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 Post subject: [Nebuleon] Definitions of Tech in Sci-Fi
PostPosted: Thu Feb 05, 2009 10:22 am 
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So, in my work on Nebuleon SE I have come to my equipment chapter. Here I am faced with a complaint/praise situation I have heard from first edition customers. I broke down the technology into Possible, Improbable and Impossible. Those in favor of this presentation say it is a quick two pages that explains what tech is in the setting in easy to grasp method. Those opposed say Show, don't Tell and that they do not want to be told what is impossible. For the record, the Impossible category holds 2 technologies Reincarnation/Resurrection (although you can comeback via cloning but it is not the same) and Teleportation.

So, how do you like your technology presented in your Sci-Fi games? Short and sweet or part of the story or some other way?

Thanks,
Bill

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 Post subject: Re: [Nebuleon] Definitions of Tech in Sci-Fi
PostPosted: Thu Feb 05, 2009 7:17 pm 
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Frankly, you're always going to have some people who want more details. No matter how thorough an explanation you give for each technology, they are going to want to know more. They will want extrapolations on everything. So, since you can't please everyone, don't sweat it. What you have works perfectly fine.
That being said, you could compromise. Use your existing explanation, and add some specific examples. Perhaps a brief theory or two for some technology branches.


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 Post subject: Re: [Nebuleon] Definitions of Tech in Sci-Fi
PostPosted: Sat Feb 07, 2009 9:16 am 
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I personally like that Possible/Impossible slant

it just helps define your campaign options (Pure space opera - hard sci-fi etc)

you can never have enough cool equipment though
:D


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 Post subject: Re: [Nebuleon] Definitions of Tech in Sci-Fi
PostPosted: Tue Feb 10, 2009 10:28 am 
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I'd say a balance of both would work best. Keep in mind that this is meant to be a game, not a developers tool kit, thus equipment lists are a must. The casual gamer wants to be able to pick a game up a play. Thus the game needs a list of basic equipment. However it's also nice to explain, or outline as you have done, what is and isn't likely to be found so Game Masters who like to tinker and create their own scenarios have guideposts for their creations.

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 Post subject: Re: [Nebuleon] Definitions of Tech in Sci-Fi
PostPosted: Tue Feb 10, 2009 11:13 am 
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Kester Pelagius wrote:
I'd say a balance of both would work best. Keep in mind that this is meant to be a game, not a developers tool kit, thus equipment lists are a must. The casual gamer wants to be able to pick a game up a play. Thus the game needs a list of basic equipment. However it's also nice to explain, or outline as you have done, what is and isn't likely to be found so Game Masters who like to tinker and create their own scenarios have guideposts for their creations.

I think a lot of it has to do with my choice of label. The "Possible/Improbable/Impossible" labels might be better is they were something like Common, Rare and Not Present. People in other threads seem to be taking it to mean Impossible from a scientific POV.

Thanks for the input guys.

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