Worlds of Design: When Technology Changes the Game

Any change you make from the real world will have consequences, possibly massive consequences. If you want your world to hold together, you have to figure out those consequences, which is hard to do. Please Note: This article contains spoilers for the Blood in the Stars and Star Wars series.
Any change you make from the real world will have consequences, possibly massive consequences. If you want your world to hold together, you have to figure out those consequences, which is hard to do. Please Note: This article contains spoilers for the Blood in the Stars and Star Wars series.

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Picture courtesy of Pixabay.

Technology Matters

The impact of technology can be a challenge for world builders, especially those who don’t know much about real world history. Any change you make from the real world will have consequences, possibly massive consequences. If you want your world to hold together, you have to figure out those consequences, which admittedly is hard to do.

There’s a tendency for fantasy and science fiction settings to be set in stone, to be unchangeable in technology and culture, in order to simplify the narrative. The Star Wars universe has seen space travel be used for thousands of years with very little technological change. J.R.R. Tolkien’s Middle Earth is similarly stuck in a technological rut.

But unchanging technology is somewhere between completely unbelievable and simply unbelievable. Things change over time, and as things change that causes other things to change. Something as minor as the development of a horse collar that didn’t choke draft horses (during the Middle Ages) meant that Germany with its heavy soils could be opened up to farming and big population growth. If your world is going to be believable, you have to consider the consequences of the state of technology and culture.

Some Examples

The author of the Temeraire series, where dragons are added to the real world, struggled with consequences. At her starting point, in the Napoleonic Wars, history had been entirely unaffected by the presence of large numbers of dragons in warfare for centuries! But as she went along, history and her world diverged drastically because of the consequences of dragons.

Jay Allen’s “Blood on the Stars” series is a sci-fi example. Fighters armed with “plasma torpedoes” are very dangerous to 4 million-ton battleships. Surely then, in a setting so devoted to warfare, the spacefaring nations would have developed AI controlled missiles similar to fighters but both smaller and with higher acceleration (no need to accommodate a pilot), and carrying a bomb. Yet missiles of any kind are nowhere to be seen, except in fighter to fighter combat! The consequences of this should be that capital ships are relatively small and are more or less like aircraft carriers, not behemoths that rely on what amount to big guns to pound similar enemy ships.

Worst of these examples is the sudden discovery (after thousands of years of space travel) in Last of the Jedi that a spaceship could be used as a hyperspace missile and destroy the most powerful ship in the galaxy (the “Holdo Maneuver”). The consequences of this should have been that warships are relatively small and carry lots of hyperspace missiles guided by artificial intelligence. Star Destroyers would never exist. And this would have been discovered thousands of years before, of course, whether accidentally or through deliberate experimentation.

Of course, story writers manipulate things to work for their story and don’t worry about the consequences. But does that work in the long run? The writer/director of The Last Jedi wanted Admiral Holdo to die gloriously, so he invented a way for that to happen even though it’s highly destructive to the setting. Jay Allen wanted exciting things to happen to his hero’s battleship, even though long-term consequences made some of it nonsense.

Tech in RPGs

In fantasy role-playing games the obvious case of consequences being ignored by advanced technology is the addition of magic to what is otherwise a medieval setting. In D&D, the addition of fireballs and lightning bolts (and powerful monsters) would mean that a typical high medieval castle would not exist. Fortresses would be dug in the way 17th and 18th-century fortresses were dug in, even though the latter didn’t have to deal with explosive shells or precision explosives, just with cannonballs.

Then let’s consider D&D’s old Spelljammer setting. The adventurers discover a way to make a seagoing ship fly anywhere, even hover almost effortlessly. What is that going to do to warfare? Adventurers would likely use the ship to their advantage at their home world, where they can dominate warfare or trade; they are unlikely to fly off into interplanetary space and compete with a lot of other people who have flying ships. Multiply this by lots of adventurers with lots of flying ships, and warfare is entirely different from the typical medieval situation. It significantly changes transportation and communication, to name just a few factors.

Magic Items as Tech

Magic items often amount to a technological advantage that breaks the rules of the game, as well as breaking how the setting works, except that they are usually one-offs. If there’s only one magic item of the type then it can only have so much influence. Even though we have a few magical long-distance communication devices (certain kinds of crystal balls), they don’t change the default setting’s very slow communication.

If there is only one wand of fireballs in the world, and individual spell casters can’t generate fireballs, then that single wand doesn’t change the development of fortresses. One spelljammer ship might not affect the world as a whole, where many such ships would. But if crystal balls, fireballs, or flying carpets are common, then the implications for the world are significant.

Figuring out consequences of changes is certainly not easy. I think my knowledge of how change has worked in real world history helps a lot. The more you know about history—not just dates and events, but what actually happened and why—the better you’ll be able to make new worlds.

Can you describe a case where failure to anticipate consequences of technological change became obvious in an RPG campaign? If you were the GM, what did you do about it?
 

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Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio

Stormonu

Legend
In Rogue One, we see Vader's ship drop out of hyperspace right on top of some Rebel ships attempting to escape into hyperspace. One of the rebel ships explodes against Vader's ship instead of ripping a hole through it, so there's something going on there with mass - and distance travelled.

Likewise as inconsistant as Rise is, near the beginning we see the falcon "blit" through obstacles at point-blank range by hyper-skipping. There's something about timing the hyperjump as well so you don't miss the target. However Hondo did it, it had to be difficult and rare enough that neither side decided to make it into a tactical option - either with sentient, droid or automated pilots at the helm.

Unfortunately we don't have the information why it only came about - and nobody bothered to think of a reason why -because it was a case of Rule of Cool, where story came first and the reasons (or consequences) were even pondered. It happens a lot in all genres as one person can't be knowledgeable about all things, and sometimes what's more important is the story you're telling - not the physics, economics or whatnot that makes it "believable".

Heck, most people still like their sci-fi where starships make whooshing sounds in the vacuum of space.
 
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Tyler Do'Urden

Soap Maker
These are excuses, not believable reasons. Small chance of working? Space combat is at close quarters - easy to hit something when you're miles away or less. "Gravity shadow" (what?), just have varied size missiles. Virtually every comment I've ever seen about the fiasco of the hyperspace attack remarks that it breaks the setting.

There could be any number of reasons, though - you're assuming that hyperspace just works like normal acceleration, instead of being some kind of tech-magic.


And I meant Mass Shadow:


You're not exactly going to be running around with missiles that have the mass of Star Destroyers, eh?

Again, for these reasons, I don't think it has to break the setting at all.
 

dragoner

KosmicRPG.com
What about those phasers shooting in warp in that one Star Trek? That's a neat bit of physics.

You're not exactly going to be running around with missiles that have the mass of Star Destroyers, eh?

Yet you could take a asteroid and accelerate it at hyperspace to hit a planet or big ship/station whatever, and those are essentially free in the kuiper belt.

I'll add here too that the movies gravity and the martian are a lot less hard sf than what people are saying, in the martian, the whole storm would have been less than 30 kph, because there is not air pressure for more, gravity, when on the tether and reaching the end of it and swinging around, nope, she would have rebounded in a linear fashion, according to newtonian mechanics.
 
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lewpuls

Hero
We all know Star Wars is much more fantasy than SF (magic swords=light sabers, spells=The Force). And its military aspects make virtually no sense. But from what I know of historical weapons development, once something is seen (the hyperspace massacre of the giant ship), weapon makers take advantage of it. And if it can be done, it's likely to have been done early rather than after 4,000 years of spaceflight.

As I may have said, my standard for something making sense is much above most people's, perhaps the history Ph.D. has something to do with that.
 

Tyler Do'Urden

Soap Maker
We all know Star Wars is much more fantasy than SF (magic swords=light sabers, spells=The Force). And its military aspects make virtually no sense. But from what I know of historical weapons development, once something is seen (the hyperspace massacre of the giant ship), weapon makers take advantage of it. And if it can be done, it's likely to have been done early rather than after 4,000 years of spaceflight.

Or maybe it's a one-in-a-million maneuver. This could make sense


As I may have said, my standard for something making sense is much above most people's, perhaps the history Ph.D. has something to do with that.

I don't expect stories to be any more consistent than life, which generally isn't either, in most cases due to informational asymmetry. Perhaps being a trader rather than an academic has something to do with that. ;)
 


dragoner

KosmicRPG.com
We all know Star Wars is much more fantasy than SF (magic swords=light sabers, spells=The Force). And its military aspects make virtually no sense. But from what I know of historical weapons development, once something is seen (the hyperspace massacre of the giant ship), weapon makers take advantage of it. And if it can be done, it's likely to have been done early rather than after 4,000 years of spaceflight.

As I may have said, my standard for something making sense is much above most people's, perhaps the history Ph.D. has something to do with that.

Are you sure it is the right criticism? It was done for a sense of drama, and not by scientific principle, which as you state, Star Wars does not follow. Such as reducing it to an equation x + y = 0 where x equals fantasy, and y equals scientific principles; yes, they cancel each other out, except the real result is x + y = 1, so that x is fantasy and y is dramatic story telling. That makes much more sense, because the criticism of using scientific principles would have precluded Star Was after A New Hope, thus accepting Star Wars at all means disregarding anything except it's own internal consistency.
 

MarkB

Legend
So what setting does actually do a good job of changing with the impacts of it's technology or magic?
Eberron is pretty much built on the concept of exploring the consequences of the wide availability of magic. It doesn't exactly change with it, since the setting keeps to a fixed point in time, but it does go out of its way to encourage DMs and players to consider and explore how developments in magic can affect everyday life.
 

Eberron is pretty much built on the concept of exploring the consequences of the wide availability of magic. It doesn't exactly change with it, since the setting keeps to a fixed point in time, but it does go out of its way to encourage DMs and players to consider and explore how developments in magic can affect everyday life.
Ok, but does the history of the setting show development? How long have the lightning rails been around? What about the airships? Have they impacted history and warfare?

I'm asking because other than DDO, never played in an Eberron game.
 

MarkB

Legend
Ok, but does the history of the setting show development? How long have the lightning rails been around? What about the airships? Have they impacted history and warfare?

I'm asking because other than DDO, never played in an Eberron game.
Lightning Rails have been around for several decades, but elemental airships were only developed around 15 years ago, and Warforged aren't much older. In both cases, development was driven by the Last War.
 

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