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General Tabletop Discussion
*TTRPGs General
Worlds of Design: The Problem with Space Navies, Part 1
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<blockquote data-quote="Von Ether" data-source="post: 9730011" data-attributes="member: 15582"><p>The answer is the same as it always has been, navies and armies conduct their missions with the technology they have at hand. </p><p></p><p>On that note, the article seems to be operating on an assumption (but I could be wrong) of the default FTL tech is something like hyperspace or warp drive where forces can "land" anywhere near a star system and generate most of the above concerns. </p><p></p><p>But there are also jump gates, which add a lot more spice to a setting:</p><ul> <li data-xf-list-type="ul">Points of tactical interest other than planets</li> <li data-xf-list-type="ul">Allows ships of much lower speeds to interact with each other</li> <li data-xf-list-type="ul">Can be monitored in a much smaller area. </li> <li data-xf-list-type="ul">Provides different tactical challenges (How to use one and not get immediately slammed on the other side, etc.) </li> </ul><p>The real crux, though, is that gamers will optimize/nitpick the fun out of the things they love just to prove they are the smartest geek in the room. Most of us fancy that we know our science, so put sci-fi settings under the microscope so much more than a fantasy setting where we just ask which forest the elves live in and then start rolling dice. </p><p></p><p>I opine that if we all had the same level with familiarity the history and philosophies of the occult, we wouldn't just let "Because it's magic" slide by as much. </p><p></p><p>And to be the real fun ruiner here, A true realistic setting would end up with two civilizations who have such huge gap between their tech that the lower tech empire would be pretty helpless. Which is why the Dark Forest is vouge in sci-fi fiction literature right now. (see the Three Body Problem.)</p></blockquote><p></p>
[QUOTE="Von Ether, post: 9730011, member: 15582"] The answer is the same as it always has been, navies and armies conduct their missions with the technology they have at hand. On that note, the article seems to be operating on an assumption (but I could be wrong) of the default FTL tech is something like hyperspace or warp drive where forces can "land" anywhere near a star system and generate most of the above concerns. But there are also jump gates, which add a lot more spice to a setting: [LIST] [*]Points of tactical interest other than planets [*]Allows ships of much lower speeds to interact with each other [*]Can be monitored in a much smaller area. [*]Provides different tactical challenges (How to use one and not get immediately slammed on the other side, etc.) [/LIST] The real crux, though, is that gamers will optimize/nitpick the fun out of the things they love just to prove they are the smartest geek in the room. Most of us fancy that we know our science, so put sci-fi settings under the microscope so much more than a fantasy setting where we just ask which forest the elves live in and then start rolling dice. I opine that if we all had the same level with familiarity the history and philosophies of the occult, we wouldn't just let "Because it's magic" slide by as much. And to be the real fun ruiner here, A true realistic setting would end up with two civilizations who have such huge gap between their tech that the lower tech empire would be pretty helpless. Which is why the Dark Forest is vouge in sci-fi fiction literature right now. (see the Three Body Problem.) [/QUOTE]
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