Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
What Science Fiction Games are being played these days?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Celebrim" data-source="post: 4994158" data-attributes="member: 4937"><p>I think Sci-Fi's problem is actually pretty much the opposite of 'shared past, variable future'. As some have stated, I think that explains nothing.</p><p></p><p>The real problem with Sci-Fi is complexity. Regressing into the past allows us to strip off various modern conventions to produce a quite simple world which is nonetheless believable. It doesn't matter if the real world was never as simple as our game world, or if it is missing some feature that the past di have because most of us aren't familiar enough with the past to notice (or if noticing care). </p><p></p><p>However, we do know the present. And unless we go post-apocalyptic, then we expect the future to have at least all the attributes of the present plus whatever additional features we wish to add to the setting. The further into the future we go, the more layers we add to the onion as one tech level is made to sit on top of another. </p><p></p><p>This presents a hideous problem to anyone wanting to create a believable sci-fi world. It's just simply too huge and sprawling to document. In a fantasy game world, the 'local neighbor' can amount to a few hundred square miles. In a sci-fi game world, we should count ourselves fortunate if the 'local neighborhood' amounts only to an entire solar system. Every 'local neighbor' of a sci-fi universe is potentially as complex and as varied as an entire fantasy multiverse. You just can't sandbox in that sort of situation very easily, and yet at the same time, once they have a spaceship the players have much more freedom to sandbox if they want to.</p><p></p><p>Space is just incredibly vast, and a space faring civilization is just mindbogglingly complex. No sci-fi novel even begins to try to cope with the vast number of potentially complex factors that could interplay together. Usually, a sci-fi novel introduces just one theme - biological engineering, cybernetics, AI, nanotechnology, cloning, VR, aliens or whatever - and explores just that one thing as its major theme. </p><p></p><p>My experience with sci-fi games (well, just Star Wars) is that they tend to use the trope of representing the entire planet with a single tiny location, and entire races with a single individual. </p><p></p><p>The scope is just too big. The culture is just too complex. Sci-fi games die because they are overwhelming. We expect to much of them and when we get it, we don't know what to do with it.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 4994158, member: 4937"] I think Sci-Fi's problem is actually pretty much the opposite of 'shared past, variable future'. As some have stated, I think that explains nothing. The real problem with Sci-Fi is complexity. Regressing into the past allows us to strip off various modern conventions to produce a quite simple world which is nonetheless believable. It doesn't matter if the real world was never as simple as our game world, or if it is missing some feature that the past di have because most of us aren't familiar enough with the past to notice (or if noticing care). However, we do know the present. And unless we go post-apocalyptic, then we expect the future to have at least all the attributes of the present plus whatever additional features we wish to add to the setting. The further into the future we go, the more layers we add to the onion as one tech level is made to sit on top of another. This presents a hideous problem to anyone wanting to create a believable sci-fi world. It's just simply too huge and sprawling to document. In a fantasy game world, the 'local neighbor' can amount to a few hundred square miles. In a sci-fi game world, we should count ourselves fortunate if the 'local neighborhood' amounts only to an entire solar system. Every 'local neighbor' of a sci-fi universe is potentially as complex and as varied as an entire fantasy multiverse. You just can't sandbox in that sort of situation very easily, and yet at the same time, once they have a spaceship the players have much more freedom to sandbox if they want to. Space is just incredibly vast, and a space faring civilization is just mindbogglingly complex. No sci-fi novel even begins to try to cope with the vast number of potentially complex factors that could interplay together. Usually, a sci-fi novel introduces just one theme - biological engineering, cybernetics, AI, nanotechnology, cloning, VR, aliens or whatever - and explores just that one thing as its major theme. My experience with sci-fi games (well, just Star Wars) is that they tend to use the trope of representing the entire planet with a single tiny location, and entire races with a single individual. The scope is just too big. The culture is just too complex. Sci-fi games die because they are overwhelming. We expect to much of them and when we get it, we don't know what to do with it. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What Science Fiction Games are being played these days?
Top