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#41 | |
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Join Date: Dec 2007
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#42 | |
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Join Date: Jul 2008
Location: Where the Celts originated
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Move the timeline a century instead of a decade into the future, and you have certainly got "science fiction". Unfortunately I cannot name an author writing for that genre in English, because I prefer to read such books in my own language, but over here we had a lot of such authors, like for example K. H. Scheer. http://en.wikipedia.org/wiki/K._H._Scheer |
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#43 | ||
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Join Date: Oct 2004
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But really, you don't "almost need to be a scientist" at all to do it - you just need to be interested in and aware of the science. Science is one of those things that does require some effort - but the rewards are easily worth it. There's certainly no harm in learning something new that one can include in a game - unfortunately too many people nowadays seem to think that making that kind of effort is worthless (which is why science literacy is so terrible nowadays).
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#44 | |
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Join Date: Aug 2005
Location: Portland, Oregon
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The fact is, someone experienced in a given setting can tell roughly what is going to happen just as well as in the natural world. An experienced Trekkie for instance, can tell that if phasers are fired at a shielded ship, that ship will endure the phaser fire until the shields overload.
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"The navy could probably win a war without coffee but would prefer not to try"-Samuel Eliot Morrison |
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#45 | |
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Join Date: Aug 2005
Location: Portland, Oregon
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"The navy could probably win a war without coffee but would prefer not to try"-Samuel Eliot Morrison |
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#46 |
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Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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In general I agree with you. But I still don't like soft sci fi masquerading as hard, thereby promoting ignorance and myth.
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Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. |
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#47 | |
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Join Date: Jul 2008
Location: Where the Celts originated
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the real world works in order to understand what is possible in the setting, which in my experience makes it somewhat easier for the players to "get in- to" a setting. Again, this is a matter of taste, and I do not intend to claim that "hard" sf is in any way "better" than "soft" sf - it is just the science fiction I prefer. |
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#48 | |
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Join Date: Oct 2004
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Hard SF has the advantages of realism, consistency, and believability. Some would also say that these are its disadvantages too. Soft SF has the advantages of 'action', 'coolness', and greater accessibility. Again, some would also say that these are its disadvantages too. If you want the latter, then Hard SF obviously won't be "superior" for you. If you want the former, then Hard SF is a much better choice. Traveller's problem has always been that it can't decide which one of those it is. The OTU as a setting is certainly soft SF at best, but things like Book 6 (even though the details are wrong) and Fire Fusion and Steel (and a lot of TNE supplements for that matter) and a lot of the GURPS Traveller books are more hard SF.
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#49 | |
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Join Date: Jul 2008
Location: Where the Celts originated
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very different authors over the decades, some of them leaning more towards "hard" science fiction and some of them leaning more towards "soft" science fiction, often depending on what the current mainstream "fashion" of science fiction was. As a result there are Traveller supplements which were as "hard" as the knowledge at the time when they were written, and other material al- most close to space fantasy. In a way this is the "charm" of Traveller, it has something for everyone. And in a way it is the "curse" of Traveller, because it prevented consistency and created lots of contradictions and logic gaps. |
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#50 | |
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Join Date: Dec 2007
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| Tags |
| fantasy books, hard sf |
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