alex_greene said:
There is an awful lot of what looks like bad science in Traveller. Just as fantasy roleplaying games have a weird idea about how magic should work within the constraints of the fantastic settings in those roleplaying games.
You’re missing my point. My point was, since I often dismiss “handwavium” for the uselessly unactionable mess that it is, I so infrequently put myself in a position of
caring whether something is so
completely nonsensical that it qualifies as a “reactionless drive”, that I wasn’t fully prepared to defend whether Solar Sails qualify as “Reactionless”; apparently, it may depend on just how much scrutiny you’re applying, and at what scope you are considering the issue. But, since you went so far as to open the topic of the
legitimacy of handwavium for discussion, I’ll bite.
There’s a
big tremendous difference between
enjoying the fantastic and having to
depend on those fantastic things. Characters in books, graphic novels, T.V. shows, and movies, they understand those things
for us, and sometimes we enjoy it when they screw up. PCs don’t get that luxury.
Now, it’s all well and good if you describe a fictional system to such an extent that a
player can meaningfully interact with it; disassemble it, repair it, upgrade it, and reassemble it, all on his own terms. If a player has everything they need to apply a fictional piece of technology
to any real-world problem it could conceivably be used for, that’s
fine; it doesn’t matter
how nonsensical it is,
so long as it is a complete system that can be used everywhere the real things it replaces can be used for. But, here’s the problem... Traveller canon has built itself on
using handwavium to avoid that necessary level of precision. All these drive technologies we’re discussing? Predominantly nothing but
weak empty words that sure sound nice, but aren’t actionable. You can’t
reason about these things, because
they’re so poorly specified; they’re all
vaporware!
I like Hard Science Fiction. I really do. Because,
by default,
everything is actionable. You don’t need to learn a new law of physics; the ones you know work perfectly fine. You don’t run into any “invisible walls” of what a technology is
supposed to do, or how it is
supposed to work, because it’s all just
pure fact. But I have no problem with fantasy, either, so long as it’s a legitimate
system. My favorite fantasy RPG is Earthdawn. It has cute little systems for
everything, all integrated together in a way that
makes sense. And I have no problem with “Space Opera”,
in principle...
But what I sincerely
do have a problem with is when game designers cover up the holes in their work with
meaningless flowery words instead of giving players the material they need to
work with the technologies they’re describing; how to think about it, how to apply it to a problem it should be able to solve, and so on. It doesn’t matter
how bad the science is,
so long as it doesn’t take all of science down with it in the process. Because, after those flowery words dry up into earwax, the player has to be able to
use that technology,
just as if it were any other technology on his desk, or in his garage.
alex_greene said:
You just have to accept that, somehow, settings such as Traveller take the what if, the and yet, the nonetheless, and make them work - to the point where the principles are so well-understood as to be taken for granted. The Engineers of the Far Future take M-Drives for granted, the scientists can explain how M-Drive works, and it's as simple to many of them as the workings of the internal combustion engine are to a car mechanic of the year 2016.
Tenacious, I sympathise that you just don't like the science, and you think it's rubbish. But on this forum, some folks have to accept that they're in the minority. You wouldn't wander into a D&D forum and tell them that magic is bunkum, for instance; it's a fantasy setting. It's like Star Trek's "Heisenberg Compensators," a key technology in transporters. When asked by Time Magazine in 1994 how they worked, Michael Okuda replied "Very well, thank you."
If an RPG system isn’t making those fictional technologies in it as simple
to the players as an ICE is to a car mechanic,
it’s failing those players; because
the players need to use that technology
every bit as bad as the mechanic does.
But, ultimately, if you’re going to take the responsibility to do this sort of job right, it’s a hell of a lot easier to start from a Hard Science Fiction foundation, because at least
then you know what physical laws you’re operating by.