What are the elements of a SF story?

Lemnoc

Mongoose
Based on the idea that every good story has recognizable plot elements—The Big List of RPG Plots, et al—what must a story offer in the SF genre to hold your interest? Obviously, the introduction of magic, as such, is a big no-no to the genre. But what if you were to adapt, say, your average James Bond film into Traveller? What devices or gimmicks or chestnuts would it have to contain to hold your interest? What boosters would it need to lift it into the SF realm?

I’m running a pretty low-tech campaign and I am interested to know this. At what point, for you, does it stop operating on the “final frontier?”
 
Low-Tech doesn't, to me, mean 'not sci-fi'. The most sophisticated weapon in 'The Evolution Man' is a stick with a bit of sharpened flint shoved into the end, yet it's one of the best sci-fi stories ever written.

On the other hand, laser pistols doesn't necessarily mean sci-fi. And magic (or at least 'psionics' or 'biotics' or whatever) is at least as common in future settings as it is in fantastical ones.

I guess this is why 'space opera' or 'space fantasy' exists as a phrase.
'Star Wars', for example, isn't even slightly science fiction when you peel back the stormtrooper armour. Swordfights (okay, lightsabers), Magic (okay, the force), and even mounted faceless enemies chasing a princess through a forest (albeit on jetbikes).

Science fiction, to me, means a story where at least part of the plot is meaningly driven either by a piece of science or technology which either exists, doesn't exist or works differently compared to the 'real world'.

'Dune', for example, has swordfights, just like 'Star Wars'. But in 'Dune', thats a function of the self-consistent rules for shields; if a shield stops fast moving stuff, and doesn't stop slow moving stuff, a sword is a better weapon than an assault rifle.

Equally, science doesn't necessarily mean lasers. In 'Foundation', the starships and laser pistol quotient is suitably high, but the real, important plot point is "What if I figured out how to predict the future mathematically? And what If my predicition said civilisation was about to go belly up?"

For a science fiction spy campaign, it ultimately comes down to 'okay, how does the process of spying on people work in this future setting?' - a ball-point pen that turns into a helicopter or whatever ridiculous gadgets are pointless in a setting today, let alone in the future. Driving thoughts would be:

a) Okay, AI - specifically the 'agent' programmes - are now sufficiently good that a government intel-class AI can basically be released into a planetary internet and have any non-hardened system playing 'sit up and beg' in a few days

b) Processing and sensor capability means essentially flawless biometric security if you want it. The weak point - as ever - is the human factor. You could essentially create flawless building access security today if only you didn't need to have lazy, clumsy, forgetful people enter and leave on a daily basis.

c) Given the whole two-week seperation by jump, you're on your own in the field. And passing any message back and forth is a big deal.

d) For similar reasons, even a man with a telescope on the ground on an enemy planet can provide critical information about fleet movements since you can't just see into a system across the border; "about a dozen big capital ships passed through here a month ago" is bloody important news!

e) How do you plan both espionage and counter-espionage in a universe with telepaths?
 
My Traveller games tend to be character dramas that take place in space. The same can be done on present day Earth on a cruise ship, but it would just be lower tech that gets made use of. Traveller is just more high tech, in general. But can be used to role-play just about any tech level setting.
 
Agreed. Traveller is a perfectly good system for even medieval and pre-medieval settings.

If you want a TL1 campaign of saxon shield wall, it works perfectly well. You might want some new career tables (drifter/barbarian for warrior types and entertainer/performer for skalds work, though), but axes, shields, bows and jack armour work perfectly well.
 
Lemnoc said:
What boosters would it need to lift it into the SF realm?

I’m running a pretty low-tech campaign and I am interested to know this. At what point, for you, does it stop operating on the “final frontier?”

Well, as per what sci-fi was originally. I need some fictional science of significance to make it. As to story? Way too subjective to pin down. Time/era setting isn't important.
 
The tech may not be relevant at all to story writing. The more over the top spy series like Mission Impossible or the Bond movies have near future sci-fi tech. Rocket cigarettes? Bio-metric guns that actually work?
The tech side of things shouldn't effect the plot too much just how specific things are done.
I would have this manifest in extreme paranoia on the part of the incumbent power be it corporate or government. In a universe with Fusion weapons how would the bad guys doom fortress have to change to keep him alive? Advanced sensors would totally change how infiltration and security would work so much so the dress in black and sneak in approach may no longer exist. Social engineering attacks maybe the only way.
Brain washing/programming techniques could become so advanced all employees may have to live on site for the duration of employment and have memory wipes put in place when they leave. Maybe one of those employees had a bad wipe put in and important info can be recovered. Maybe he or she was an agent conditioned to facilitate that from the start.
This doesn't need to be super high tech either. Having lower tech levels could make things more compelling. Using the still not perfected memory wipes could have a serious negative effect on people or at least a high side effect rate that is just down right cruel. Maybe it shortens life expectancy and is only used on the "entry level chumps" and fall guys. Giving a boss lots of "drill down" capability will have a terrible effect on management/worker relations (as it has in real life) creating a totalitarian hell for most people while driving the bosses insane from paranoia and maybe some self programming that they thought would only benefit them.
The ideas are endless and this is just off the top of my head so I apologise if I've drifted a bit.
 
Science fiction tends to be about stories that take place at a higher tech level than the reader/viewer/player. And science is used to explain most of the tech being used.
 
For me all of my campaigns are Plot and Roll Playing driven, and for Traveller is based in Space with Science Technology.

Here is a plot for you...Once my group had a space bettle just prior to jumping and the ship had been damaged. They were able to Jump, but then they mis-jumped and came out of jump in a dark/empty sector of space. The Jump drive had major damaged, and their power generated was only jurry rigged to come back on line at half power. They were screwed, but they were smart enough to scan the region of space and located "something"! Actually it was a drifting huge space ship that was actually a Ark. It was powered, but not moving. They had to travel to this Ark and then dock with it and explore this huge Ark. They spent a good year on this Ark playing every other week, exploring and repairing and rebuilding their own ship, plus dealing with the situations that they encountered. In that total time, they never flew their ship once, but were always working on it, or exploring and salvage resources to fix their ship.
 
What I'm sensing on this thread is that the MacGuffin needs to be MacGuffinite: A story needs to have some tech or gadget or science nugget somewhere within it to function as SF, yes?
 
Lemnoc said:
What I'm sensing on this thread is that the MacGuffin needs to be MacGuffinite: A story needs to have some tech or gadget or science nugget somewhere within it to function as SF, yes?

What is your idea of what science fiction is?
 
First of all, all science fiction is fantasy - even if it is not labelled as such. Science fiction is a way of exploring, most of all, the question "What if?" in a manner best described as Gedankenexperiment. The story has a setting, a premise and a basic plot - and the plot must be driven logically in some way to be consistent, such that IF A THEN B always happens, wherever A and B turn up in the story, whether you are talking about something technological such as Michael Crichton's Prey, in which the tech wonder is nanotechnology, or something outré such as magic, for instance in Larry Niven's "Convergent Series" or Lyndon Hardy's Master of The Five Magics, where the magic is more mathematics and engineering than the handwaving woo you would expect of magic.

When something outlandish happens in a science fiction story - such as the reactionless drive that propels Rama through the solar corona at the end of the story, and the protective field which formed around the mobile worldlet to protect it while it slingshotted itself out towards its destination, or the time travel of H G Wells' The Time Machine or the invisibility drug of his The Invisible Man - there has to be consistency about such outlandish devices, even if that consistent behaviour runs along the lines of Sir Arthur C Clarke's famous Third Law, Any sufficiently advanced technology is indistinguishable from magic.

I wrote a blog post some time ago, for example, exploring a possible logical and ethical flaw in Isaac Asimov's Three Laws of Robotics where those laws would apply in the specific case of sexbots. While they are logical and consistent everywhere they are referenced, in the case of sentient robots programmed and designed to satisfy sexual functions there seems to be a gap in the interpretation of those laws which I wish Isaac had had the time to address. It would have been really interesting to have heard his thoughts on this, but there you go.

My point - whatever the basic premise of the science fiction plot device - whether it be "antigravity works," "teleportation is a reliable form of matter transportation which renders all previous forms of transportation obsolete overnight" or "magic works" - it must be exercised consistently throughout the story. Inconsistency may be the bugbear of little minds, as Emerson once said; but it can kill a science fiction story dead, because sf is far less forgiving of plot holes than fantasy.
 
ShawnDriscoll said:
What is your idea of what science fiction is?

Well, mostly I asked the question to get a sense of what others—and Travellers in particular—think are the essential exciting, energizing ingredients. Running an RPG is sort of like, but fundamentally different from, writing a story. And a primary difference is the players are doing much/most of the writing. And that means you have to keep them engaged. And that means throwing things at them—like combat—that actually can run antithesis to a cerebral SF plot.

Asimov wrote great SF. Would it be fun, as RPG, to run through an Asimov story? My sense is, no, not generally.

Say you crash land them on an arctic world, and now they have to try to survive at essentially TL0. Is it enough that the world is Not-Earth—does that sufficiently qualify this as a SF story, sufficient to hold the interest of SF players—or do they need additional goads? How is it different, and what elements must it have, to be different in feel from "Shackleton: the Role-Playing Game"?
 
One player in my Traveller group has never watched or read sci-fi anything other than "star wars". He is role-playing as a newly made captain of the ship just fine though with the role-playing help from the other players.

If they crash the ship on a planet, they may just lose any sci-fi aspect they had. Then it becomes survival in the wastes.
 
ShawnDriscoll said:
alex_greene said:
First of all, all science fiction is fantasy.

In your opinion. Fantasy means many things to many people.
To most people, it's all wizards with wands versus robots and ray guns, and never the twain shall meet. To the general public, fantasy is the Harry Potter movies and Game of Thrones, and science fiction is Star Trek anf Doctor Who - and a vast gulf exists between them, such that you'll never see a green-skinned alien with a Buck Rogers raygun appearing in a Conan movie, any more than you'll expect to see Merlin in his robe and pointy hat blasting walls asunder with a wave of his magic wand in Doctor Who.

If one did see such crossovers, each would be explained within the context of their settings - the green aliens are degenerate descendants of an ancient pre-human race which fell to the world from one of the points of light in the sky along with Cthulhu and the Fungi from Yuggoth, bringing their strange otherworldly sorceries with them (oh, and here are some blueprints for some nifty big triangular buildings we'd like you to build, along with a life sized statue of our genetically modified pet, Man-Faced Kitty); and "Merlin" would eventually be exposed as some charlatan using a version of sonic screwdriver technology by the cunning Doctor.

However, what I said about all sf being fantasy still stands. Martians and invisibility serum and time machines do not exist, any more than anti-gravity, Jump drives and - sadly - Droyne and Zhodani. The trappings - shiny suits or robes, rayguns or swords, spaceships or horses, green aliens or elves and dwarves - are what people mostly see when they point to something and say "That's got robots in. That's science fiction," or "That one's got blokes in chainmail in and swords and crossbows, and a chap in a pointy hat embroidered with stars and planets waving a stick about. That is fantasy."

What about Count Zero, with its matrix infiltrated by immense Voudoun loa? What about Dune, which had the spice melange, psionics, clairvoyance, telepathy and prophecies? What about Barbra Hambly's The Walls of Air, and the Cycloid Guild of Master of the Five Magics with its citadels defended by force fields and - in the case of the Cycloid Guild - magical implanted RFID chips?

Indeed, what about Master of the Five Magics altogether, with its magic systems clearly devised by an engineering PhD from CalSci?

Lastly, what about the World of Darkness and Shadowrun, where modern tech meets ancient chthonic powers and, in the case of the WoD, often immense evil? The WoD explains Disciplines and Arcana and Gifts and Contracts as magic, but there is also the advanced tech of the Free Council or, in the old Mage: the Ascension, the Enlightened Science of the Technocratic Union - which, while being explained as products of Enlightenment, nevertheless produce effects which can only be described as magical.

If you have a setting where even the magic systems are logical, distinct and chained by rules akin to what look like laws of physics (moon magic only works at night, when the moon is visible, healing magic cannot be performed by one who has taken a life, magic only works if you have a piece of the target to establish the arcane link) and which is consistent, it's science fiction. If, on the other hand, you have a universe of high tech where nobody knows how to read, or where the school teaches only psionics - and never such things as science, engineering, history, languages, mathematics, philosophy, law, medicine or ethics - then it's a fantasy, even if the buildings are all shiny and the cars float in mid-air like the Jetsons' vehicles.
 
alex_greene said:
Hair splitting.

Fantasy stories incorporate huge chunks of mythology. Not surprising, since they began as mythology.


??? I've read many fantasy stories that have no historic mythology in them.
 
F33D said:
alex_greene said:
Hair splitting.

Fantasy stories incorporate huge chunks of mythology. Not surprising, since they began as mythology.


??? I've read many fantasy stories that have no historic mythology in them.
Then I heartily recommend reading more books. And reading outside the genre.
 
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