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Why are sci-fi scenarios so thin on the ground?
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<blockquote data-quote="Eyes of Nine" data-source="post: 8058252" data-attributes="member: 99786"><p>Long conversations about fantasy magic systems may be why Sci Fi scenarios are so thin on the ground. Everyone just likes to discuss fantasy. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Why aren't we instead talking about rules for Faster than Light travel? As someone up thread mentioned there are about as many different ways authors have handled that (including not handling it) in science fiction forever.</p><p></p><p>Gaming systems for space opera need to handle FTL in some way or another (or give you rules to handle both ways).</p><p></p><p>I'd be interested in hearing how other systems handle it.</p><p></p><p>I'll start off with the one I know:</p><p></p><p>Classic Traveller: Jump Drives, with the more powerful sending you greater distance.</p></blockquote><p></p>
[QUOTE="Eyes of Nine, post: 8058252, member: 99786"] Long conversations about fantasy magic systems may be why Sci Fi scenarios are so thin on the ground. Everyone just likes to discuss fantasy. :) Why aren't we instead talking about rules for Faster than Light travel? As someone up thread mentioned there are about as many different ways authors have handled that (including not handling it) in science fiction forever. Gaming systems for space opera need to handle FTL in some way or another (or give you rules to handle both ways). I'd be interested in hearing how other systems handle it. I'll start off with the one I know: Classic Traveller: Jump Drives, with the more powerful sending you greater distance. [/QUOTE]
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Why are sci-fi scenarios so thin on the ground?
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