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What SF influenced YTU?

Actually, they weren't genetically engineered. They were bred from selected stock, and they were engineered by manipulating their environments. But Brave New World was 1930s hard SF, and DNA hadn't even been discovered then.
Yep, fetus engineering and selective breeding would be more appropriate terms. But, as you've said, that was because genetics was at its very beginnings back then (you had Mendel's theory and some experiments with drosophila flies but these were essentially breeding experiments).
 
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Too many to list, but a sample....

Merchant-Oriented:
Bertram Chandler (for a view of Merchants)
C.J. Cherryh's Merchanter books (including Finity's End) (for a view of Merchants)
Heinlein's Citizen of the Galaxy (for a view or Merchants and Piracy)
Firefly
Harcourt Fenton Mudd III from ST:TOS
Han Solo series by Brian Daley (for how a tramp freighter crew gets itself into the worst trouble)

Imperial Operations/Nobility:
Bunch and Cole's Sten series (for how the Empire's wet ops work)
Dune (for how noble houses interact)
Anything about Rome
Han Solo series by Brian Daley (for the Corporate Sector gov't)
Star Wars (for the idea of a huge, monolithic, faceless Empire you can't fight... and for the idea that this can be shattered....)

Imperial Navy:
Hornblower (C.S. Forrester?)
Anything biographical about Cochrane, Nelson or Jellicoe
Master and Commander series
Starship Troopers (Imperial Marines)
Anything about the Royal Marines (ditto)
Aliens (Movie)
BSG (TV - carrier ops)

Medical:
Murray Leinster's Med Ship books

Mercenary:
Rick Shelley's Dirigent Mercenary Corps books
Pournelle's Mercenary and related works
Drake's Hammer's Slammers and related works

Belters:
Alistair Reynold's Pushing Ice

Privateer:
Drake's Lt. Daniel Leary series
 
A lot of things did. The two primaries are Star Trek (for the faceless, bureaucratic portions and the ship crew flavor) and Star Wars, both the original trilogy and the pre-prequel books (for more flavor). I'd say I'd agree with about half of kaladorn's list for the rest of it, partly because I've never read most of the list (such as the Merchanter series and the Bertram Chandler stuff*) or have no interest in a bit of the list (e.g. the Dune series, the Master and Commander series and the research portion of the history/militaria [I'd read the history/militaria if presented to me though]).
 
As I run a Reformation Coalition capaign, I do not think that the SF novels/series/shows that deals with large empires has influenced me that much, instead I found quite some, if not the main part from a healthy mix of:

TV/DVD:
Serenity/Firefly
Babylon 5 - Mostly PsiCorps and telepath powers

Books:
Mike Resnik's Santiago and The return of Santiago (In some degree: Birthright, History of mankind)
Isac Asimov's Foundation Triology and Forward the Foundation
Orson Scot Card's The folk of the fringe
 
Ghost in the Shell
Bladerunner
Outland
Silent Running ( 'bots and cargo ships..yeah! )
A.D. Police
Aliens
Star Wars ( first movie, anyways...they went downhill after that...)
Spaceship Yamato ( the wave motion gun IS a spinal mount )
Brazil

Innocents Abroad
Flashman series
Go Tell the Spartans
West of Honor

Legos and Erector sets
Art on the Internet

too many to list..sci-fi and non-sci-fi
cartoons and movies
 
I like Tanya Huff's Valor's Choice and The Better Part of Valor (reprinted in one volume as A Confederation of Valor)... for Marines in a multi-species context.


I am eagerly awaiting the paperback release of The Heart of Valor (out in PB in June :cool: ), and Valor's Trial (which will come out in HB in June... so I have a long wait! :rolleyes: ).
 
I think much of what's already been mentioned influenced me. What else...

David Brin's Uplift Universe novels were a great inspiration to me.

James Burke's "Connections" was a real eye-opener when I saw it in High School. It sort of blew apart my absurdist survivalist notions when I was playing Twilight: 2000 and has since extended to TNE. Combined with my (much) later readings inspired by taking some classes with Jared Diamond really made me revise my notions of sustainability of civilizations - especially in regards to how fast people could rebuild after the Ziru Sirka/Ramshackle Empire then a renewing of mass exploitation during the Third Imperium and its subsequent fall.

Ian Banks Culture series - it not only inspired me as to what kinds of weird sci-fi weaponry and devices you might find at high TLs, in an ironic way, it also cemented my conclusion that high TL games just aren't that good for storytelling - the high the tech, the more handwaves exist for problems and eventually it becomes like ST:TNG with writers just making up new subatomic particles to solve dilemmas. I'm sure it's the cup of tea of a lot of people, but personally I found solutions like that to be opposite of the "down and gritty" character-focused (as opposed to technology and equipment obsessed) RPGs I prefer.
 
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Burke's Connections & the day the Universe Changed the way I ooked at Science, technology, & culture.
 
In my upcoming TU...

So I actually have never run a Traveller campaign before (and I only played very briefly in one a loooooong time ago). I have a gaming group that's looking for a new Sunday game however, and I've had a hankering for a hard SF based game for quite a while.

My game will be based in the Golden Age Spinward Marches, but I was directly inspired to run the game at all by Firefly / Serenity. Not that the game will be only trading, but the gritty and rundown frontier feel from Firefly will be key to the game.

I've also been heavily influenced by:
Alien
Blade Runner
Babylon 5
Outland
Hyperion / Endymion
Joe Haldeman's SF
Iain Banks's Culture
5th Element
Vinge's Fire Upon the Deep

(not that these worldviews are synchronous at all, but there are lots of elements and features that can be lifted into a game to give real flavor). I'm still sorting a lot of this out, I'm not actually starting the game until all of our real lives even out a bit in October. I'll probably be screaming for help soon after...
 
Continuing the thinking... major influences on my TU back in HS:

Most of Heinlein's juveniles, esp. Tunnel in the Sky; Islands in the Sky (Book); ST:TOS and ST:TAS (TV); oBSG (TV); Jason of Star Command (TV); Space Acadamy (TV); Space 1999 (TV); 2001 a Space Oddysey (Movie and Book); Platoon (Movie); MASH (TV, Book, and Movie); Blade Runner (Movie) and Do Androids Dream of Electric Sheep (Book); STEN (Book series); D&D and AD&D (RPG's); Star Frontiers (RPG).

Later influences: Niven (Ringworld & MKW series); McCaffrey (FSP series); Space Precinct (TV); Bujold's vorKosigan series (Books); David Webber & Steven V. Cole StarFire (Boardgame); Ian Flemming (Bond Novels); Space Opera (RPG); 2300 (RPG); Space 1889 (RPG); Alien Nation (TV); Harrison's Bill the Galactic Hero; Doc Smith's Fuzzy Cycle and Lensmen Cycle; HG Wells Little Wars (Game) and War of the Worlds (Book); Space Beaver (Comic Book); Tales from the Floating Vagabond (RPG); Machiavelli's The Prince (Book); several norse sagas; the norse style stories of His Excellency Master Bjarni Eðvarðarson and of Lord Stephen the Merchant (AKA Pasha) of Eskalya; Extro (Movie); Lifeforce (movie); Silent Running (Movie); Dark Star (Movie); The Riddic Trilogy (Movies); Mercy Point (TV); Homeboys in Outter Space (TV); Space: Above and Beyond (TV); Mirrorshades: The Cyberpunk Anthology (book); Gibson's Neuromancer (book); Gundam Novels; Alien Cycle (Movies). There are more, I suspect.

And then there is the GW ATU... WH40K.
 
C. L. Moore's Northwest Smith stories.
Andre Norton's Solar Queen & Witch World(Norton's magic is easily psionics
& an inspiration for one of my worlds)
Shakespeare's The Tempest ( easily a SF concept & done so as
Forbidden Planet)
Stanley Weinbaum's A Martian Odyssey (& its sequel )
Frank Brunner's Castaways World.
Murray Leinster-Pirates of Zan, Medship series & others.
George McDonald Fraser's The Steel Bonnets ( a history of the 16th century
Scots-English border reivers)
Poul Anderson's Star Ways & his van Ryn stories.
Keith Laumer's Retief stories.
H. Beam Piper's Junkyard Planet(my favorite), Uller Uprising(my wife's favorite), The Fuzzy stories.
Rafael Sabatini. Most of his characters are smart, savvy & a big cut above the average swordswinger. I recommend (if your can find them) Capt. Blood, The Sea Hawk, Bellarion, Fortune's Fool.
 
Star Wars
Star Blazers (love the Yamato - The Gamilon ships were cool too)
Battlestar Galactica
Blade Runner
Outland
Alien(s)
Predator
Most books by William Dietz (Sam McCade, Drifter and Legions series)

And just about all the other sci-fi out there.... Too many to list but these are the main ones
 
Okay then. In what ways did this neat SF make YTU different from the OTU? Or in what ways did it fill in detail and blank spots?
 
Okay then. In what ways did this neat SF make YTU different from the OTU? Or in what ways did it fill in detail and blank spots?

When I started Traveller, the OTU was merely a suggestion, an example of what you could do with Traveller. It was just one of the many SF influences on MTU, so fiction and movies were not relegated to 'filling in the blanks' in the OTU for me, they were equal partners in forming a coherent universe at a time when the OTU itself was little more than filler material.
 
Dune (especially for the political dimension of the Empire)
Flandry of Terra
Horatio Hornblower
Star Wars (especially for the look and feel of starships)
Star Trek (for technobabble)
NCIS
M*A*S*H
Aliens
The Unit
Almost every classic war movie ever made
 
Fogworld(tales my dad and I told each other)
Dune
Folklore and the Sea by Horace Beck

of these Fogworld is border between sci-fi and fantasy and folklore of the sea is a folklore collection and therefore is fantasy. But fantasy and sci-fi are cousins.

Of Traveller books I draw from I have borrowed much from Alien Races II, Far Trader, and Sword Worlds. And several others. From Alien Races, I got the idea of building a tribal society which I use IMTU.

Much is from history works. I suppose I would include in that The Silk Road by Franck and Brownstone. Also Istanbul Intrigues by Barry Rubin. And Venice, A City, A Republic, An Empire. Those are not all my sources and I can't really say which detail comes from where.
 
Authors:
Isaac Asimov, Robert Heinlein, James Blish, Alan Dean Foster, Joe Haldeman, Ursula K. Le Guin, Stephen Baxter, Walter Jon Williams, William Gibson, Rod Serling, Jack Vance, Kevin J. Anderson, Frank Herbert, Carlos Castaneda, Thich Nhat Hahn, D. T. Suzuki


Films:
Alien
Aliens
Star Wars First Three
Event Horizon
Silent Running
Dune
Pitch Black
Chronicles of Riddick
Starship Troopers


Games:
All of Traveller
Space Opera
2300 Ad
To Challenge Tomorrow
Blue Planet
Alternity
Alternity:Stardrive
Battletech/ Mechwarrior
Battleforce I & II
Renegade Legion
Twilight Imperium
WEG SW D6
WOTC SW SAGA
FASA Trek
LUG Trek
Decipher Trek
GDW Imperium
Twilight: 2000
Star Frontiers
ICE Spacemaster
Cyberpunk 2020
WEG Shatterzone
 
Okay then. In what ways did this neat SF make YTU different from the OTU? Or in what ways did it fill in detail and blank spots?
I think the largest impact that it had on my games would be the mega picture. Many of the stories helped me understand how to offer my players more then the immediate adventure. To hint at a larger world in a better way.

I think those stories also helped me think about how come things sometimes happen. Why were the players being pulled in a particular direction to find that something etc.

One other way the good SciFi impacted me. It reminded me that the real drama in any good story is the people not the plot devices.

Daniel
 
Okay then. In what ways did this neat SF make YTU different from the OTU? Or in what ways did it fill in detail and blank spots?
I'm currently between ATUs (I no longer use my old ATU and I'm thinking about a new one, but I have no clear vision of it yet) so most of the following will either be relevant to my vision of the OTU, to milieu-independent stuff or to general ideas.

Alien/Aliens, Star Hunter, Akira, Abyss, System Shock 1+2, Firefly, and, to a degree, Starcraft, Soylent Green and Ghost in the Shell have influenced the way I visualize MTU. I like technologically-looking technology, not magical-looking technology. My ships have pipes, valves, wire panels, pumps, metallic structural components, crawlways, relays, support beams and, usually, dark metallic walls. Older ships (most ships, that is) sometimes have burned-out light bulbs, flickering fluorescent lights, leaking pipes, malfunctioning equipment, creaking valves, flickering screens and dark hallways.

Major cities on high-pop worlds are a maze of towering skyscrapers, highways, bypasses, dark alleyways, street markets, arcologies, mega-malls, shanty-towns, warehouses and factories. They are typically very busy, not so unclean, and with a large amount of ventilation ducts, sewer tunnels and subways.

Newer colonies tend to have industrial-looking plascrete/metal prefabs, a lot of industrial equipment and a construction-site look. When they age, colonies tend to have a large amount of makeshift structures and open-air markets. colonies created by smaller independent groups (non-government, non-corporate) tend to look a lot better but are usually poorer and lower-tech.

Apocalypse Now, Starcraft and some war-films (usually dealing with WWII), as well as the recent Lebanon War, the current events in Gaza and the civil war in former Yugoslavia influence the way I play out wars. Wars look clean only on the generals' drawing boards; in practice they're a bloody, muddy mess with a lot of smoke, shellfire, burning buildings, civilians caught in the crossfire and a large degree of confusion.

Babylon 5 and the X-Com games have influenced my view of Psionics, especially giving ideas about what psions could do.

The Mars Trilogy by Kim Stanley Robinson has inspired my ideas about terrafomation, long-term colonial projects, counter-culture, fringe politics, colonial independent movements and the influence of living on a colonial world on culture and even spirituality.

And Star Control 2, Starflight, 1&2 and Frontier: First Encounters inspire interstellar exploration, wide-open universes and the weird beauty of extra-terrestrial worlds.
 
When I started Traveller, the OTU was merely a suggestion, an example of what you could do with Traveller. It was just one of the many SF influences on MTU, so fiction and movies were not relegated to 'filling in the blanks' in the OTU for me, they were equal partners in forming a coherent universe at a time when the OTU itself was little more than filler material.

Pretty much the same here. I started playing within a year of the game's release, and I'd say the biggest influence as far as 'feel' on it was Star Wars - worn/realistic sci-fi vs. new & shiny. Funny, but we never played a Star Wars version of Traveller - just used GDW's background as it came out and tweaked it where necessary. The Imperium were the bad guys and we were pretty much thugs in space.

Beyond that...

Books:
Han Solo trilogy - Brian Daley.
Splinter of the Mind's Eye - Alan Dean Foster.
Dune - Frank Herbert.

Movies:
Alien - Star Wars films - Blade Runner - Outland - Heavy Metal

- Croyd
 
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