Some Traveller players prefer to pronounce the genre science fiction, and
some prefer to pronounce it science fiction ...
Both is fine with me, variety is rarely a problem. While I am very much on
the science fiction side and like at least a "Wikipedia level" of realism for
my settings, I am also very much aware that Traveller can also be played
more space opera like with just as much fun.
Still, a certain level of "scientific accuracy" has its distinct advantages, es-
pecially for longer campaigns.
Staying within the framework of real world science as much as possible in
a science fiction game automatically prevents extreme contradictions and
creates a level of coherence that makes it easier to explain and to under-
stand the setting, which is good for the suspension of disbelief.
Referee and players can use the same real world sources for most of the
setting's science and technology. This makes it possible for the players to
look up basic informations about the setting's science and technology, and
also to use them in order to contribute their own ideas to the setting.
It also eliminates much of the problem that a character should know a lot
more about the setting than the player does, because the player at least
knows the basic rules of how things work in the setting if he knows - or
can look up - how they do it in the real world.
In the end, it usually takes a little more effort to design a mostly realistic
setting, but one gets a setting the players can more easily understand
and feel familiar with on a basic level - less new ropes to learn, and lo-
gical connections between those ropes.
some prefer to pronounce it science fiction ...
Both is fine with me, variety is rarely a problem. While I am very much on
the science fiction side and like at least a "Wikipedia level" of realism for
my settings, I am also very much aware that Traveller can also be played
more space opera like with just as much fun.
Still, a certain level of "scientific accuracy" has its distinct advantages, es-
pecially for longer campaigns.
Staying within the framework of real world science as much as possible in
a science fiction game automatically prevents extreme contradictions and
creates a level of coherence that makes it easier to explain and to under-
stand the setting, which is good for the suspension of disbelief.
Referee and players can use the same real world sources for most of the
setting's science and technology. This makes it possible for the players to
look up basic informations about the setting's science and technology, and
also to use them in order to contribute their own ideas to the setting.
It also eliminates much of the problem that a character should know a lot
more about the setting than the player does, because the player at least
knows the basic rules of how things work in the setting if he knows - or
can look up - how they do it in the real world.
In the end, it usually takes a little more effort to design a mostly realistic
setting, but one gets a setting the players can more easily understand
and feel familiar with on a basic level - less new ropes to learn, and lo-
gical connections between those ropes.