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  #31  
Old July 4th, 2009, 02:30 PM
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Simpler than all of that. I think it was the eye of the casual game browswer that defined such a simple and elegant system as "Hard Science". This sort of thing happens when you see a lot of tables and charts out of context at a quick glance.

I think I remember my father thumbing thru the Traveller Book and seeing the "turnaround at midpoint" graphic and a few of the formulae and saying "Holy crap! Is this a game or a NASA training manual?"

I think this is a case of the casual player labeling the not-so-casual player, and scientific "hardness" is a matter of Referee preference, as it should be, and always has been.
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  #32  
Old July 4th, 2009, 04:06 PM
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Fair enough. Now I'm going back to working on 'Traveller-1942'
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  #33  
Old July 4th, 2009, 04:08 PM
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Quote:
Space Quest: I don't know enough to talk about it.
Published by TYR Gamemakers. (I can't say for certain, but I think the core of TYR went on to become the core of FGU.) Space Quest was far from hard SF. The character rules were abysmal. OTOH, it had excellent rules for laying out the campaign star map in 3D and creating star systems with considerably more detail than CT but far simpler than Scouts or WBG. It also had terrific rules for spaceship design and combat, including for in-battle repairs and collateral damage during boarding actions. Spaceship design and combat were both more detailed and simpler than CT, which is quite a feat.

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  #34  
Old July 4th, 2009, 05:51 PM
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Traveller is space opera enough for fun with enough hard science to keep things consistent, but not so much that it doesn’t have room for exotic technology. The rules cite many examples of higher tech widgets like anti-matter drives and disintegrators. JTAS had an excellent article on how an anti-PAW weapon would work within the hard science framework of Traveller. And besides, anything campaign-busting by way of super-Trek type technology can always be blamed on the Ancients.

My general rule of thumb is that anything so high tech it is like magic (re. Clarke’s 3rd Law) is either so limited that if a player retains it it has value really only to him (like some widget that heals you faster, or some non-reproducible weapon like a variable sword…and they can never really be sure how long the thing will function), or once the players bring it to the attention of the universe by using something so obvious they can’t hide it the government/megacorp/men in black step in and take it from them to lock it away with the Ark of the Covenant.

They get to play with some TL-17+ goodies for an adventure, hopefully not kill themselves or blow up a planet while doing so, then they can pocket a few small items that won’t ruin the campaign while they are left with a great old spacehand’s yarn about this rogue planet they stumbled across with this unknown alien ship……just like the old spacehand yarns they often hear that get them hooked into adventures in the first place.
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  #35  
Old July 4th, 2009, 10:40 PM
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Quote:
Originally Posted by beowulf2044 View Post
Fair enough. Now I'm going back to working on 'Traveller-1942'
I want to playtest that!!!

Allen
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  #36  
Old July 5th, 2009, 03:07 AM
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Any science fiction game that includes commonplace gravitics and FTL use, god-like ancient aliens that self-destructed, a feudal-style empire, terran-analog aliens, and psionics is clearly more fiction than science. But the OTU did avoid the more fantastical clichés.

IIRC SPI's Universe was a bit harder in the science.
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  #37  
Old July 5th, 2009, 03:48 AM
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most of the other pre-'81 games had constant speed drives of one form or another. In that era, it WAS mighty hard on the science.
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  #38  
Old July 5th, 2009, 10:09 AM
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Quote:
Originally Posted by dmccoy1693 View Post
So, I would like your opinions. Why do you feel, those that do feel this way, that Traveller should hold true to hard science?
Well you have Jump Drives, so how hard is that?, lol
"Traveller Science" is more of a setting theme than any kind of future reality,
(I mean look at the old CT computers, you can carry more power in your pocket now days)

I honestly believe that the future will be more like Star Trek,
after all its had many more scientists and people of intellect in various fields contribute to what they think the future would be like,

yesterdays fiction, tomorrow's fact,


Can you see the hard facts of what Science will know?
No?, then don't worry, just use what you do know (or what you think you know) and don't worry
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  #39  
Old July 5th, 2009, 05:52 PM
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Quote:
Originally Posted by Allensh View Post
I want to playtest that!!!

Allen
Ditto,

That looks cool
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  #40  
Old July 5th, 2009, 10:06 PM
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Thanks. But this may take awhile. I keep getting stuck working on character development.
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