
This comes from a recent thread on the Transhuman Space mailing list. A poster suggested that he'd like to see an update on the world setting when the 4th edition compatibility book comes out, and someone else said he'd like to see what happens with interstellar travel experiments. Now, THS is basically a "hard science" setting... up to a point, anyway. Sure, there's miracle biotech, but spaceships still need huge radiator panels, and there's no artificial gravity, FTL, magic, psi, extraterrestrials, or other stuff of that sort that would require radically new theories. So far so good. Restrictions can make for interesting art. That's established, I think. But what THS has that most settings don't is a lack of shadowy stuff. Pretty much every standard trope can be fitted in as either "yes, we know about this, and it works" or "no, this doesn't exist in the setting". There's very little in the category of "well, it _might_ be out there", the way you can have new alien races in Traveller or sudden secret arcane magic in D&D or... It's making running my current campaign quite a challenge, because there's no standard "here's weird stuff for your PCs to look into". Is there any other setting that does this in the same way? -- Roger, gaming grognard Lots of role-playing stuff: http://tekeli.li/
> But what THS has that most settings don't is a lack of shadowy stuff. [...] > It's making running my current campaign quite a challenge, > because there's no standard "here's weird stuff for your PCs > to look into". Is there any other setting that does this in > the same way? Off the top of my head, Twilight: 2000 was pretty much like that (although IIRC, there was a one-shot weird stuff adventure). No magical stuff outside of some fanciful weapons systems, just the standard human drama you get when things get tough and people struggle against one another for resources and power. But then I'm not quite sure what you're asking for here, so maybe I'm not answering you at all ... Ciao, Joseph R. Dietrich joseph@joespace.net
Roger Burton Westwrote:It's making running my current campaign quite a challenge, because there's no standard "here's weird stuff for your PCs to look into". Is there any other setting that does this in the same way? Wouldn't Cyberpunk (or a slew of modern/hard sci-fi settings) fall into into a similar category? To me, THS has a very cyberpunkish feel. Almost a conspiracy-like setting, with major powers duking it out and the pcs being the small fish in the pond. Anyways, why couldn't you add the unknown? An unknown corporate entity? An unknown government agency? An unknown colony hidden on mars? etc. -------------------------------- If people insult you or call you a dwarf, shake it off. You may be small and far from the sun, but that just brings you closer to the other stars. - Steve Inskeep, NPR --------------------------------- Do you Yahoo!? Get on board. You're invited to try the new Yahoo! Mail.
On Sun, Sep 24, 2006 at 12:13:48PM -0500, Aaron Deskins wrote: >Wouldn't Cyberpunk (or a slew of modern/hard sci-fi settings) fall into into a similar category? I don't believe so. There are lots of things in Cyberpunk that aren't general knowledge; they're only known by a few people, but when the PCs discover them and spread the news a bit they don't really make a huge difference because most people never hear about them (corporate media stamps on the story, and so on). But THS has _really good communications_; as soon as more than a few people know a secret, the entire world is talking about it, and changes shape to accommodate it. >To me, THS has a very cyberpunkish feel. Almost a conspiracy-like setting, with major powers duking it out and the pcs being the small fish in the pond. To me, THS is what Cyberpunk wants to be when it gets out of its teenage "big guns, black, loud music and chopping off your arms to shock your parents" years. No offence intended, and I realise there are good Cyberpunk games out there, but that's the way it tends to go. -- Roger, gaming grognard Lots of role-playing stuff: http://tekeli.li/
Roger Burton Westwrote: On Sun, Sep 24, 2006 at 12:13:48PM -0500, Aaron Deskins wrote: >Wouldn't Cyberpunk (or a slew of modern/hard sci-fi settings) fall into into a similar category? I don't believe so. There are lots of things in Cyberpunk that aren't general knowledge; they're only known by a few people, but when the PCs discover them and spread the news a bit they don't really make a huge difference because most people never hear about them (corporate media stamps on the story, and so on). But THS has _really good communications_; as soon as more than a few people know a secret, the entire world is talking about it, and changes shape to accommodate it. Perhaps I don't know THS that well. I own the book, but have never played it. I'll be honest, the premise that everyone (or the importants) knows something once it's 'out of the bag', seems a little far-fetched to me. I believe this totally ignores social and psychological factors. Just because information is available, doesn't mean everyone cares about it, or everyone has time to follow that information, or everyone has a need to divulge that information. If the premise of THS is that every move everyone makes is monitored, and everybody else follows those movements, then I agree. That would be a very difficult (and probably boring) game to play. To me, THS is what Cyberpunk wants to be when it gets out of its teenage "big guns, black, loud music and chopping off your arms to shock your parents" years. No offence intended, and I realise there are good Cyberpunk games out there, but that's the way it tends to go. No offence taken. I'm not a Cyberpunk guru, but based my comparison of THS with Cyberpunk on the feel of the games. Dark, dreary future where interaction with technology is a predominant part of everyone's lives. -------------------------------- If people insult you or call you a dwarf, shake it off. You may be small and far from the sun, but that just brings you closer to the other stars. - Steve Inskeep, NPR ---------------------------------
On Sun, Sep 24, 2006 at 10:09:26PM -0500, Aaron Deskins wrote: >If the premise of THS is that every move everyone makes is monitored, and everybody else follows those movements, then I agree. That would be a very difficult (and probably boring) game to play. Let's say that it's hard to avoid monitoring in certain places. If a spaceship were to be hijacked, for example, the moment it deviated from its course everyone with an interest in space traffic would know about it - there are people who rent telescope time just because they feel like watching things - and there'd probably be a fairly immediate naval response. >No offence taken. I'm not a Cyberpunk guru, but based my comparison of THS with Cyberpunk on the feel of the games. Dark, dreary future where interaction with technology is a predominant part of everyone's lives. THS is dark and dreary? If you're in one of the advanced countries - or you can get to one - you can live forever. You probably work about 20-30 hours a week, and at the top end people look at you oddly for putting in so much effort. If you want to experience other planets, or the bottom of the sea, you can, either teleoperating a full-sensorium robot or actually going in person. The entirety of human literature and culture is at your fingertips, for a modest fee. It's no paradise, but it's certainly a nice place to live. -- Roger, gaming grognard Lots of role-playing stuff: http://tekeli.li/
Roger Burton Westwrote:THS is dark and dreary? If you're in one of the advanced countries - or you can get to one - you can live forever. You probably work about 20-30 hours a week, and at the top end people look at you oddly for putting in so much effort. If you want to experience other planets, or the bottom of the sea, you can, either teleoperating a full-sensorium robot or actually going in person. The entirety of human literature and culture is at your fingertips, for a modest fee. It's no paradise, but it's certainly a nice place to live. As mentioned, I'm not THS or cyberpunk guru, but my impression from the book was that these great things exist, but so many people live dreary, unhappy lives with slavery, drug-addiction, etc. being common place. I guess if THS was supposed to be this great setting to live in, wouldn't the artwork in the book have been in pastels, rather than drab dark browns, blacks, etc.? :) -------------------------------- If people insult you or call you a dwarf, shake it off. You may be small and far from the sun, but that just brings you closer to the other stars. - Steve Inskeep, NPR --------------------------------- All-new Yahoo! Mail - Fire up a more powerful email and get things done faster.
Aaron Deskins wrote: > As mentioned, I'm not THS or cyberpunk guru, but my impression from > the book was that these great things exist, but so many people live > dreary, unhappy lives with slavery, drug-addiction, etc. being common > place. THS promotes itself as a generally optimistic view of the future, in contrast to most Cyberpunks settings which are explicitly dystopian. But it's not a complete utopia either; utopias tend not to make very exciting adventure settings. The trouble I have with THS is that it's a big sprawling setting with no real focus. Sure, there's a lot of stuff for PCs to do, but it doesn't have a 'core story' in the way Cyberpunk or Call of Cthulhu does. > I guess if THS was supposed to be this great setting to live in, > wouldn't the artwork in the book have been in pastels, rather than > drab dark browns, blacks, etc.? :) Well, you're not the first person to notice the mismatch between the tone of the setting and the tone of the artwork.
On Mon, Sep 25, 2006 at 04:40:54PM -0500, Tim Hall wrote: >THS promotes itself as a generally optimistic view of the future, in >contrast to most Cyberpunks settings which are explicitly dystopian. >But it's not a complete utopia either; utopias tend not to make very >exciting adventure settings. I think that's fair. >The trouble I have with THS is that it's a big sprawling setting with no >real focus. Sure, there's a lot of stuff for PCs to do, but it doesn't >have a 'core story' in the way Cyberpunk or Call of Cthulhu does. It has _lots_ of core stories. It's a full world, not a single campaign. That's glib but I think it's valid: sure, the "core story" of D&D is "kill creatures and take their stuff", but most of the more interesting D&D games I played went a long way beyond that. Indeed, that's why I've tended to get bored with Cyberpunk games - they almost always end up telling the _same_ story... But yeah, this lack of focus on a single campaigning environment has been mentioned before. One of the things that's apparently coming up in _Changing Times_ (the rules upgrade for THS to GURPS4) is a bunch of campaign possibilities to give GMs some idea of the sorts of game to which the setting lends itself. -- Roger, gaming grognard Lots of role-playing stuff: http://tekeli.li/