... you didn't mention anything about Rocky sequels ... I'm dissapointed.
2012 Aerospace-planes enter commercial service.
2016 Existing currencies are abolished. The “mega-watt-hour” becomes the universal unit of exchange.
But dude, where’s my flying car..?
Most of those were clearly not going to happen even when he predicted them. I suspect he was showing his age. Also, he did die in 2008.
Arthur C. Clarke once said the world would run a lot smoother if its population was reduced to 10% of what it currently is. Not sure what he meant by that.
Arthur C. Clarke once said the world would run a lot smoother if its population was reduced to 10% of what it currently is. Not sure what he meant by that.
Safest thing to do is assume that he meant what he said. Question is, who is in the 10% left?
Safest thing to do is assume that he meant what he said. Question is, who is in the 10% left?
He does say: "No one can see into the future. What I try to do is outline possible “futures” – although totally expected inventions or events can render predictions absurd after only a few years. The classic example is the statement, made in the late 1940s, by the then chairman of IBM that the world market for computers was five. I have more than that in my own office.Most of those were clearly not going to happen even when he predicted them. I suspect he was showing his age. Also, he did die in 2008.
And, going through T5s projected rules on "leap drives" and so forth, I'm at odds as to how to gauge adding tech to a game that probably should have been there to begin with, apart from the official setting.
This ties in with the previous post because the technology prediction by Traveller, I think, was again hampered somewhat (not entirely, but partially) by the official setting's need to have a crew spend two weeks in space (which later became one week with MT) to get from system A to system B.
I'm curious to see what else Mongoose will do.
Traveller has now evolved into a hard setting with a definite history, but also has lots of room for generalities in terms of developing house rules, pocket universes and importing known sci-fi settings using the current rules.
Does anyone think that Traveller can still be a generic RPG, or is it more now a creature unto itself with its own established background?
And, going through T5s projected rules on "leap drives" and so forth, I'm at odds as to how to gauge adding tech to a game that probably should have been there to begin with, apart from the official setting.
This ties in with the previous post because the technology prediction by Traveller, I think, was again hampered somewhat (not entirely, but partially) by the official setting's need to have a crew spend two weeks in space (which later became one week with MT) to get from system A to system B.
Interstellar Travel: Worlds orbiting different stars are reached by interstellar travel, which makes use of the jump drive. Once a starship moves to a safe distance from a world, it may activate its jump drive. Jump drives are rated from 1 to 6: the number of parsecs which can be travelled in one week.
Actually, making any jump takes about one week, regardless of the distance travelled. Transit time to 100 diameters from a size 8 world takes 5 hours at l G.
Commercial starships usually make two jumps per month. They spend one week in jump, followed by one week in the star system, travelling from the jump point to the local world, refuelling, marketing cargo, finding passengers, leaving the starport and proceeding to a jump point again. The week in the system usually provides some time for crew recreation and wandering around the planet.
Non-commercial ships usually follow the same schedule of one week in jump and one week in a system. If haste is called for, a ship may refuel at a gas giant immediately, and re-jump right away. This allows the ship to make one jump per week, but makes no provision for cargo, passengers, or local stops.
I agree that, in any space-faring science fiction setting, maximum prominence is going to be on the nature of space travel. But it's no surprise that the jump drive is a core mechanic rather than just an option, much in the same way the magic system in D&D is. You can build a setting around jump technology, just like you can build a setting around the D&D magic system. However, nothing is stopping anyone from creating a setting that utilizes warp drives, jump gates, or black hole bottles, either.
The reason the jump drive is no surprise as a core mechanic is that the amount of work necessary to dovetail a new tech with the rules is going to be a lot of work. Starship construction is at the top of that list. Offering several options at the get-go would just complicate the rules. Also, with a "jumpspace" mechanic, you don't really have to get too uptight about things like time dilation the way you would (or, at least to some, should) if you were traveling in realspace at speeds faster than light.
And there are other setting-related mechanics in the rules, like Social Standing and the way worlds are classified, that are just as much or more determinant. They can all be overcome with a little imagination, though.
I guess the question to ask is, does there exist a Science Fiction RPG that doesn't have at least this much setting built into its core rules?
*much snipping*
So, here is my question: Are you saying that a game book about SF in space should cover every kind of fictional tech? Every permutation of what the future will be? (Even though, as noted above with Clarke, we're doomed to get it wrong anyway?) Is there a line you would draw somewhere? Are all the techs existing at once? Would an encyclopedic listing of SF notions also cross-reference which are at odds with each other?
Or Piper's Terro-Human history.