Friday, January 11, 2013

The difference between Science Fiction and Science Fantasy, Traveller Equipment!


Some of my favorite references are from the movie "Aliens", "Blade Runner", "Starship Troopers" and maybe even some elements of Star Wars.Now I see Aliens and Blade Runner more Science Fiction and Starship Troopers and Star Wars as more Science Fantasy.I see the difference between Science Fiction and Science Fantasy in the following two paragraphs:
Great measures are given in Science Fiction base the story or situation on the laws of physics and try to convince their audience that this is the case. Plot directions that would have been interesting without thought to the laws of physics as we understand them, now and in the future, are sacrificed for adherence to said laws. The development of plot devices with care to detail are evidence that Science Fiction is in mind when creating this work of fiction.
Science Fantasy is set in a realm that is far removed either in time, space or normality to our own understanding of reality. Simply put, technology used in this genre of fiction is not explained, just used as a plot device. Any explanation or reference to reality is subjugated to cryptic references or plain non-sense in explanation.
I believe that this role playing system, Travellers, is more Science Fiction than any other game system I have tried. The straining adherence to physics, both in planetary system construction and starship construction, makes this RPG a Science Fiction. The fact that travelling in space takes weeks and not seconds, like it does in Star Wars, says that this RPG tries to create consequences for actions and not just let anything happen for the sake of the story.

Here is equipment I created for Travellers:
Light Flamer TL7, range as Thrown-1DM, 2d6+1 pt / turn for 1d6 turns and ignores non-sealed armor and cover, 4kg, 5 shots, 250cr, 3cr / shot equivalent.
Heavy Flamer TL5, range as Thrown+1DM, 4d6+1 pt / turn for 1d6 turns and ignores non-sealed armor and cover, 15kg, 5 shots, 1,250cr, 9cr / shot equivalent.
Grapple Pistol, TL7, range as Thrown+1DM, 1d6-1, 2kg empty, 6kg loaded, 1 shot with 50m climbing cord for up to 160kg, 1,000cr, 150cr / 50m climbing cord and grapple reload, Not meant for combat but for climbing up a sheer cliff or wall up to 50m high.
Grapple Rifle, TL5, range as Pistol+3DM, 1d6, 5kg empty,12kg loaded, 1 shot with 100m climbing cord for up to 160kg, 2,500cr, 300cr / 100m climbing cord and grapple reload, Not meant for combat but for climbing up a sheer cliff or wall up to 100m high.
Putting out a normal fire = DEX check and is considered a significant action. 
Putting out a napalm fire = DEX check with a -3DM and is considered a significant action. 
Fire extinguishers may be used for a +2DM to the 'put out fire' rule above. Water may be used but at a +1DM and not applicable to napalm fires.