Of Relevance To Traveller Players - A SF Primer

Science Fiction Primer - Interview with Amy Sturgis

"Amy H. Sturgis is an author, speaker, and professor at Belmont University. She specializes in fantasy and science fiction and in Native American studies."

"Science fiction has of course gone through many different stages, waves, or movements since. The thing I like most about the history of science fiction is how closely it is connected to the question of what it means to be human.

"The science part of science fiction keeps expanding. It starts out as biology and chemistry, then takes in physics, then takes in linguistics and anthropology and sociology. As more disciplines get brought in under the science part of science fiction, we get new insights into what it means to be human.

"I think at some level, we always answer the question “What is human?” with something like “Whatever is like me.” That is just our frame of reference. But as science fiction has expanded its lens by incorporating the tools of different sciences, the notion of “what’s like me” gets bigger and bigger.

"So the answer starts out to include only well-educated, land-owning white men and then evolves to include people of both genders and all races. But then, what traits must a computer or an artificial intelligence possess in order for us to think of it as something like a human? What about different biological creatures, like a primate on our planet or a different life form on another planet? What of clones? What is necessary for us to consider any life human enough to be treated as human?

"Some of the most innovative questions about the very nature of how we understand the universe have come from writers using science fiction to get at these questions in a different way."

What follows is my comment on what I've read.

The Refereeing camp in which I sit is "human-centered." Actually, tell the truth, it's more specific than that: it's "player character-centered." The fate of the universe could rest on the shoulders of these hapless borderline criminals who just happen to be the avatars of the players gathering at my table.

A universe of big ships and mass movement of supersized machines of gross destruction in warfare is kind of worthless without the characters whose observations, and questions, give the setting value and purpose. Indeed, the question "what is human?" kind of pops its head round the doorframe many times in my games.

That, I guess, is why I tend to like psionics in a setting: they keep things on a human level. Because when you have mind readers, you need to have minds to be read, which brings things down to human thoughts and feelings - or at least, human motivations, even if the only recognisable motivation is hostility.
 
If the reader can't relate to what is written, then it is typically not enjoyable...

Most fiction, when considered good, revolves around people - characters in a plot. Sometimes those 'people' are not human. Pets, plants, computers, robots, aliens- but they are given enough characteristics so that we can relate to them as people. Making the story more 'real' to us.

Psionics is a lot more than just mind reading. This can make it more than human - it becomes Superhuman.

The problem many have with psionics is its inherent inhumanity - we can not directly relate it to real life. Flying people is a very short lived phenomenon in most peoples' experience. We can only relate to it as fantasy fiction. (Science fiction would be giving them wings to fly like a bird - believable because we can relate it to RW observations, though modern science tends to show it as impractical).

The problem with psionics is where to draw the line... 'I fart and blow up this tiny moon...'

While I have no fundamental problem against psionics, I can't see psionics being required or even majorly advantageous to keeping things on a human level. Quite the contrary. Can you give more concrete examples?
 
Some authors... okay, quite a few authors use psionics to remove their users from the norm in the same way magic users occur in fantasy.

Instead of reading Star Wars or Darkover, look at Norton's stuff, in which psionics users touch the other without becoming the other.
 
This is why SJG's Transhuman Space is so awesome IMO, because the whole point of the setting is "What is Human" when you're in a world of artificial life, artificial intelligence, and uploaded intelligence. Are you still human when as a "ghost" you can wake up one morning (if you haven't deleted "sleep" completely), make a copy of yourself, and switch bodies like you'd switch clothes?

The OTU on the other hand is ultra-conservative about this - because the answer to "what is human" there is "exactly like what it is now", because its creators made a deliberate choice to keep anything that would change that from happening. Even at TL 15, people are still people. Hell, it's so similar to the real world that you even have to worry about bean-counting and paying the mortgage. There's little in the way of conjecture there - even the first aliens we meet are human.
 
EDG said:
The OTU on the other hand is ultra-conservative about this - because the answer to "what is human" there is "exactly like what it is now", because its creators made a deliberate choice to keep anything that would change that from happening. Even at TL 15, people are still people. Hell, it's so similar to the real world that you even have to worry about bean-counting and paying the mortgage. There's little in the way of conjecture there - even the first aliens we meet are human.

Ironically, I think this is what made Traveller a success initially. The setting was wide open - and people made with it what they would. It was conservative in what it offered - but no where did the rules state that the extremes did not exist. The OTU and the fanbase started defining things to quench the huge thirst for something more exotic (and to address a market).

My play experience was with the first 6 books and a few supplements - there were no aliens or psionics nor definition of Jump space or maneuver drives. Only the setting mechanics and some basic careers were there - everything else I had to define. Those were different times - the Sci-Fi movie phenomena was so new no-one had really defined it yet - and RPGs were just starting to become mainstream.

With the exposure today - the OTU seems ultra-conservative. I think Mongoose is doing a great job of dragging it into modern times, but there is quite a bit of baggage that the setting, the license and the history won't likely allow to be discarded. Makes one wonder what the next few decades have in store for Traveller...
 
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