Ah, the ultimate conflict. More important than Good vs. Evil etc.
If you think this subject has been beaten to death already, skip this msg.
Traveller is a Science Fiction role playing game. The attraction of the
genre for many has been the potential reality of the stories (and games)
which are a part of that genre. Now, I can make some pretty far-fetched
things explainable (magic as psionics for example). However, the
technology used typically in traveller should be easily explainable since
we are relatively close to that tech now.
On the other hand, I have played some pretty boring games with lifelike
damage ("He shoots you with a handgun (roll some dice), youre dead.").
Play balance is always the most important factor. But the science in this
game is just as important to many players. Fortunately, Scientific theory
(and sometimes scientific fact) has the ability to "bend over backwards" to
fit just about any situation. The major problem with developing your own
scientific 'facts' to substantiate actions is that smart players will get a
hold of them and use them in previously unforseen ways. (wouldn't a point-
gravity generating device be a great weapon?)
It seems to me that the most important thing to do with any technological
explanation is to explore the implications of the existence of the technology
involved, both the scientific and the social. This is, in fact, the essence
of science fiction; the social, political, and scientific effects of technology.
The best games (and novels) I have seen emphasize the Social and Political, and
actually downplay the scientific (to the role of background, as it should be).
I have a few suggestions to retain play balance in the face of technology;
1) limit or curtail 'specialized' characters. After a certain skill level (4 in CT),
I double the cost-per-skill level of all skills. This is to discourage having
experts in the part inventing new items (High-energy weapons expert inventing
a fusion pistol).
2) Combine different areas of technology to explain the more difficult-to-explain
items. To explain the 'point-gravity source' I would tell characters it was the
product of gravitics, high-energy physics, Astrophysics, and computer or robotics
technology. By throwing in astrophysics, as well as a number of different skills
I essentially interdict developing the technology. (Not many PCs take astrophysics
skill). And by saying that the latest of all of these technologies are being used,
I make further development less likely in the near term.
Happy Travelling!
- -Pete
"The opinions expressed certainly have nothing whatever to do with
the University of Chicago or the Department of Biochemistry (I just
work there and use their toys)."
Peter Brenton [phone removed]
Biochemistry & Molecular Biology [email removed]
The University of Chicago