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Old 09-01-2021, 03:11 PM   #76
Agemegos
 
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Join Date: May 2005
Location: Oz
Default Re: [Spaceships] getting into orbit without superscience?

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Originally Posted by ericbsmith View Post
If the players have no ability to travel through space on their own then there's not much use in making it a "space" game instead of a single-planet sci-fi campaign.
I’ve been running multiple-planet sci-fi games for over thirty years. They have been successful and well-received by scores of players. And they have never involved the PCs having private spaceships nor other means of travelling through space on their own. PCs have been Imperial law-enforcement officers, explorers working for the official Survey program, rich dilettantes travelling for recreation, intelligence officers, clandestine operators, troubleshooters for NGOs, mercenary cadre, art thieves, and undercover security & counterterrorism officials. I’ve run hundreds of adventures, the exotic geographical and social characteristics of the planets have been highly relevant, and the PCs have never had a private spaceship.

Though admittedly that setting does involve superscience for FTL travel, and limited-superscience (fusion-powered steam rockets) for ground-to-orbit services on planets with too little trade and development to afford non-rocket launch facilities.

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They might as well be hopping a plane from Paris to Shanghai for all the difference it makes.
Lots of fine adventure material involves characters such as James Bond and Indiana Jones hopping from place to place on commercial airliners. It does make a difference and is well worthwhile.

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At that point you might as well just set it on Earth to make the fictional background easier to deal with.
Not if dealing the the fictional background and the institutions and characters it produces is the whole damn point.
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