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General Tabletop Discussion
*TTRPGs General
Why are sci-fi scenarios so thin on the ground?
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<blockquote data-quote="Ace" data-source="post: 8045138" data-attributes="member: 944"><p>The other alternative is what GURPS calls the "Safe Tech" where regulation and social abhorrence of certain technologies keep them from general use.</p><p></p><p>Keep in mind too we are a few decades out from where real world tech makes conventional adventures quite difficult. Smart cameras, bionometric and gait analytics with predictive tracking could make it impossible for average citizens to have any privacy in any but the poorest areas. Its the same reason that the Coen Brothers usually set movies before smart phones or often even cell phones. Plots stop working</p><p></p><p>Heck as the recent move to work at home and delivery has seen, a future with very little public anything with media being VR and most stuff delivered by Space Amazon and paid via social credit.</p><p></p><p>A single whodunit or the like uld be fun in such a setting but you can't capaign there except on the fringes. And remember this is 20xx tech not 2300 tech. Its near future not far future,</p><p></p><p>Throw in the absolute mischief FTL travel causes in games withe world building and making adventures and it will strongly deter most people.</p><p></p><p>Now its not a new SF problem mind you as Traveller had an adventure set in an arcology where all citizens were tracked by implanted chips but its incumbent that any SF GM take this tech into account and either ban it or tightly control it for the good of the game.</p><p></p><p>This is why I generally go with Firefly/Cowboy Bebop/Aliens Zerust-Near Tech SF although I could be persuaded to play or run Star Trek or Fading Suns with the right group since it had safe tech/command and control and decay elements respectively</p></blockquote><p></p>
[QUOTE="Ace, post: 8045138, member: 944"] The other alternative is what GURPS calls the "Safe Tech" where regulation and social abhorrence of certain technologies keep them from general use. Keep in mind too we are a few decades out from where real world tech makes conventional adventures quite difficult. Smart cameras, bionometric and gait analytics with predictive tracking could make it impossible for average citizens to have any privacy in any but the poorest areas. Its the same reason that the Coen Brothers usually set movies before smart phones or often even cell phones. Plots stop working Heck as the recent move to work at home and delivery has seen, a future with very little public anything with media being VR and most stuff delivered by Space Amazon and paid via social credit. A single whodunit or the like uld be fun in such a setting but you can't capaign there except on the fringes. And remember this is 20xx tech not 2300 tech. Its near future not far future, Throw in the absolute mischief FTL travel causes in games withe world building and making adventures and it will strongly deter most people. Now its not a new SF problem mind you as Traveller had an adventure set in an arcology where all citizens were tracked by implanted chips but its incumbent that any SF GM take this tech into account and either ban it or tightly control it for the good of the game. This is why I generally go with Firefly/Cowboy Bebop/Aliens Zerust-Near Tech SF although I could be persuaded to play or run Star Trek or Fading Suns with the right group since it had safe tech/command and control and decay elements respectively [/QUOTE]
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Why are sci-fi scenarios so thin on the ground?
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