2300AD as hard science

By John Lusk ·

TML message #2809From bundle 229

>   Actually, there's all sorts of neat tricks you can play in 2300AD
>   that violate current physics; their numbers for stutterwarp drives
>   (for example) violate conservation of energy in a big way.

Don't forget that the very concept of FTL travel produces all sorts of
contradictions, without even having to consider numerical values for
generator efficiencies and stutterwarp energy costs.  The thing is,
FTL travel is almost an essential "gimme", unless you want to confine
yourself to one planet and its in-system neighbors.  As far as I can
tell, games that do that turn out to be cyberpunk.  2300 has fewer
gimmes than MT.  As a computer-science type, I take exception to GDW's
concept of computer abilities and costs in 2300, but that's not too
hard to fix.  When I eventually return to MT, I hope to be able to
excise a lot of stuff, like psionics and disintegrators and black
globes and maybe even anti-gravity, BUT . . . it'll be a lot of work,
which is one of the reasons that I prefer 2300 for the time being.

John.