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Topic: Technology as color in science fiction
Started by: Snowden
Started on: 12/29/2004
Board: RPG Theory


On 12/29/2004 at 11:00pm, Snowden wrote:
Technology as color in science fiction

Split from Breaking The Heart Of The Universe, which has been expanding at a geometrically increasing rate.

I'm sorry. I can't think of a single story in all of Star Trek, Battlestar Galactica, Buck Rogers, Flash Gordon, or Stargate that could not have happened without the technology. 2001 could have worked if Hal was an intelligent and educated negro slave aboard a seventeeth-century sailing vessel. Now, maybe there are a few episodes in which the technology really did matter, in which the same story could not have been told with minor variations in a different setting, but the bulk of this material requires the technology merely to maintain the setting.


I disagree. Most of the sources you mention seem like a cross between the Wild West, Jules Verne, Gulliver's Travels, Don Quixote, and "The Odyssey" in space. If anything, the HAL segment of 2001 (but not the Monolith and Star Baby segments) is the exception because it specifically explores the issue of non-human consciousness; simply replacing the computer with a human (no matter how racially or culturally "alien" to the crew) would miss the point in a way that replacing most space ships with boats or horses or covered wagons would not.

I think the technology is required to maintain the setting at a literal level, but functions as color on a thematic level.

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On 12/30/2004 at 12:22am, xenopulse wrote:
RE: Technology as color in science fiction

Labels and categories are arbitrary and always gray. Anything we categorize with our human cognition is by necessity based on fuzzy patterns, because we purposely ignore differences in order to focus on perceived similarities. As Wittgenstein can tell us, categories are often word-families rather than one clearly delineated set of attributes.

How do we learn these categories? By example. I know what I consider to be green because different shades of green have been pointed out to me as a kid. Because of the way this has happened, some borderline shades I consider green that others, who have learned through slightly different examples, consider blue.

What's the point of this rambling? We learn what we consider to be Science Fiction by example, and afterwards try to extrapolate some common denominators. For some people, the similarity lies in advanced, imagined, expanded technology. For others, it's more about the style of literature that it produces or the way it creates settings that speak to one focused point.

When you say:

Most of the sources you mention seem like a cross between the Wild West, Jules Verne, Gulliver's Travels, Don Quixote, and "The Odyssey" in space.


It does not necessarily prove how that negates the classification of Science Fiction as determined through the focus on technology. After all, there are many other stories that have the same influences that the person who named these shows/stories would not classify intuitively as Science Fiction. You might see the thematic commonalities amongst what you consider Science Fiction. Others learn the category by pointing at futuristic settings on the literal level. There's no right or wrong answer to the question of what constitutes Science Fiction, because a category is an arbitrary construct that is created, not discovered.

Some categories can be agreed upon, others are just too diffuse or are taught/learned in incompatible ways. It seems to me that Science Fiction is the latter kind. That is why people come up with "hard" and "soft" varieties, "Science Fantasy," etc., to describe their differing underlying principles. So the question of whether technology is color or setting really is one of choice, not of truth.

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On 12/30/2004 at 1:09am, Storn wrote:
Re: Technology as color in science fiction

Snowden wrote: Split from Breaking The Heart Of The Universe, which has been expanding at a geometrically increasing rate.

I'm sorry. I can't think of a single story in all of Star Trek, Battlestar Galactica, Buck Rogers, Flash Gordon, or Stargate that could not have happened without the technology. 2001 could have worked if Hal was an intelligent and educated negro slave aboard a seventeeth-century sailing vessel. Now, maybe there are a few episodes in which the technology really did matter, in which the same story could not have been told with minor variations in a different setting, but the bulk of this material requires the technology merely to maintain the setting.


I disagree. Most of the sources you mention seem like a cross between the Wild West, Jules Verne, Gulliver's Travels, Don Quixote, and "The Odyssey" in space. If anything, the HAL segment of 2001 (but not the Monolith and Star Baby segments) is the exception because it specifically explores the issue of non-human consciousness; simply replacing the computer with a human (no matter how racially or culturally "alien" to the crew) would miss the point in a way that replacing most space ships with boats or horses or covered wagons would not.

I think the technology is required to maintain the setting at a literal level, but functions as color on a thematic level.


I agree with the original quote. Your own words back me up. A cross between a western, jules verne, gulliv's travs...etc. etc. IN SPACE. Trust me, I know what a horse between the legs and fording a river is. I have no concept of what space and starships are like. Those two experiences are a universe apart. Buck Rogers DOESNT take place in a car, or on a horse, no... it takes place in fighter craft and rocket ships (depending on version).

The element of IN SPACE is one of those defining sign posts of science fiction. I don't care if that is pop culture, serious literature or what have you. Robotic parts replace human ones, psionics, and space travel are just some of the sci fi bits. It doesn't matter if it is crass explotation and pulp adventure... or it is incredibly sensitive exploration of what it means to be human with these strange, weird, new ideas, ideals or products.

If the words come IN SPACE after any idea, then 99% of the time it is going to strike me as science fiction. Even Spelljammer can be D&D in Space and still lean towards teh SciFi end of the spectrum and away from fantasy... in the hands of folks who would want to do that. It doesn't matter to the definition of science fiction if it is convienient hand waving of technology ala Star Wars... or if it is really serious extrapolation of technology ala Red Mars. They both can be shelved in the science fiction section at Borders for all I care. And btw, they aren't... because license titles get their own section...but that is another tale.

I think this forum has a tendency to overthink and over define things... a necessary evil to what is trying to accomplishe but Snowden, sometimes being literal is precisely what a definition needs. Who cares if technology in sci fi is literally the diffence or simply the color? It doesn't matter. If a crime story takes place in a land of swords and horses, it is probably historic novel. If it takes place in the lands of cars and highrises... it is probably a thriller. If it takes place on a space station, it is probably science fiction.

Now. Why is science fiction so hard to run as a game? That's the question I have. Not what is science fiction.

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On 12/30/2004 at 1:45am, daMoose_Neo wrote:
RE: Technology as color in science fiction

Why is science fiction so hard to run as a game?

Because of exactly the reasons posted above: Flying a space ship ISN'T riding a horse, just like driving a car isn't like riding a horse. Realistically speaking.
This follows along with posts of my own in the same thread. No, they aren't the same, but in gaming terms they're TREATED the same. There is no wonder that "I own this starship", its just accepted as the mode of transportation for the genre, as is a horse. Its not a big deal I have a prostetic cybernetic arm. Hell, that scenario could be milked for a worth of character action and play. However, unless its got some uber bonus to it, not many players will pick it for their character if its just a replacement, cept maybe a touch more durable than flesh. it has to have all sorts of hacker abilities or enhanced strength, or built in force fields. It can't just be a prosthetic limb.

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On 12/30/2004 at 11:34am, Noon wrote:
RE: Technology as color in science fiction

Flying a space ship ISN'T riding a horse, just like driving a car isn't like riding a horse. Realistically speaking.

True. But if your RPG doesn't exploit the differences, your not likely to feel much of a difference between the two in play.

Similar to your prosthetic arm issue. If the system doesn't help explore the ramifications behind such things, then it tends not to happen (and if it does, the RPG didn't do anything)

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On 12/30/2004 at 1:46pm, NN wrote:
RE: Technology as color in science fiction

daMoose_Neo wrote: Why is science fiction so hard to run as a game?


I think that a "hard" sci-fi game does have some challenges

Firepower
Undetermined cosmology
Heroism vs the cold hard facts of Phyics...
a burden of Plausibility

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On 12/30/2004 at 2:08pm, Marco wrote:
RE: Technology as color in science fiction

Noon wrote:
Flying a space ship ISN'T riding a horse, just like driving a car isn't like riding a horse. Realistically speaking.

True. But if your RPG doesn't exploit the differences, your not likely to feel much of a difference between the two in play.

Although this is easy to say, I'm not sure that anyone will really agree on what it means. Does a table involving square roots that's used to calculate travel time mean you are "exploiting the difference?" Does a ship-combat system mean that? An onboard computer? A turbo-boost button?

The fact that a spaceship is nothing like a horse doesn't seem to convince you so what's your standard?

And if you tell me, how does your statement hold up in light of that fact that it isn't mine?*


Similar to your prosthetic arm issue. If the system doesn't help explore the ramifications behind such things, then it tends not to happen (and if it does, the RPG didn't do anything)


IMO this is based on a misunderstaning about science fiction elements. It is perfectly valid that the prosthetic arm simply establishes that the cyborg is a combat veteran in a way that broadcasts it to everyone he meets. It needs only to be as 'supported by system' as a character's scar or eyepatch or special forces tattoo.

The I, Robot methodology wherein the robot arm is wrapped around a contrived melodrama is not in any way superior to the throwaway scene in the begining of Neuromancer where the bartender with the clunky soviet-steel appendage casually shreds someone's weapon.

Both are valid in the literature but one (the movie), IMO, jumps through exausting hoops to make one relevant. The other, IMO, uses the cybernetics to tell us volumes about the world in a few chilling sentences.

The idea that an arm or a game system must lead one to an issue is making poor generalizations about what people other than the speaker would want in a game or fiction.

-Marco
* Firstly most spaceships are, IME, modeled after sailing ships, not horses. There are very few points of similarity between horses and most RPG spaceships. Secondly, much of the the source fiction related spaceships to saling ships so making a strong departure may mean moving your game further from it's source fiction--which would make this a call for what would commonly be recognized as bad design

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On 12/30/2004 at 2:36pm, Storn wrote:
RE: Technology as color in science fiction

Yeah, sometimes the point of science fiction is how BLASE everyone is about the technology around them (much like us about cars... sure, we ooh and aah over high performance vehicles, but take for granted the every day transport).

So, in the Neuromancer scene that Marco describes, it is a foregone conclusion that some will have cybernetic prosethtics. No big whoop.

And that is perfectly valid in science fiction. Or it can be a HUGE deal, such as Niven's Gil who has a telekinetic arm.

Here is why I think SciFi is hard on RPGs. There is SO much more that the group has to collectively agree on.

In Fantasy, the scope is much more manageable. High or low magic? Medieval level of technology, perhaps Renneissance? A broadsword might be different than a scimitar in game stats... but as an technological impact on the way people live... not so much. Stirrup or no stirrup has more impact, to be honest. And lets be clear, there is an infinite amount of variety in fantasy within its borders.... ERB's Tarzan is fine next to Conan next to Tolkien next to Talislantia next to Greyhawk.

In SciFi, the check list is immense. Hard, best science we can muster, based.... or space opera? How do we get around the galaxy, FTL or stargates left by Ancients? Does the populace practice genemanipulation and we have dogmen, bunnymen and such (transhuman space) or are we jacking into the galactic net? Are hand guns really glorified small arms of today or blasters and rayguns and anti-matter torpedoes? Anti grav on spaceships? Or do we spin the dang things to simulate gravitiy? Aliens? If so, how many, what are they, how much does the man in the street know about them? Society? Fractured by colonization? Unified by outside threats?

and on and on and on. There is SO much to define. Because our player characters would have access to SO much information that they would take for granted. Would be ingrained. Information that the PLAYERS must absorb over time, no one can absorb it simply by reading the game book(s) and react to it like you can during a game.

Information control is a heck a lot easier in a fantasy game when its; "oh, you all start out as best friends in a tiny village on the frontier. None of you have travelled more than 30 miles from home. When..."

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On 12/30/2004 at 4:38pm, Snowden wrote:
RE: Technology as color in science fiction

I think this forum has a tendency to overthink and over define things... a necessary evil to what is trying to accomplishe but Snowden, sometimes being literal is precisely what a definition needs. Who cares if technology in sci fi is literally the diffence or simply the color? It doesn't matter. If a crime story takes place in a land of swords and horses, it is probably historic novel. If it takes place in the lands of cars and highrises... it is probably a thriller. If it takes place on a space station, it is probably science fiction.


I started this thread because I do care about this question, and I would assume that people would post on it because they share that interest. In response to your point above, I don't disagree that a single "crime story" could be told through swords and horses, cars and high rises, or space stations. I think our fundamental disagreement comes from the fact that I think that the phrase "science fiction" has a meaning (although this may not be its only meaning) that exists at the level of "crime story" and not just "space stations." As a result, you could tell a "science fiction" story without using space stations or cybernetic technology; no-one seems to have trouble accepting "steampunk" as a sub-genre of science fiction, for instance.

I should also have clarified in my initial post that I didn't mean that technology was always just color, but that I was speaking of the examples I quoted.


most spaceships are, IME, modeled after sailing ships, not horses. There are very few points of similarity between horses and most RPG spaceships.


While I agree that sailing ships (for "star cruisers") and fighter planes (for "star fighters") are more obvious and literal points of reference, I think there's a strong undercurrent of cowboy-ish "one man and his loyal horse" mythology present in some space combat fiction (Luke camping out on Dagobah beside his trusty X-wing), as well as a strong resemblance between frontier wagon trains and space expeditions as often portrayed in fiction (i.e. community travels on transport vessel, protected by fast-moving individuals that ride out to meet any threat a la "Battlestar Galactica").

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On 12/30/2004 at 5:44pm, Kedamono wrote:
Here's some color

Thanks for starting this thread Snowden!

Science Fiction can add more than just color, it can alter the very mechanics of play.

For instance, imagine a police procedural RPG set in a future where cloning is common, rendering DNA evidence nearly useless. I can imagine a scenario where a murder has been committed, and the DNA trail ends up with a man and his five clones. The physical evidence indicates that the crime was committed by one person, so which of these six people did it?

Top it off with the PCs all being clones themselves, it can really change how a game is played.

Another idea in the same vein was a SF series where teleportation was possible, but not the way you think it would be. You would be scanned and the information would be sent to another world, where a new you would be assembled. Some people would "sell" themselves off and a "dumbed-down" version would be creates as a servant on the other world. In the story in question they were investigating a world and artifacts that were deadly, so probes would be sent near the artifacts and repeated scans would be made of the same person, and through transmissions the original, well second generation copy, would watch what happens and then send a new version of himself when his scan clone gets offed. Just imagine how this would affect how a scenario would play out. You run yourself as the clone, then later, as the original working out what had happen and trying again with another clone.

Boggling isn't it?

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On 12/31/2004 at 4:00am, Noon wrote:
RE: Technology as color in science fiction

Marco wrote:
Noon wrote:
Flying a space ship ISN'T riding a horse, just like driving a car isn't like riding a horse. Realistically speaking.

True. But if your RPG doesn't exploit the differences, your not likely to feel much of a difference between the two in play.

Although this is easy to say, I'm not sure that anyone will really agree on what it means. Does a table involving square roots that's used to calculate travel time mean you are "exploiting the difference?" Does a ship-combat system mean that? An onboard computer? A turbo-boost button?

Exploit means anything you as a designer impliment to so it has some impact at the users end (impact being whatever the user wants for the money he laid down). As a designer, what sort of material exploitation do you prefer...there are quite a few methods you might prefer, so asking me about something you don't prefer wont help either of us. What do you use/intend to use to give your customer something for his money?


The fact that a spaceship is nothing like a horse doesn't seem to convince you so what's your standard?

Don't get me wrong, there's lots of stuff a star ship can inspire amongst the players in terms of games material, that a horse can't (and vise versa). It's just that in terms of games mechanics they are often treated not much differently. This is perhaps just an opinion of mine on the industry and might not be yours. But if in a journey I have to roll 'fix spaceship' a few times to get there, it's not much different from picking up a dice and rolling 'fix horseshoe' a few times. If your finding a lot of mechanical differences, then this doesn't apply to you.

Myself, I would be afraid to pay for a print run of a game where in the original game got you from A to B with a vehicle called a horse (and used some horseman skill), but for the 'new' game I use a vehicle called a spaceship and use a pilot: spacechip skill.


And if you tell me, how does your statement hold up in light of that fact that it isn't mine?*

I'm hypothesising potential areas to explore in the RPG market which aren't covered now. Whether I can speak for you (as part of a demographic) or not , I still have to do this like everyone else.



Similar to your prosthetic arm issue. If the system doesn't help explore the ramifications behind such things, then it tends not to happen (and if it does, the RPG didn't do anything)


IMO this is based on a misunderstaning about science fiction elements. It is perfectly valid that the prosthetic arm simply establishes that the cyborg is a combat veteran in a way that broadcasts it to everyone he meets. It needs only to be as 'supported by system' as a character's scar or eyepatch or special forces tattoo.

The I, Robot methodology wherein the robot arm is wrapped around a contrived melodrama is not in any way superior to the throwaway scene in the begining of Neuromancer where the bartender with the clunky soviet-steel appendage casually shreds someone's weapon.

Both are valid in the literature but one (the movie), IMO, jumps through exausting hoops to make one relevant. The other, IMO, uses the cybernetics to tell us volumes about the world in a few chilling sentences.

The idea that an arm or a game system must lead one to an issue is making poor generalizations about what people other than the speaker would want in a game or fiction.


Since I was replying to Nate/daMoose_Neo, you might want to argue this with him, since I was taking up where I presumed he left off:
Its not a big deal I have a prostetic cybernetic arm. Hell, that scenario could be milked for a worth of character action and play.

It could, with system assistance. I'm imagining he's speaking from actual play that it doesn't, and I'm also imagining its because there is no system assistance for this sort of thing. If you want this sort of thing.

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On 12/31/2004 at 4:48am, M. J. Young wrote:
RE: Re: Technology as color in science fiction

Storn wrote: Now. Why is science fiction so hard to run as a game?

Permit me to hazard a guess.

It's because to play in the future we have to be able to get into the minds of people to whom the future is normal.

That's tough to do with the past, but at least we have examples of people who really did live in the past, and we know what we did and can begin to understand why they did it. When we attempt to look to the future, we keep falling into the trap of thinking those people think like us.

I'm reminded of two stories: Star Trek II The Wrath of Kahn, and Fantastic Voyage. The second I'll cover first.

In Fantastic Voyage, we're at some unspecified future date at which microminiaturization has become possible by some sort of manipulation of matter at the molecular level, something about shifting part of every molecule into another dimension. That strikes me as being at best mid twenty-first century. It was clearly intended to be "future" when it was written. However, it maintains a Cold War mentality--they never speak of the Americans or the Russians, but it's clear that they're very much focused on Us and Them, and a race between two superpowers for the cutting edge in technology for military use, to keep the balance between them. That sort of Cold War thinking dominated the world when I was in grade school. It's gone now. No one thought it would be gone. I was in a Multiverser game once in which I landed in Florida in the mid eighties, and no one even suspected that the Cold War was almost over; yet it was. That entire layer of thinking is gone. People don't think like that anymore. In that sense, Star Trek had a better vision of the future than Asimov, because Roddenberry knew the Cold War would not last forever.

Yet in a very different way, Star Trek made a thinking mistake in the second movie.

Enterprise has fled into the nebula and goaded Kahn into pursuing. Then Spock says (paraphrasing somewhat), "An analysis of his strategy reveals two-dimensional thinking." Kahn was a brilliant general, but he had no experience at the three-dimensional reality of space. That was an excellent thought on the part of the writers.

What does Kirk do? He drops Enterprise below the plane in which Kahn's ship is passing, and then as the ship passes he rises up alongside it and opens fire.

Which is two-dimensional thinking. If they'd genuinely been thinking three-dimensionally, they would have dropped below the plane on which Kahn was moving, tilted the bow up ninety degrees, and waited for Kahn to cross their newly defined plane, at which point they'd have opened fire, hitting a much larger target (those starships are pretty slim seen broadside, but from above and below they've got those huge vulnerable thin flat discs you can probably shoot straight through on a good shot).

The problem is getting players to think in the mindsets of people who grew up in those worlds, and to do it on the fly. Skilled writers like Asimov and Roddenberry make mistakes that look positively stupid in hindsight, and they have possibly months to figure things out before committing to them. Players have to make that kind of situation-intelligent decision in minutes.

The best you get really is the inverted Connecticut Yankee: what a modern person would do if he were dropped into this futuristic technological world.

Perhaps the Buck Rogers model is the best choice: the player characters are ordinary modern people who somehow find themselves five hundred years in the future and unable to get back. Then only the referee has to figure out what people who grew up in that world would really do and think, and the players become the fish out of water who have to figure it out.

--M. J. Young

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On 12/31/2004 at 10:22am, Rob Carriere wrote:
So how much easier is fantasy?

I'm wondering if part of the observed phenomenom that SF is harder to "get into" than fantasy isn't that we're using different standards.

For the fantasy case, we're pretty much limiting ourselves to "stock fantasy" or minor variations thereof. I haven't seen anybody consider playing in, say, the setting of Pollack's Unquenchable fire, or Lessing's The marriages between zones three, four and five, or one of Leguin's psyochomyths. Heck, even the simple point change in Donaldson's Mordant's Need will already floor most fantasy RPG systems.

On the SF side, we're allowing ourselves much more leeway, so naturally the problem is harder. Add to that there is a lot less experience with SF RPGs out there and you end up trying to handle a harder problem with less mature tools. The difference is indeed impressive, but, IMO, largely, possibly entirely, due to comparing apples and oranges, not to intrinsic difficulties with SF.

A similar argument applies, I think, to the problem of playing a character in an SF setting. Certainly it is difficult for us to think through a three-dimensional combat, but is it more difficult than grasping the outlook of a 1,000-year old immortal elf? So again, I think the crucial distiction is that we're willing to accept verisimilitude over veracity for the portayal of the elf, but insist on the unattainable goal of veracity for the starship captain. Apples and oranges.

SR
--

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On 12/31/2004 at 2:21pm, Marco wrote:
Re: So how much easier is fantasy?

Rob Carriere wrote: I'm wondering if part of the observed phenomenom that SF is harder to "get into" than fantasy isn't that we're using different standards.


This is a good point--as is MJ's. To expand on it a bit, in stock-fantasy, even if you are a 1000-yr old elf, the players, IME, still kinda "know everything." I mean, I can make up 'Elven lore" off the top of my head if I have to.

In terms of knowing about the world, even the Elves stopped around darke-age tech plus magic--and if there's a history of wars and stuff it's usually simplified.

Simplified science fiction doesn't quite work as well.

As someone who tried to play in Star Trek, we ran into problems: Does the bridge crew really beam down? That doesn't sound smart. Is there military protocol (it's not displayed on the TV show, reall--no salute, very little 'Captain on the bridge,' etc). Who runs the ship when Kirk and co. are asleep (there'd need to be some more crew, we thought). And so on.

This didn't bother me for the show--and we could've ignored it and just played a "story-game" of it, sure--but in the end, for the players to have a real grasp on the world, it came down to this:

At some level we expected SF worlds to make 'more sense' than fantasy ones.

That's harder to do.

-Marco
[Another problem was dissemination of info. In a sense, Traveler's homogeneous universe makes that easy--you read the books, you get a sense of it. When stuff was made up, there was, at times, a lengthy discussion of history, local politics, universal politics, etc. This was because we didn't want to "just do a genre piece" (it didn't happen in anime-mech-games, for example) and weren't "doing a story game" wherein we weren't just sort of making it up as we went along around a given theme. ]

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On 12/31/2004 at 4:07pm, Snowden wrote:
RE: Technology as color in science fiction

For the fantasy case, we're pretty much limiting ourselves to "stock fantasy" or minor variations thereof. I haven't seen anybody consider playing in, say, the setting of Pollack's Unquenchable fire, or Lessing's The marriages between zones three, four and five, or one of Leguin's psyochomyths. Heck, even the simple point change in Donaldson's Mordant's Need will already floor most fantasy RPG systems.


This may be something that belongs in a new thread, but I would really like to hear more about such "non-stock" fantasy; I for one haven't read Pollack, Lessing, or Donaldson, and I don't think I've read the LeGuin books (or stories?) you're referencing. I have seen Robert Scheckley short stories take a somewhat unconventional, sci-fi approach to classic fantasy tropes, but I had assumed that this kind of thing was an anomaly characteristic of science fiction authors who occasionally "dabbled" in fantasy writing.

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On 12/31/2004 at 11:28pm, Noon wrote:
RE: Technology as color in science fiction

Marco wrote: As someone who tried to play in Star Trek, we ran into problems: Does the bridge crew really beam down? That doesn't sound smart. Is there military protocol (it's not displayed on the TV show, reall--no salute, very little 'Captain on the bridge,' etc). Who runs the ship when Kirk and co. are asleep (there'd need to be some more crew, we thought). And so on.

They don't have any toilets either. But then again that wasn't the point of the show, nor are those other things (by not being covered in the show)
At some level we expected SF worlds to make 'more sense' than fantasy ones.

In addition to M.J's thoughts on why sci fi is hard to run, perhaps its adding components to a genre which aren't compatible with that genre.

Just because something is a logical progression, like the bridge crew NOT beaming down, doesn't mean it fits the genre.

Sci fi tends to imply logic as part of the genre, but particular shows don't actually stand up to logic being applied to them. Basically an emphasis on one part of the genre (logic) is breaking the rest of the genre.

The answer, it would seem, is to apply logic to the same degree they do in that show your emulating. Like in M.J's example, they identify Khan as using 2D planning...but then do so themselves, pointlessly.

Personally I think it's possibly just gamism screwing up simulationism (as Rons essays sometimes note such occurances). It's 'I want to do better than they did in episode six...they were so stupid to do X, I'm not going to look stupid doing X!'. I mean, who would want to do that stupid 2D thing above?

But the fact is, once you start shaping it up and optimizing, you can't stop. You can't do that 2D thing but then go and do something else that is stupid but fits with the genre. Your going to keep optimising, and the genre doesn't have optimisation as part of it. Gamism is too addictive...partly because it makes sense.

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On 1/3/2005 at 11:40am, contracycle wrote:
RE: Technology as color in science fiction

Noon wrote:
Sci fi tends to imply logic as part of the genre, but particular shows don't actually stand up to logic being applied to them. Basically an emphasis on one part of the genre (logic) is breaking the rest of the genre.


Yes. Thats why it actually makes sense to consider Trek as just drama, or soap, not science fiction at all. In Trek, the science elements are just colour, but this should most certainly not be seen as definitional of other SF.


The answer, it would seem, is to apply logic to the same degree they do in that show your emulating. Like in M.J's example, they identify Khan as using 2D planning...but then do so themselves, pointlessly.


Why do so with A SHOW at all, when you could be emulating a novel?

Shows have their own fixed limits. For example, its technically very difficult to reproduce microgravity here on earth, so many shows conveniently assume the presence of artificial gravity without any explanation - or understanding any of the ramifications of what having a magic gravity machine would mean. This is very much a case of the content being formed to fit the medium, not the artist bringing forth their creation.

Rob Carrier wrote:
A similar argument applies, I think, to the problem of playing a character in an SF setting. Certainly it is difficult for us to think through a three-dimensional combat, but is it more difficult than grasping the outlook of a 1,000-year old immortal elf? So again, I think the crucial distiction is that we're willing to accept verisimilitude over veracity for the portayal of the elf, but insist on the unattainable goal of veracity for the starship captain. Apples and oranges.


I disagree. I have exactly as much difficulty relating to a 1000 year-old elf as with many funky SF concepts. In fact I can confidantly say that I do not relate to a millenial immortal elf AT ALL; even less so than with many SF concepts. And I'm so confident that this is not just me that I would happily say that others who claimed to be able to do so are dissembling.

As Marco points out he has virtual license to suck elf history out of his thumb. This is because we all know that elf history is inevitably just colour, colour in the trivial sense. Thus, nobody ever relates to the 1000 year old elf IMO - what they relate to is the dramatic impact of playing the role of an immortal, faux-wise elf.

In order to really explore the impact and consequences of this character identity, you would need to import some SF sensibilities - do some actual exploration of the Setting and Colour as serious topics. Historical gaming, like some historical fiction, would probably be more akin to SF than stock fantasy in goals and methodologies, and I think the same applies when exporing some of the conventional elements of fantasy. "What if... humans had always been psychic" is a perfectly valid SF setting premise even if the story that is actually told is set in the past. You could have magicians and whatnot running around in feudal Europe and still call it science fiction, although at that poiunt 'speculative fiction' would fit better.

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On 1/3/2005 at 12:52pm, Marco wrote:
RE: Technology as color in science fiction

Noon wrote:
Marco wrote: As someone who tried to play in Star Trek, we ran into problems: Does the bridge crew really beam down? That doesn't sound smart. Is there military protocol (it's not displayed on the TV show, reall--no salute, very little 'Captain on the bridge,' etc). Who runs the ship when Kirk and co. are asleep (there'd need to be some more crew, we thought). And so on.

They don't have any toilets either. But then again that wasn't the point of the show, nor are those other things (by not being covered in the show)


I don't know if you'd conclude that the modern-day nuclear submarine in Crimson Tide didn't have a head because it wasn't shown in the movie but I don't think that'd convince anyone submarines don't have those facilities.

When a work is translated from one medium to another there are some important things that one needs to do in order to "get a good translation." When moving from a TV show to an RPG there is some thought that needs to go into that as well.

You can say that "what the show is about" gives you a simple, pat answer to telling the group how to do a translation--but that's just a simple, pat answer. Consider that many people found the first two Harry Potter movies (an almost direct translation) to be, well, a bit pat and simplisitc.

If we presume that Star Trek depicts an actual, working, logical universe--and imagining that 'whole, consistent' universe is part of the appeal (and, judging from deck-plans showing facilities, Star Fleet Battles, a bunch of books, etc. it definitely, and inarguably was for a lot of people) then you have to reconcile what you are given with what you happen to know would be necessary. Or conclude would be logical.

The idea that an RPG game need only follow the form and format of the show is, IMO, a pretty narrow view and (IMO) a poor use of the RPG format.

Edited to add: And describing this transition as Gamism, which is, IMO, sort of what you get close to in the post, seems a fairly one-sided view of the process as well. We might conclude that Star Trek captains fight battles differently than they did in the movie--but there are many other things to be rationalized that have nothing to do with combat.

-Marco

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On 1/3/2005 at 5:36pm, Snowden wrote:
RE: Technology as color in science fiction

All this discussion of "the millenial elf" is reminding me of "Stranger In A Strange Land," where it seems like the sci-fi trappings (space travel, Mars, etc.) are mostly color around issues of alien culture, nature vs. nurture, etc.; had Heinlein been inclined towards "fantasy" instead of "science fiction," he could've swapped "a now-vanished race of unspeakably ancient elves" for "a now-extinct alien species from Mars" and written basically the same book.

I'm leaning more and more towards "speculative fiction" as a separate label for the underlying approach here. In the past I've assumed this was tightly tied to "science fiction," but I think (as you seem to be pointing out) that's more a reflection of past literary trends rather than an intrisic property of the genre. I think the fact that "alternate historical" novels often get lumped in with "science fiction" suggests I'm not the only one who has made this mistake!

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On 1/4/2005 at 12:13am, Storn wrote:
RE: Technology as color in science fiction

Several scenes in Babylon 5's run where shot in the bathroom.

FYI.

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On 1/4/2005 at 1:44am, Noon wrote:
RE: Technology as color in science fiction

Marco wrote: I don't know if you'd conclude that the modern-day nuclear submarine in Crimson Tide didn't have a head because it wasn't shown in the movie but I don't think that'd convince anyone submarines don't have those facilities.

No, I'd conclude that I shouldn't have a lot of play that happens in the head, otherwise I'm not really exploring the movie.

If we presume that Star Trek depicts an actual, working, logical universe--and imagining that 'whole, consistent' universe is part of the appeal (and, judging from deck-plans showing facilities, Star Fleet Battles, a bunch of books, etc. it definitely, and inarguably was for a lot of people) then you have to reconcile what you are given with what you happen to know would be necessary. Or conclude would be logical.


No, not at all. If I were exploring life as a cave man, I know certain things make sense and are logical to do. But they don't fit a cave man, and to do them isn't exploring the life of a cave man.

Likewise, if I decide the whole bridge crew doesn't beam down because it's not logical, I'm not exploring star trek as presented. Now, and this is important, part of the star trek presentation is that these are futuristic, intelligent people. But another part of the presentation is the whole bridge crew beaming down.

Frankly, it's like exploring the cave man life...I have to do stupid or non sensical things, otherwise I'm not exploring star trek as presented.

Now, do I have to explore it as presented or can I add logical stuff? Yes, you can do both. Will the material you've added rest easy with the rest of the universe? Unlikely. Will (and I'll be harsh here) assuming there is logic in star trek , then adding something that is logical mean I haven't really added anything at all? Unlikely, unless you were actually working from the same logic involved with beaming the whole bridge down.

Anyway, I've pimped my piece now. That's all from me on this.

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On 1/4/2005 at 5:38am, daMoose_Neo wrote:
RE: Technology as color in science fiction

Storn wrote: Several scenes in Babylon 5's run where shot in the bathroom.


You also have quite a bit of modern fantasy/science fiction poking fun at the things overlooked in their predecessors. This, I think, is both to say exactly this ("Hey, WE have bathrooms, we're people too!") and to poke fun at, well, all sorts of things. I mean, a sci-fi show that takes itself seriously doing scenes in the crapper...while not a laughing on the floor hilarious part, it does make you chuckle, and it most certainly makes it stand out more in your mind. "Shock Sci-fi".

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On 1/4/2005 at 9:38am, Rob Carriere wrote:
RE: Technology as color in science fiction

contracycle wrote: I disagree. [with my statement that playing a 1,000-year old elf is no less difficult than playing a starship captain skilled in 3-D combat --SR] I have exactly as much difficulty relating to a 1000 year-old elf as with many funky SF concepts. In fact I can confidantly say that I do not relate to a millenial immortal elf AT ALL; even less so than with many SF concepts.
I think we're miscommunicating somewhere, because I agree entirely with the above (except the bit where you say that you disagree :-)

My point was that
1) the captain and the elf are equally difficult to play to the same standard.
2) in the case of the elf a much lower standard is generally accepted. (more or less your "suck elf history out of [your] thumb".)
which leads to the conlusion:
3) SF RPGs are held to a higher standard than fantasy, and the observed phenomom of SF being "harder to get into" is at least in part due to this.

I believe you are arguing a similar viewpoint when you say that you would consider fantasy that properly speculates something other than fantasy. I read that as saying that only the low-standard (in the narrow sense of speculative quality) stuff should be called fantasy--which would translate directly to different standards of evaluating play in this respect.

You seem to be concentrating on the possibility of "upgrading" fantasy games (let's really think about what this elf should be like) where I was concentrating on the possibility of "downgrading" sf games (is it important how 3-D the captain really thinks?) Which of those is the more attractive depends on your play priorities, of course, but both are reflections of the notion that there are unequal standards at work

SR
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On 1/4/2005 at 9:55am, Rob Carriere wrote:
RE: Technology as color in science fiction

Snowden wrote: All this discussion of "the millenial elf" is reminding me of "Stranger In A Strange Land," where it seems like the sci-fi trappings (space travel, Mars, etc.) are mostly color around issues of alien culture, nature vs. nurture, etc.; had Heinlein been inclined towards "fantasy" instead of "science fiction," he could've swapped "a now-vanished race of unspeakably ancient elves" for "a now-extinct alien species from Mars" and written basically the same book.
My personal belief is that wouldn't quite work, because color is important. Part of the impact of Stranger in a Strange Land is the feeling of realism that comes from the SF coloring (and, indeed, partly from Heinlein's rep as a fairly-hard SF author.)

In essence you have the structuralists, as per, for example, LeGuin's essay From Elfland to Poughkeepsie. They argue that being SF (or fantasy) must be an intrinsic quality, that it must be impossible to tell the story without those elements. On the other side you have the colorists, who argue that any SF (or fantasy) story can always be tranposed to another genre (I'd quote from one of the recent SF threads, but I can't seem to find the post right now.)

I think both camps are right in that stories of their kind exist, and both are therefore wrong to ignore or even deny the existence of the other type. In fact, I'll argue that the most powerful stories are those that align the two aspects.

Cutting back to games, I believe that means that you can create games based on color or on structure or both, and that that is equally true for science fiction games and for fantasy games. It is a historical artifact that SF games have tended more to the structure side than have fantasy games.

SR
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On 1/4/2005 at 10:48am, NN wrote:
RE: Technology as color in science fiction

Rob Carriere wrote:
contracycle wrote:

My point was that
1) the captain and the elf are equally difficult to play to the same standard.
2) in the case of the elf a much lower standard is generally accepted. (more or less your "suck elf history out of [your] thumb".)
which leads to the conlusion:
3) SF RPGs are held to a higher standard than fantasy, and the observed phenomom of SF being "harder to get into" is at least in part due to this.


But the only place to find "elf history" is your thumb.

On the other hand, everyone and their dog thinks theyve a valid opinion of what a starship captain should be like.

And, I think the decisions about how the captain should be have more effect on the rest of the world than elvish history have on a fantasy world.

I think the problem for 'realistic' sci-fi and modern games is coming up with play thats neither Heroic (IMO incompatible with firepower) nor Mundane (Papers and Paychecks!)

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On 1/4/2005 at 11:13am, Rob Carriere wrote:
RE: Technology as color in science fiction

NN wrote: But the only place to find "elf history" is your thumb.

On the other hand, everyone and their dog thinks theyve a valid opinion of what a starship captain should be like.
Those two statements are in opposition only to the extent that opinions are more commonly associated with assholes than with thumbs. :-)

More seriously, speculating sensibly about the star ship captain is possible only if you place him in a context (technology, culture, economics, etc). Given that level of information, you can also speculate sensibly about the elf.

I think the problem for 'realistic' sci-fi and modern games is coming up with play thats neither Heroic (IMO incompatible with firepower) nor Mundane (Papers and Paychecks!)
This is an excellent point that keeps cropping up in all the SF threads. Perhaps it is worth being made into a topic?

SR
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On 1/4/2005 at 11:26am, contracycle wrote:
RE: Technology as color in science fiction

Rob Carriere wrote:
I believe you are arguing a similar viewpoint when you say that you would consider fantasy that properly speculates something other than fantasy. I read that as saying that only the low-standard (in the narrow sense of speculative quality) stuff should be called fantasy--which would translate directly to different standards of evaluating play in this respect.


Hmm, rather I think they are different beasts with different needs. My preference is merely mine and no value judgement on fantasy proper beyond that preference is implied.


You seem to be concentrating on the possibility of "upgrading" fantasy games (let's really think about what this elf should be like) where I was concentrating on the possibility of "downgrading" sf games (is it important how 3-D the captain really thinks?)


Agreed, I had taken a slightly different tack. I agree with your perception that the standards applied to the two sample are different, but disagree that we are comparing apples with oranges. At least, such a distinction does not make sense without first drawing a firm line between speculative fiction and fantasy. In almost all cases of starship captains like Kirk, in visual media anyway, they are identical to the 1000-year old elf; their training is part of their mystique, not anything that forms the substance of the piece.

My point was that this application of "double standards" is in fact the application of different standards for different genres.

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On 1/4/2005 at 1:32pm, Marco wrote:
RE: Technology as color in science fiction

Noon wrote:
Marco wrote: I don't know if you'd conclude that the modern-day nuclear submarine in Crimson Tide didn't have a head because it wasn't shown in the movie but I don't think that'd convince anyone submarines don't have those facilities.

No, I'd conclude that I shouldn't have a lot of play that happens in the head, otherwise I'm not really exploring the movie.


Well, note that you're speaking from some position of 'authority' on this. Does any one player in a game get to decide "where play happens?" As a second participant in a game I'm going to need some basis for making decisions and unless we agree on the 'narrative underpinnings' of the source (which, IME, never happens) then it's going to have to be argued.

We can argue canon (and if you've ever been involved with a sci-fi geek argument you know how that goes: "In episode C-152 this happens!" "No, in D-37 that happens.") or we can shoot for some kind of 'logical' compomise ("Kirk seemed to do things differently than the rest of Star Fleet").

If you tell me that we can't have a Star Trek game that adds anything to the mythos then we may be reduced to reading scripts. Otherwise, yes, we have to encompass both a logical answer and account for the show.

There are a few ways to do that.

I wrote an essay on this our site that I need to get posted back up but, with a TV medium, it is, IMO, reasonable to assume that precisely what was shown on TV is not what was presented in the fiction (often due to budget). If we play in Dr. Who, we need not assume that every enemy looks like a cheap special effect--the characters don't react to them as though they looked extremely fake.

-Marco

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On 1/4/2005 at 4:28pm, daMoose_Neo wrote:
RE: Technology as color in science fiction

Marco wrote: I wrote an essay on this our site that I need to get posted back up but, with a TV medium, it is, IMO, reasonable to assume that precisely what was shown on TV is not what was presented in the fiction (often due to budget). If we play in Dr. Who, we need not assume that every enemy looks like a cheap special effect--the characters don't react to them as though they looked extremely fake.


For someone who deals with both mediums (or read a good book that was butchered on screen), this almost goes without saying. I've seen 80's movies that made me cringe when dealing sword & sorcery and dragons that look like stuffed puppets. I've even gotten my hands on a script for a stage production of the Hobbit that was useful only for the scene with Gollum and Bilbo- the rest of it was horrid, even the costuming suggestions!
Even with a silverscreen budget, this isn't a phenominon limited to SF, though its probably the most butchered of them. I think fantasy only really has the old Hercules (Kevin Sorbo) TV movies...the series got better once it had a following and more of a budget, but not *too* much.

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On 1/4/2005 at 6:10pm, Rob Carriere wrote:
RE: Technology as color in science fiction

contracycle wrote: Hmm, rather I think [SF and fantasy] are different beasts with different needs. My preference is merely mine and no value judgement on fantasy proper beyond that preference is implied.
Agreed. I didn't mean to imply that you were offering value judgement. For that matter, neither am I: I enjoy both genres.

My point was that this application of "double standards" is in fact the application of different standards for different genres.
OK, I get it now.

I think that one way of looking at this is that the genre-boundary is in a slightly different place in your head than it is in mine.

SR
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On 1/5/2005 at 6:55pm, Snowden wrote:
RE: Technology as color in science fiction

Part of the impact of Stranger in a Strange Land is the feeling of realism that comes from the SF coloring (and, indeed, partly from Heinlein's rep as a fairly-hard SF author.)


I was under the impression that "Stranger In A Strange Land" had achieved a limited cult status as a "countercultural" novel beyond Heinlein's existing sci-fi fanbase, or even sci-fi fandom in general; I would take this to suggest there was something "beneath" the coloring that gave it this broader appeal.


Cutting back to games, I believe that means that you can create games based on color or on structure or both, and that that is equally true for science fiction games and for fantasy games. It is a historical artifact that SF games have tended more to the structure side than have fantasy games.


...emphasis mine, obviously. If anything I'd say that historically SF games have overwhelmingly come down on the "colorist" side by applying universal or fantasy-derived mechanics to settings that draw heavily from historical or fantasy sources (ancient Greek city-states, the wild west, the Odyssey, 17th century Caribbean piracy, feudal China and Japan, the cold war, Sinbad, Columbus, Casablanca, etc.). But in order to avoid bringing the thread full circle, I guess we can agree to disagree!

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On 1/6/2005 at 9:06am, Rob Carriere wrote:
RE: Technology as color in science fiction

Snowden wrote: I was under the impression that "Stranger In A Strange Land" had achieved a limited cult status as a "countercultural" novel beyond Heinlein's existing sci-fi fanbase, or even sci-fi fandom in general; I would take this to suggest there was something "beneath" the coloring that gave it this broader appeal.
Same impression here, including the conclusion. That's what the "part" thingy in my statement was about. Still, I'm sure the knowledge of the book's author's home genre colored its perception, even, or perhaps especially, by those who normally didn't read that genre.

But in order to avoid bringing the thread full circle, I guess we can agree to disagree!
Hey! Circles are neat! Seriously, I think you're right. I see what you mean, but have slightly different perceptions and I think the same goes the other way. I have certainly learned from the conversation, thank you.

SR
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On 1/9/2005 at 9:46pm, Harlequin wrote:
RE: Technology as color in science fiction

To provide some context, there are some interesting past discussions of similar topics at The Limits of Sci-Fi and a spinoff thread at Groundbreakers.

Things like Big Idea games, see threads above, are orthogonal to the SF elements discussed so far in this thread.

- Eric

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