One can run the game in many different modes. One mode I think that has not been considered much is horror.
2300AD/2320AD clearly has potential for horror roleplaying. The Nyotekundu adventure has many horror overtones, many of the Challenge adventures were based on the classic premise of technology or alien life misbehaving in frightening ways, the Nightmares are an obvious Alien steal and so on. Even the silly little adventure in Earth/Cybertech actually has a pretty impressive moment of horror, where the PCs see that the man killed by their bus has his internal organs replaced by a bomb.
One of the best things for 2300 as a sf horror game is that the technology and abilities of the PCs are not that enormous (which is often a problem in other sf settings): they can not easily detect evil, large lifeform detectors can malfunction, dead people stay dead and cortescans at best give a little information. Plus that there is a lot of frontier where the unknown or human evil has free play.
I spent a pleasant evening coming up with the following little scenario: "On the topology of the quantum Killing field near a Jerome Drive; Nonlinear Interactions" (pdf) It can be run as a one-off game, a weird incident in an ongoing campaign or as the start of a very deadly explanation of the Fermi paradox.
The Horror in Roleplaying page has some good theory for horror gaming.
2300AD/2320AD clearly has potential for horror roleplaying. The Nyotekundu adventure has many horror overtones, many of the Challenge adventures were based on the classic premise of technology or alien life misbehaving in frightening ways, the Nightmares are an obvious Alien steal and so on. Even the silly little adventure in Earth/Cybertech actually has a pretty impressive moment of horror, where the PCs see that the man killed by their bus has his internal organs replaced by a bomb.
One of the best things for 2300 as a sf horror game is that the technology and abilities of the PCs are not that enormous (which is often a problem in other sf settings): they can not easily detect evil, large lifeform detectors can malfunction, dead people stay dead and cortescans at best give a little information. Plus that there is a lot of frontier where the unknown or human evil has free play.
I spent a pleasant evening coming up with the following little scenario: "On the topology of the quantum Killing field near a Jerome Drive; Nonlinear Interactions" (pdf) It can be run as a one-off game, a weird incident in an ongoing campaign or as the start of a very deadly explanation of the Fermi paradox.
The Horror in Roleplaying page has some good theory for horror gaming.