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*TTRPGs General
Worlds of Design: When Technology Changes the Game
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<blockquote data-quote="Ovinomancer" data-source="post: 8082796" data-attributes="member: 16814"><p>And yet Star Wars has had multiple very successful RPGs which aren't short term focused. Plenty of people have played long term games in that setting, alongside Star Trek (another fictional world that dispenses with technology consequences for plot) and many other not-up-to-your-snuff tech systems. I mean, RIFTS pretty much starts with 'not going to be held to any standards, thanks' and it's done awesome for long games (note: I hate Palladium's system, but not because of anything to do with how it does tech).</p><p></p><p>I don't think that thinking through consequences of tech or magic is actually a requirement outside of a niche concern for worldbuilding. There's tons of successful RPGs and games within RPGs that don't do this at all. So, it can't be a fixed or required need for RPGs. Instead, all that's needed is some form of cohesion within the setting that papers over the cracks enough for suspension of disbelief. Paying attention to the consequences of technology is something you should spend a bit of time on, if only to make sure the big holes are either known or papered over (known works, you can then just choose to ignore them), but not something that is required or that a setting designer or GM needs to spend much time at all on.</p><p></p><p>And, I say this as an electrical engineer. I'm very much in tune with consequences of technology. But, my gaming habit doesn't require that technology act in ways I think are realistic -- it only needs to act in ways I can predict well enough to play my pretend elf or pretend alien or pretend starfighter pilot. At that point, what happens in game is far, far more important to me than if it makes sense that this starfighter can't kamikaze capital ships because hyperdrive.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8082796, member: 16814"] And yet Star Wars has had multiple very successful RPGs which aren't short term focused. Plenty of people have played long term games in that setting, alongside Star Trek (another fictional world that dispenses with technology consequences for plot) and many other not-up-to-your-snuff tech systems. I mean, RIFTS pretty much starts with 'not going to be held to any standards, thanks' and it's done awesome for long games (note: I hate Palladium's system, but not because of anything to do with how it does tech). I don't think that thinking through consequences of tech or magic is actually a requirement outside of a niche concern for worldbuilding. There's tons of successful RPGs and games within RPGs that don't do this at all. So, it can't be a fixed or required need for RPGs. Instead, all that's needed is some form of cohesion within the setting that papers over the cracks enough for suspension of disbelief. Paying attention to the consequences of technology is something you should spend a bit of time on, if only to make sure the big holes are either known or papered over (known works, you can then just choose to ignore them), but not something that is required or that a setting designer or GM needs to spend much time at all on. And, I say this as an electrical engineer. I'm very much in tune with consequences of technology. But, my gaming habit doesn't require that technology act in ways I think are realistic -- it only needs to act in ways I can predict well enough to play my pretend elf or pretend alien or pretend starfighter pilot. At that point, what happens in game is far, far more important to me than if it makes sense that this starfighter can't kamikaze capital ships because hyperdrive. [/QUOTE]
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