rust said:
Stainless said:
The "science" in "science fiction" balances and restricts this openness of
imagination and establishes the concept that this kind of fiction should
consider certain basic rules, mostly some laws of nature - and therefore
Traveller is not "100 % fiction".
I happen to agree with your general thrust, but this is simply not true. If "science" in science fiction means that writing should consider certain basic rules including "laws of nature" then it means 99% of all fiction ever written is science fiction. This is clearly not true.
I think the point is that different game styles like to operate within different levels of grounded realism. Some people handwave everything, putting it down to the power of narration. Others play it hard physics. Most of us operate in a middle ground somewhere along this spectrum.
Personally, I like to have some fundamental facts behind gameplay decisions, because I feel this gives me a more comfortable framework within which I can then use the handwavium. For example, given that momentum = mass x velocity^2, and given that I don't want two spaceships completely obliterating each other with the force of a high speed impact, how do they survive? I think you could describe an equation here:
Science + Handwavium = Conclusion
Given that I know Conclusion and I have a rough idea of the value of Science, I can then work out a number of variable values of Handwavium that satisfies the equation to my personal liking. The more accurate the value of Science, the more focused and targeted the Handwavium can be. And there's two other equations at work here, which are something like:
Suspension of Disbelief = Style of Play* Handwavium / Genre
Narrative Intolerance = sum(Suspension of Disbelief^Disbelief Intolerance)
Essentially, the less handwavium I use, the less players need to Suspend their Disbelief, and the more players have to suspend their disbelief the more their narrative intolerance builds up (a factor which varies on how tolerant they are of different sized packages of Suspensions of Disbelief). My group consists of a Biology PhD, an MSc in Chemistry and an MSc in Biochemistry. They're not science absolutists, but they like to see some rationale behind game decisions. We quite like to play fairly cinematic games, and as such they have a relatively high threshold of narrative intolerance, so long as it comes in lots of small bits of suspending disbelief; i.e. their Style of Play <1, Disbelief Intolerance is >1.
Either I've overanalysed this, or there's a nascent Forge article here
