On Traveller and Realism (was: Re: [TML] Captain, the USS AMANA is in radar range) John Groth 25 Jul 2015 03:52 UTC

Kurt Feltenberger wrote:
> On 7/24/2015 10:34 PM, Christopher Hilton wrote:
>> Nuke-hardening your plots is one choice. It even happens to be mine.
>> But when I GM Traveller, I usually end up being accused of wanting to
>> run an elaborate physics simulation, not a role playing game. Many
>> people seem to be more happy with a handwavium solution, some sort of
>> magical drive that pushes things like spaceships around without being
>> "dangerous" as in dangerous to a neighborhood or a city. One should be
>> thinking of Niven's "The Ethics of Madness". When I end up playing in
>> one of these handwavium settings, I sometime wonder aloud where we get
>> the unicorn blood needed to lubricate the drive.
>>
>> -- Chris
>
> Personally, I play RPGs for escapism.  When Traveller introduced TNE and
> tried to quantify everything with 20th century knowledge and physics, I
> lost interest.  I want adventure, not physics.  I want to play something
> that's less "Interstellar" and a little bit more Star
> Wars/BSG/Firefly/B5 where I don't have to worry about whether what I'm
> doing is breaking some Law or Theory.
>
> But that's me.  I need a break from real life so I game or write.
>
I look at it this way: the fact that the default _Traveller_-tech
requires ships to refuel before using their FTL drives automatically
makes it harder SF than most fictional settings (keeping in mind that,
when first published, _Traveller_ was intended to allow the recreation
of many SF settings).  Admittedly, that's a low bar to clear....