08-06-2014, 02:25 AM | #1 |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Things I learned studying up on Captain-and-Crew Space Opera
After Combat Medic had his fightin' thread about why the Federation of Star Trek is a terrible place, I was inspired to watch DS9 again (which actually addresses many of the issues raised), which led to me exploring other, similar series, like Farscape, Blake's 7 and so on. Not just watching them, but tearing them apart, reading the director's notes, playing games related to them, studying up on the lore behind them, trying to understand what makes them tick.
It's just a thing I do. I have ADHD, I get obsessed with things. Here are some things that popped out. 1. Star Trek spaceship design actually makes sense The idea behind the goofy pod-and-saucer design actually makes a sort of sense. The idea is that your radioactive drives are connected to the saucer, in which your crew resides so that it can provide power and thrust, but it remains far enough away that it doesn't irradiate them. Of course, Star Trek ruins this by having its engineers just hanging out not 10 feet from the warp core, but hey, what's a realistic depiction of radiation against the chance to see a totally cool warp drive in the background. (Similarly, the DS9 wheel makes sense if you want to generate artificial gravity. Just spin-up the station. But, of course, they have artificial gravity and it's pointed in the wrong direction, because... I don't know why). 2. The scale of the ships makes sense too These ships are HUGE. The Galaxy class ships of Star Trek would be SM+15 or so, and Romulan Warbirds are even bigger. Moira from Farscape is similarly gigantic, despite the fact that they only ever show like 10 people as the crew. Of course, a simple thought experiment shows why. The ships are often described containing simply titanic amounts of energy and slinging them back and forth. The sort of masses and energies required to actually create something like an Alcubierre drive, assuming its even possible, are pretty big. And having the kind of energies in your shields necessary to stop antimatter missiles from simply vaporizing you instantly are likewise pretty titanic. Furthermore, most of these civilization seems to have advanced manufacturing means and have a vast scale. They have access to the resources of asteroids, massive populations on a variety of worlds. They are many magnitudes of order more productive than our civilization is. If they put a fraction of that into military production, the result is going to be fleets far larger than we can currently deploy, with ships far larger than we'd even think about. The writers don't really understand any of this As I've already pointed out, it's like the writers glimpsed better sci-fi over the horizon, and ran around recreating a soap-opera set in a world that looks vaguely like the better sci-fi, and then added bits that they thought were fun, like wooshing ships and lasers that can disintegrate people, but never seem to disintegrate bulkheads. Or maybe they do, but they don't think the audience will The more I watch these, the more I see that they're about a few consistent themes. The first is a sense of wonder. We watch them to see the terrible, super-woofer trembling majesty of a black hole, or the awe-inspiring wonder of the rings of an alien world glittering through the rising sun. We watch them to interact with strange aliens and stand in the cavernous maw of the ruins of a long-dead race. At the same time, the second theme is humanity. This allows us to relate to events going on. The being that stands gaping up at those ancient ruins is a fellow much like you and me, not some robot, not some engineered being with an incomprehensible intellect, not some mobile sapient fungus. But someone like you or me. Similarly, the aliens he meets look remarkably human not just because of a limited budget, but so we can fall in love with their men or their women, so we can punch their warlord in the jaw, so we can relate to their politics. The point is to make a story that a 20th century (Captain-and-crew stuff seems very grounded in the 20th, rather than 21st century) person (especially an American. Even Farscape, despite being Australian, seems primarily aimed at Americans) can easily relate to. This goes further: Most of the drama of the story, when it isn't being driven by the Science Mystery Of The Week, is mostly a human drama. It's people falling in love or falling in hate, or circling around one another in rivalry or misplaced distrust or what have you. There's substantial tension between these two points. The more realistically you depict the wonder, the more wondrous you make it, but the harder it is for the average person to understand that wonder. But the more understandable you make it, the more mundane it becomes. Balancing on this knife's edge is one of the things that creates many of the peculiarities of the genre, and when you slip off to one side or the other, that's where you lose audience members. Seems an unforgiving genre. It doesn't seem to have made a lasting cultural impact If I dig through sci-fi art on Deviat Art or elsewhere, what I mostly find are lots of battlesuits, lots of power armor, lots of robots, lots of cyborgs, lots of skimpily dressed alien-chicks or creepy bug-aliens. I see lots of Star Wars, lots of 40k, lots of generic cyberpunk or military sci-fi. I see lots of long, "rod"-style spaceships. I see very little that seems inspired by Star Trek or other Captain-and-crew sci-fi. When people create something similar, it seems more retro "This is what I imagine sci-fi looked like in the 50s" rather than some re-imagined version of a captain-and-crew genre. To be clear, for me, the defining tropes are: relatively mundane humans wearing jumpsuits with funny/simplistic designs, wielding rayguns, who explore worlds populated by humans-in-rubber-suit aliens, while their primary focus of tension is usually on controlling the ship itself. That is, it would play like the Artemis Bridge Simulator or FTL, rather than like Mass Effect or Halo. I can find some artwork inspired directly by star trek, but rarely do they depict new characters (unless, weirdly, they are furries). I almost never see "I'm trying to do something like star trek, only different," though I see tons of Deus Ex knock-offs, or Shadowrun knock-offs, or Starship Trooper knock-offs, or Aliens knock-offs. It didn't used to be that way, I think. Perhaps Captain-and-Crews cultural cachet has faded and we're drifting more towards planetary romance and space spy-and-mercenary action. Star Trek is increasingly depicted in a "retro" fashion. It's out of date. Old fashioned. Finding that balance and that cultural interest makes Captain-and-crew gaming hard Players have a mind of their own. They won't conveniently forget the Solution Of The Week when you have your back turned. If you let them phaser through a solid wall one session, they'll demand to know why they can't phaser through all walls. The solution seems to either run it as a genre-based game, or to get onto that knife's edge the same way the original writers did. In the first case, you run it like a Supers game, or use a system like Marvel Heroic or Fate or Drama System, and the reason you can't use the Science Solution Of the Weak is that it's not an Aspect this week, or you don't have the drama points, or it's bad form. This is about emulating the genre, then, about creating an accurate depiction of what writers do. The other would be to find some way to allow enough wonder and consistency into the game without it destroying the player's ability to relate. You still have to introduce some arbitrary elements (what Ultra-tech calls "Safe tech,") like, "We have robots, but they're dumb, and you don't have Power Armor" and "Only the cyborg race has cybernetics. Nobody else does because reasons" and so on. If can't really play down the destructiveness of the weaponry without giving the heroes a consistent reason they're not being instantly blown away (like "You all have modulate force fields, here's how they work). Fortunately, these arbitrary decisions do allow for the building of some interesting gameplay. Players need to be willing to buy into space elves and bumpy-forehead aliens who all, amazingly, speak English (and laugh at jokes in English because, apparently, translator microbes are that good) and ships that swoosh through space rather than float silently through an endless void. But I expect anyone who gets into such a game knows what they're getting into. Decrying the inaccuracy of the xenobiology while x-beams are scattering off your conformal force screen and you're using a dermal regenerator on your fallen buddy seems... misplaced.
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
08-06-2014, 11:33 AM | #2 | |
Join Date: Sep 2007
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Re: Things I learned studying up on Captain-and-Crew Space Opera
It does, to a limited extent.
Armed crew section. Unarmed secondary/scientific/medical section. And then the antimatter engines outboard on pods well away from the rest of the ship in case they need to be jettisoned. Although I suspect that the writers didn't design it with that level of forethought in mind, it just kinda worked out that way. Yes. Lots of energy means the ship needs to be big. I think that's been demonstrated. Repeatedly. No. They're just copying sci-fi tropes from sci-fi novels. The authors who wrote those novels understand the concepts, the people who write for the TV shows are just imitating that. Sure it has. Flip cell phones that look remarkably like the old Star Trek communicators. Lots of the stock phrases entering pop culture vocabulary. Who's more well known world-wide? Darth Vader or Captain Kirk? It's hard to tell. Quote:
I've always thought that the best way to do a Star Trek type game or TV show would be to have the Captain not be the star of the show/game. Instead the Captain should be someone who's respected and powerful and someone to whom the players/star of the show talks to only when he has no other choice or is in trouble. Much like the Admiral in JAG, the DA in Law and Order, or the station's captain in most police shows.
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" ... that this nation shall not perish from the Earth." |
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08-06-2014, 02:33 PM | #3 | |
Join Date: Aug 2004
Location: Ronkonkoma, NY
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Re: Things I learned studying up on Captain-and-Crew Space Opera
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08-06-2014, 03:58 PM | #4 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Things I learned studying up on Captain-and-Crew Space Opera
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GURPS Spaceships actually does a lot of work in making the other roles shine quite nicely, and the only remaining thing is making sure the captain doesn't just order around the other PCs excessively. No, my real concern is more "How do I make these physics reasonable and consistent?" Mostly that came out of understanding just how much more lethal the UT guns are than what's depicted in most of these shows (for real hilarity, compare a simple plasma battle rifle to the collateral damage table in GURPS powers. You get millions of dollars of damage per shot, as it's an explosive, burning attack in excess of 10d). A RoF 10 laser beam is a freaking torch, carving through walls and sawing people in half. Never mind the disintegrators (which are stupidly powerful, but surprisingly close to the actual numbers cited in Star Trek. There's an episode in DS9 where Kira notes the power output of a phaser and, indeed, it lines up nicely with what's depicted in the book, ie somewhere in the vicinity of 6dx10, or "Like a laser, but with cosmic power."
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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08-06-2014, 04:56 PM | #5 | ||
Join Date: Sep 2007
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Re: Things I learned studying up on Captain-and-Crew Space Opera
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Be stern with them. If it's something that they should have been able to solve on their own then make sure that the Captain tells them that. At the top of his lungs, or in a calm and disappointed tone of voice, depending on the Captain's personality. And then have it stick by docking them XP at the end of the mission/quest/adventure/whatever you call it. Do that a time or two and the players will be going out of their way and jumping through hoops to avoid bringing any problems to the Captain. Which will inevitably lead to the next problem; getting in trouble for not bringing stuff to the Captain's attention as soon as they should have. :) If you and your players are up to it it makes for an interesting tightrope to walk, and it can give the Captain a lot of personality. Not only will they have a lot of respect for the Captain, if you do it right, but it can even lead to a player outburst along the lines of "Uh, oh! The Captain's going to deal with it personally. Those <aliens of the week> are soooo screwed now!" Quote:
So keep the look and general idea, but also go with weapons being more powerful. But make sure that the PC's adversaries know that as well.
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" ... that this nation shall not perish from the Earth." |
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08-06-2014, 05:19 PM | #6 | |||||||||||||
Join Date: May 2005
Location: Oz
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Re: Things I learned studying up on Captain-and-Crew Space Opera
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It's very disappointing, especially as TNG seems to be very wordy anyway. Might as well talk about something that makes sense! Quote:
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And to quote a great man "A good GM always knows his limitations." Quote:
* Part of the reason that his writers disappointed him in this is that he also insisted that humans always had to triumph over aliens, a revolting requirement that Asimov (for instance) avoided writing aliens rather than submit to.
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Decay is inherent in all composite things. Nod head. Get treat. Last edited by Agemegos; 08-16-2014 at 05:18 PM. |
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08-06-2014, 07:48 PM | #7 | |
Join Date: Aug 2004
Location: Ronkonkoma, NY
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Re: Things I learned studying up on Captain-and-Crew Space Opera
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I have been left very wary of any RPG in which the PCs are directly under the command of a present superior. |
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08-07-2014, 02:31 AM | #8 | |||||||||
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Things I learned studying up on Captain-and-Crew Space Opera
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So when I settled on a ship-size, it had a crew size of more like 200, large enough to have some crew to shift around and get a sense of scale, but not so many that it stops making sense that the bridge crew might have a more direct hand in things (especially given how very elite they inevitably are at the point totals you tend to see in this sort of action-adventure game) Quote:
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The real benefit of sci-fi, as opposed to Fantasy and (usually, hopefully) horror, is that sci-fi could be real. Saturn isn't just something some artist came up with, it's actually a place with beautiful, icy rings and amazing moons. There really are going to be aliens out there somewhere. Captain-and-crew Space Opera, though, often only looks at this rather obliquely. Much of it (Farscape especially, which just had magic as a matter of course and doesn't pretend its anything else) is just fantasy in space. We have our elves and our goblins and our magic and we reskin it slightly. The idea is to grab the tropes people already know and give them to them with a space-y twist. Which is fine. But I happen to think think that the best examples of captain-and-crew space opera manage to meld their human drama with the spectacle of real science and use the one to enhance and explain the other. But that's tricky to master, and I'm even having a hard time explaining what I mean. Quote:
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"Don't bother me now, I'm busy swooning over my lost love. I can't be bothered with tech right now!" "But if we don't tech, then the tech will tech the tech right up the tech!" "Fine! Then tech the tech. Engage!" With {tech} as a placeholder for whatever technobabble they would come up with. The scripts literally worked this way. Quote:
I'm not saying it had no cultural impact, but I don't see much current impact. When it comes to fan fiction or fan art, or what people discuss or game, or what their video games look like, Star Trek seems increasingly distant and "retro." It's becoming a specific taste. Even Guardians of the Galaxy, which looks set to kick off a whole new spate of Space Opera, resembles Star Wars more than Star Trek (though I have yet to see it. No spoilers!) Quote:
But this seems to be only part of it. Captain-and-crew thrives off of the science-of-the-week, and I think I have a good handle on how to make that gameable (as opposed to "A science thing has happened! Quick, save against science to fix it! Well done science-character, you have saved the day by rolling well!"). It also thrives on this sort of comic-book space-action of vast armadas of CG ships shooting sparkly, colorful beams at one another while actors dramatically run around smokey sets shouting at one another. And it's also about seeing these really awesome and inspiring costumes and sets, so as to spark the imagination. Interpersonal drama is crafted via careful selection of disadvantages (you could even go a step further and create the web that Drama System has, but I think that's a step too far for GURPS). The swoopy spaceships are handled nicely via the GURPS Spaceships rules (Which feels like a tabletop version of the Artemis Bridge Simulator or FTL, which is exactly what we want), and as I've said I've already got a structure for handling the Science of the Week. Generating the spectacle will mostly come from the GM himself, but we can facilitate the creation of cool new races and civilizations at the drop of a hat for those who lack the inspiration currently. At that point, I think you have a pretty viable game.
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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08-07-2014, 05:50 AM | #9 | |
Join Date: Aug 2004
Location: traveller
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Re: Things I learned studying up on Captain-and-Crew Space Opera
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2001 was able to make it work by showing the entire gravity wheel at once, and then the connections to the rest of the ship. On an episodic TV series, it would be necessary to remind viewers of the arrangement just about every week. I also strongly suspect that any attempt to depict (e.g.) a rotating circular station would result in silliness like CJ Cherryh's ships that dock to the rim of a spinning wheel, rather than its hub. Edit to add: Silly from an engineering standpoint but probably necessary from a dramatic point of view, in that if all your arrivals and departures are confined to one small zone on the station (the hub) your stories are mostly constrained to start and end there as well. Hard to have surprise visitors, sudden escapes, fights that range from bar to docks, etc., etc., when everyone and everything has to pass through Station Customs and Quarrantine. Last edited by thrash; 08-07-2014 at 06:13 AM. |
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08-07-2014, 06:35 AM | #10 | ||||||||||||||
Join Date: May 2005
Location: Oz
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Re: Things I learned studying up on Captain-and-Crew Space Opera
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I think it is well worth ensuring player buy-in and discussing a group template. Quote:
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Decay is inherent in all composite things. Nod head. Get treat. Last edited by Agemegos; 08-07-2014 at 06:39 AM. |
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sci fi, space opera |
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