigation, and theoretical explanation of phenomena. Such activities restricted to a class of natural phenomena. Such activities applied to an object of inquiry or study. Methodological activity, discipline, or study: I've got packing a suitcase down to a science. An activity that appears to require study and method: the science of purchasing. Knowledge, especially that gained through experience. [B]su·per·nat·u·ral [/B] adj. Of or relating to existence outside the natural world. Attributed to a power that seems to violate or go beyond natural forces. Of or relating to a deity. Of or relating to the immediate exercise of divine power; miraculous. Of or relating to the miraculous. [/QUOTE]
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