|
|
|
#1 |
|
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
|
Greetings, all!
Despite spending two years in a campaign that was largely space-based (THS), I'm still not all that clear on all the specifics for running regular adventures set in space. And by that I mean adventures set in space (with freefall and vacuum always around), not ground adventures with a nominal space flavour. Specifically, things that I consider either dodges, ThemeParkVersions, or otherwise off-topic:
So, what I'm looking for is answers about how (action-containing, but not necessarily action-only) adventures are best done in space like that? I think so far I've seen only partial examples: Dead Space has areas with no gravity generators, and tends to play up exposure to vacuum from time to time; THS has no TL^ gravity generators, has vacuum as a serious concern, but is so information-oriented that 95% of the adventure is about tracing packets and making backroom deals, while the matters of cold weightless void are left in the real world; I don't remember if Eclipse Phase has ubiquitous artificial gravity, but either way I haven't played it; Space Engineers gets the feel 100% right, but is not a roleplaying setting in the slightest (you basically can't turn it into a tabletop RPG, as it is a totally incompatible genre). Note that I'm not saying the campaign needs to be 100% Hard-Sci. In fact, I started thinking about these issues in the context of a largely magical/TL^ setting idea I have. So, what is your experience and opinions about playing up these two aspects of space, or making them the default assumption and premise in a campaign? Thanks in advance! |
|
|
|
| Tags |
| freefall, space, vacuum |
|
|