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Worlds of Design: Is There a Default Sci-Fi Setting?
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<blockquote data-quote="lewpuls" data-source="post: 8238590" data-attributes="member: 30518"><p>The science fiction default setting is less clear than the “Late Medieval plus some Tolkien” fantasy default, but let’s talk about it.</p><p></p><p style="text-align: center">[ATTACH=full]135088[/ATTACH]</p> <p style="text-align: center"><a href="https://pixabay.com/illustrations/futuristic-city-eclipse-neon-5930957/" target="_blank">Picture courtesy of Pixabay.</a></p><p></p><p>Months ago I discussed the fantasy default setting in "<a href="https://www.enworld.org/threads/worlds-of-design-baseline-assumptions-of-fantasy-rpgs.676258/" target="_blank">Baseline Assumptions of Fantasy RPGs</a>.” A default may not exist at all in some of the sci-fi categories below, but I think it’s worth discussing.</p><h2>The Automation Difference</h2><p>Keep in mind the big difference between fantasy and science fiction: <strong>automation</strong>. Stories are about people, not machines, even though automation is likely to be dominant in the future. We already see this happening today, with robotic explorers on Mars, and unmanned drones fighting terrestrial wars.</p><p></p><p>It’s also possible that science fiction novel and game authors spend more time describing their settings than fantasy authors do, maybe because there’s so much more deviation from a default than in fantasy. In general, there may be less emphasis on "monsters" and uncivilized "barbarians" than in fantasy worlds.</p><p></p><p>In no particular order I’ll discuss:</p><ul> <li data-xf-list-type="ul">Automation</li> <li data-xf-list-type="ul">Transportation</li> <li data-xf-list-type="ul">Communication</li> <li data-xf-list-type="ul">Adventurers</li> <li data-xf-list-type="ul">Aliens</li> <li data-xf-list-type="ul">History & Change</li> <li data-xf-list-type="ul">Technology</li> <li data-xf-list-type="ul">Warfare & Military</li> <li data-xf-list-type="ul">Demography & Habitation</li> <li data-xf-list-type="ul">Longevity</li> </ul><h2>Automation</h2><p>Let's start with automation. In sci-fi settings, automation tends to vary immensely. We can see robots as intelligent as humans, and other settings where automation has not reached the level of human intelligence. You rarely see automation dominating the military, again because stories are about people, not machines. In Frank Herbert’s universe (<strong>Dune</strong>), the Butlerian Jihad has eliminated automation where any kind of intelligence is involved.</p><h2>Transportation</h2><p>Faster-than-light travel is most common; often even very small spaceships, such as shuttles and fighters, can achieve it, sometimes it takes a big ship. If there is no faster-than-light travel, then the setting is usually confined to one star system, or involves “generation ships.” Sometimes the ships have built-in drives, so they can go from anywhere to anywhere; other times they must use fixed links in some kind of natural or man-made network, whether it’s wormholes or something else.</p><h2>Communication</h2><p>Most likely, communication is at light speed, or at travel speed, whichever is faster. Once in a while you get instantaneous speaking communication (as in <em><strong>Star Wars</strong></em><strong>); </strong>but that gets hard to believe on the scale of an entire galaxy, if only for the potential interference.</p><h2>Adventurers</h2><p>Are there “adventurers” at all? Maybe we should say, people who go on, or get caught up in, adventures? I don’t see a common thread for how numerous such people are.</p><h2>Aliens</h2><p>There’s no default here, but most common is a human-centric universe, possibly with no aliens, possibly with aliens ignored by or subordinated to humans. We also see humans as subordinate to aliens, in some sub-genres.</p><h2>History & Change</h2><p>Time frame varies from near-future to millennia from now. Rate of change is usually very slow in the latter, so that the setting can still have some <strong>familiarity </strong>to readers and players. The pace of change in the <strong>near future</strong> is inevitably quick, as we see things change so quickly in the modern day that we’d be puzzled by slow tech change in anything like our own society.</p><h2>Technology</h2><p>No default here. The paranormal may be important. Much of what goes on is still <strong>familiar </strong>to contemporary people, because that helps make it easier to willingly suspend disbelief.</p><h2>Warfare & Military</h2><p>This is all over the map. Conflicts are usually between worlds or groups of worlds. What’s notable is that authors are often stuck in some kind of earth-history model where ground forces are very important. Keep in mind, typical SF situations are lots of separate star systems, much like small islands. What really counts is the (space) navy, <strong>if </strong>anyone is willing to “blast planets back into the stone age.” If they are willing to do that, ground forces don’t matter/are on a suicide mission. If they’re not willing to bombard planets, then ground forces matter, but are at immense disadvantage when the enemy controls the orbital zone of the planet.</p><h2>Demography & Habitation</h2><p>Terra-formed worlds or worlds naturally habitable, versus most people live in habitats to protect them from hostile environment. In the video game <em><strong>Elite: Dangerous</strong></em><strong>, </strong>planets are just barren places to explore, space stations are where people live. Again, there’s no default.</p><h2>Longevity</h2><p>I’ve always found it odd that Elves, with vast lifespans, are as willing to risk their long future in potentially lethal adventures as they seem to be in fantasy games. If the technology of the science fiction setting provides long life or even immortality, how does that affect adventuring?</p><p></p><p>For further reading, see <a href="http://www.projectrho.com/public_html/rocket/" target="_blank">Atomic Rockets</a>. It’s a <a href="http://www.projectrho.com/public_html/rocket/" target="_blank">website describing various SF topics</a>, often baring the fundamentals of what reality might demand. Such as why interstellar trade is likely to be very sparse or non-existent.</p><p></p><p><strong>Your Turn: Have you devised a campaign setting for science fiction role-playing? </strong></p></blockquote><p></p>
[QUOTE="lewpuls, post: 8238590, member: 30518"] The science fiction default setting is less clear than the “Late Medieval plus some Tolkien” fantasy default, but let’s talk about it. [CENTER][ATTACH type="full"]135088[/ATTACH] [URL='https://pixabay.com/illustrations/futuristic-city-eclipse-neon-5930957/']Picture courtesy of Pixabay.[/URL][/CENTER] Months ago I discussed the fantasy default setting in "[URL='https://www.enworld.org/threads/worlds-of-design-baseline-assumptions-of-fantasy-rpgs.676258/']Baseline Assumptions of Fantasy RPGs[/URL].” A default may not exist at all in some of the sci-fi categories below, but I think it’s worth discussing. [HEADING=1]The Automation Difference[/HEADING] Keep in mind the big difference between fantasy and science fiction: [B]automation[/B]. Stories are about people, not machines, even though automation is likely to be dominant in the future. We already see this happening today, with robotic explorers on Mars, and unmanned drones fighting terrestrial wars. It’s also possible that science fiction novel and game authors spend more time describing their settings than fantasy authors do, maybe because there’s so much more deviation from a default than in fantasy. In general, there may be less emphasis on "monsters" and uncivilized "barbarians" than in fantasy worlds. In no particular order I’ll discuss: [LIST] [*]Automation [*]Transportation [*]Communication [*]Adventurers [*]Aliens [*]History & Change [*]Technology [*]Warfare & Military [*]Demography & Habitation [*]Longevity [/LIST] [HEADING=1]Automation[/HEADING] Let's start with automation. In sci-fi settings, automation tends to vary immensely. We can see robots as intelligent as humans, and other settings where automation has not reached the level of human intelligence. You rarely see automation dominating the military, again because stories are about people, not machines. In Frank Herbert’s universe ([B]Dune[/B]), the Butlerian Jihad has eliminated automation where any kind of intelligence is involved. [HEADING=1]Transportation[/HEADING] Faster-than-light travel is most common; often even very small spaceships, such as shuttles and fighters, can achieve it, sometimes it takes a big ship. If there is no faster-than-light travel, then the setting is usually confined to one star system, or involves “generation ships.” Sometimes the ships have built-in drives, so they can go from anywhere to anywhere; other times they must use fixed links in some kind of natural or man-made network, whether it’s wormholes or something else. [HEADING=1]Communication[/HEADING] Most likely, communication is at light speed, or at travel speed, whichever is faster. Once in a while you get instantaneous speaking communication (as in [I][B]Star Wars[/B][/I][B]); [/B]but that gets hard to believe on the scale of an entire galaxy, if only for the potential interference. [HEADING=1]Adventurers[/HEADING] Are there “adventurers” at all? Maybe we should say, people who go on, or get caught up in, adventures? I don’t see a common thread for how numerous such people are. [HEADING=1]Aliens[/HEADING] There’s no default here, but most common is a human-centric universe, possibly with no aliens, possibly with aliens ignored by or subordinated to humans. We also see humans as subordinate to aliens, in some sub-genres. [HEADING=1]History & Change[/HEADING] Time frame varies from near-future to millennia from now. Rate of change is usually very slow in the latter, so that the setting can still have some [B]familiarity [/B]to readers and players. The pace of change in the [B]near future[/B] is inevitably quick, as we see things change so quickly in the modern day that we’d be puzzled by slow tech change in anything like our own society. [HEADING=1]Technology[/HEADING] No default here. The paranormal may be important. Much of what goes on is still [B]familiar [/B]to contemporary people, because that helps make it easier to willingly suspend disbelief. [HEADING=1]Warfare & Military[/HEADING] This is all over the map. Conflicts are usually between worlds or groups of worlds. What’s notable is that authors are often stuck in some kind of earth-history model where ground forces are very important. Keep in mind, typical SF situations are lots of separate star systems, much like small islands. What really counts is the (space) navy, [B]if [/B]anyone is willing to “blast planets back into the stone age.” If they are willing to do that, ground forces don’t matter/are on a suicide mission. If they’re not willing to bombard planets, then ground forces matter, but are at immense disadvantage when the enemy controls the orbital zone of the planet. [HEADING=1]Demography & Habitation[/HEADING] Terra-formed worlds or worlds naturally habitable, versus most people live in habitats to protect them from hostile environment. In the video game [I][B]Elite: Dangerous[/B][/I][B], [/B]planets are just barren places to explore, space stations are where people live. Again, there’s no default. [HEADING=1]Longevity[/HEADING] I’ve always found it odd that Elves, with vast lifespans, are as willing to risk their long future in potentially lethal adventures as they seem to be in fantasy games. If the technology of the science fiction setting provides long life or even immortality, how does that affect adventuring? For further reading, see [URL='http://www.projectrho.com/public_html/rocket/']Atomic Rockets[/URL]. It’s a [URL='http://www.projectrho.com/public_html/rocket/']website describing various SF topics[/URL], often baring the fundamentals of what reality might demand. Such as why interstellar trade is likely to be very sparse or non-existent. [B]Your Turn: Have you devised a campaign setting for science fiction role-playing? [/B] [/QUOTE]
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