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Heroic Knight
      
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I'm a science fiction fan. I enjoy fantasy too, and other forms of speculative fiction, but Science Fiction has the closest place to my heart. Probably somewhere on my shoulder, in the guise of a chip...
There is a perception out there that SF is all about spaceships and robots and aliens and The Future. Hence fantasy films such as Star Wars can get away with claiming to be science fiction. Similarly, it is common to classify LRP that features laser rifles instead of (or as well as) broadswords as science fiction.
Conversely, there are people who claim that Orwell's 1984 is not science fiction, because it's 'proper literature' and doesn't have any of those silly robots in it. Journalist David Langford frequently cites authors such as Margaret Attwood who take pains to ensure that nobody thinks of their own SF work as part of the science fiction genre.
Most science fiction fans agree that this is rubbish.
The main flaw here is people's instinct to classify things into one bracket or another. Science Fiction is not a genre (although some of the fiction that borrows from it might be.) It is a property that can be found, to a greater or lesser degree, in any piece of fiction, from Shakespeare to The Simpsons, from Homer to Hammer Horror...
Some of the key characteristics of science fiction include:
- a focus on 'what if' questions
- an interest in consequences, at levels above and beyond the personal
- an interest in how things come about, as well as why they come about
- exploration of the new and undiscovered
- technology, and technological progress
- finding new applications for old ideas
- the ethics of science, and of scientific discoveries and inventions
- changes in society
- changes in human nature
- contemplation of the unknowable nature of the universe, and similar philosophy
- protagonists (not background characters) who are scientists, or are interested in scientific ideas
Written science fiction tends to possess these traits in abundance. Film and TV largely ignores them for the most part. (One of my deepest regrets about the new Doctor Who is that what little SF qualities it used to have are mostly disappearing.)
How can these traits be best used in LRP?
Many larps feature PC explorers. This is good. But few larps feature scientists, and fewer still give those scientists interesting scientific things to do. (In most cases, the scientist is there to provide backup/healing/info dumps for the combat characters, or to direct the way to the plot tokens. Just like in most 'sci-fi' films.)
The level of detail about technology is generally very abstract. You are told that the Zapotronic can deal this much damage, and that it requires Flangium crystals to operate; beyond that, you generally make up any further specifications yourself. This is fine if you want to play a charicature of an engineer/scientist, but if you actually want to engage in inventive/scientific thought it gives you no basis for drawing conclusions, making assumptions, or testing hypotheses.
Most scifi lrp (to my knowledge) is set in post-apocalyptic worlds, where technology is limited, and mostly scavenged from the wondrous civilisations of the past. The gadgets are often one-of-a-kind, and might as well be magical as technological. Oddly, it's much easier to find a spangly new weapon than a revolutionary new method of cultivating food or keeping your home warm.
The simulation of world mechanics using game mechanics can be both an advantage and a hindrance. Certainly it's more satisfying to play the 'what-if' game if you know you're not second-guessing the whims of a human referee; conversely, mechanics that are sufficiently well-known to be usable may not be deep enough to contain any mystery. (Not necessarily the case, though. Consider just how much mystery and wonder is contained within the simple rule "z=z^2+c")
Fantasy has been traditionally concerned with the effect a small group of heroes can have on the world. The rest of the population doesn't really matter - it's there to be saved, or conquered, or robbed, or whatever.
Science Fiction is often about the effect a single idea can have on the world. In that case, it is the way the population interacts with this idea that makes all the difference.
Thus, while fantasy can work well with a small group of players, science fiction (of this kind) really needs a large group of active participants.
I must confess, I haven't been to as many sci-fi larps as I'd like. Partly, I suppose, because of the low expectations I have.
But when I was trying to work out what the ideal SF larp would be, it struck me that the nearest thing I've seen is Maelstrom. (Followed, at a distance, by Omega). Technology, aliens, exploration, consequences, philosophy, all driven by the activity of the players. It's not perfect by any means - the technology is still abstract, and frequently relegated to downtime. But there is still scope to play a scientist or inventor, and spend the whole event pursuing your scientific goals, or dealing with their repercussions. And that's what I think makes good science fiction lrp.
(chris)
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Heroic Knight
      
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The Stargate LRP has a solid role for it's academic (read: scientist) characters. We are certainly not background for combat clowns. We have our own agendas, projects and long-term goals. Often it is the combat and intel folks who are going out looking for stuff for us, or keeping us safe while we do our thing. There is conflict between teams and between branches in the game, but that adds to the flavour and colour of the game. No one is there purely for comedy value.
Our world is highly derivative, it's drawn from a movie and its spin-off TV show. But being an officianado of the source does not make you necessarily better informed than some one who only ever caught an episode by accident. This is because there is plenty of new and extrapolated stuff lurking out there to be got, figured or just tripped over.
The key thing about getting science into your game is that it should not be just for the high IQ players. The Stargate game has it's share of real life boffins, but in the academic side there's also me, a bloke frequently out-thought by your average tree. Yet there is a genuine need for this not to be a problem. In other LRP's there is a similar thing, how many rangers have real life experience of being woodsmen and wilderness trekkers? When you meet one they are able to add a new dimension to the character type, but you don't bar the rest of us from having a go. For IC scientists it's the same. I frequently play alongside people with far better scientific knowledge than me (I've got a CSE Grade 1 in General Science from 20 years ago, and an HND in Economics with IT,) they are real world top-class boffins. But in a game I can interact with them. If I talk utter bollocks through ignorance, they will not break the fourth wall by going "No, mate, actually it's Newton who said that." Similarly, when they talk way over my head, I should never look puzzled, even though they might as well be talking in Martian. The words "I concur," is the greatest phrase in the world. Later on, we can shift OC and iron out the kinks if necessary, or just laugh about it in the pub months later.
We do have the thing that we are more like archaeologists than inventors, looking at stuff done by superior minds and trying to fathom it. But that doesn't mean that we don't innovate solutions or find things out. I play an astronomer, so I guess that's all about the past anyway (this light we see left those stars millions of years ago, etc, etc...)
I sorry this is such a centred piece, it's the only experience of decent sci-fi LRP I have. It's also in an ultra-modern/sci-fi setting rather than a PA or space opera setting.
T.
--
CP - Kjell Larssen, Iron Wolves
PD - The L-plate Ref
SG - JT van Horne
Bristol Vampire - Julius Linnett, Tremere
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Initiate
      
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I'd have to agree that most things classed as science fiction technically shouldn't be, but as with so many genres its become one that is used in a much wider meaning than it was originally intended (much like the whole 'indie' thing with music). Personally I'm not too bothered about being picky, though I have heard a nice description of science fiction as being anything where the science involved is fictious and central to the plot and/or setting. So I think that a lot of things such as Doc Who and Star Trek etc often sit on the line, the science is all there but is often not a central point. I suppose its one of the reasons why theres also the whole description of Space Opera etc when describing works by Baxter or Hamilton etc.
As for its application to larp I think that its less common as its more difficult to work into uptime activities compared to the age old fight or trading sessions. Theres also the problem of cost with regards props etc which may put people off. I'd certainly like to see more in the way of sci-fi, standard fantasy just doesn't have the same appeal for me.
Now for the shameless plug If you've not done so already I'd suggest having a look at the Nexus system, going by your post I think it would certainly appeal on some levels, especially with a science based skill tree and the ability to develop pretty much any new item during downtime if the prior conditions are met. It's more post apocalyptic at the moment than sci-fi but certainly has the option of going heavily sci-fi if the playerbase takes it that way.
--------------------Nexus: Lavan Chitwold
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Wag
      
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| I think a lot of what is current LRP explores sci fi themes. You look at interaction of socities, experiments in sociology and politics, effects of technology on those socities and so on. I think it is somewhat arrogant to claim that maelstrom is the only one which explores these themes. Many others do too. The difference here is not really between 'fantasy' and 'hard science fiction' but rather between 'serious examinations of the themes and concepts inherent in science fiction' and 'masturbation with rocket ships and laser guns'. Most LRP contains a greater or lesser proportion of both and it is not just dependent upon the writers of the background - the players and crew have a lot to do with it. You could, for example, write a fully integrated system background which touches upon themes of Orwellian dystopias and similar concepts. You could then have a bunch of players who think it would be really cool to run around shooting things with laser guns without really engaging in that background. 'The state is a facist technocrat dictatorship, is it? Fair enough. How much does it cost to buy a rocket launcher?' On the other hand, your background could be written on the back of a crisp packet and basically say 'its a space game, wiv lasers 'n spaceships 'n stuff' and you could get players who turn that into a complex multilayered allegorical treatise into the ethics of stem cell research. I've seen this happen both ways. Players can take a background you have written and twist it into something they want so easily and it usually turns into something richer as a result. Issues of ethics, sociology, political theory and so on have all come up simply because the players have put it there. I've also, unfortunately, seen players run roughshod over some carefully constructed plot simply because they wanted to 'just shoot it and go home'. Now the argument against that is possibly 'get better players', but I think that is possibly the wrong attitude. Alienating players by over intellectualising the game is not a good business practise nor does it really achieve what you want to achieve. Instead, you have to try to engage even the ones who just want to shoot things. And even if they don't get engaged by it, make sure that they still have a good time. Basically - have the complex metaphysics, technological paradigms, political essays and so on there for the players to engage with if they want but also make sure that there is plenty to shoot
---------------------------------------------------------------------------------------- The Whispering God is your friend... trust the Whispering God... Ruins of Empire 1st - 3rd Feb, 2008, Gladstone scout centre, Chester
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Prodigal
      
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Sorry, balor- I know we had a long debate about what constituted sci-fi larp, back on Pagga, and I suspect I'm going to wind up saying some things that contradict stuff I said then. Perhaps I've changed my mind for good reasons, perhaps I'm just inconsistent . Apologies.balor (8/10/2006) I think a lot of what is current LRP explores sci fi themes. You look at interaction of socities, experiments in sociology and politics, effects of technology on those socities and so on.I don’t totally agree with this… here’s why. Ravensbourne (8/10/2006)
- an interest in how things come about, as well as why they come aboutI think this is a useful point- I think a lot of fantasy is fundamentally about skipping the 'how' question. Frodo saved the world because he was able to resist the lure of the ring right up until the last minute- it doesn't matter how an inanimate object was able to magically tempt him into keeping it. In 'Narnia', Lucy was able to use her magic elixir to save many wounded heroes- it doesn't matter how the elixir works, whether it contains nanotech or some sort of artificial regenerating agent or what- the point is that she healed them. I think this helps clarify the spectrum from fantasy to soft sci-fi to hard sci-fi. In fantasy, the author is under very little compulsion to get involved in the ‘how’ question. The broomstick works because of magic- that’s it. You can go into a bit of detail about what magic is and where it comes from, but it isn’t compulsory. With soft sci-fi, the ‘how’ question needs an answer which is at least superficially related to what the average reader/viewer is likely to understand as the real laws of physics. So the spaceship works because of ‘wormholes’ and ‘nuclear fusion’, not ‘spiritual energy’ or ‘the power of hate’- but it isn’t compulsory for the author to go into detail about exactly how the wormholes are created or the fusion is sustained safely. By contrast, anything aiming at the standards of hard sci-fi ought to be able to withstand a certain amount of scientific nitpicking. It won’t be perfect- there will always be some gaps in the explanation, because if we had a perfect understanding of how to make this work, then we’d already have the technology. But the gaps should be a lot fewer and less obvious than in soft sci-fi (this isn’t to say that hard sci-fi is ‘better’ than fantasy or soft sci-fi, just that it carries a different set of expectations). You’re right to say that good sci-fi looks at the interaction of different societies, sociology and politics, but I don’t think any of those things make a story sci-fi. I could write a story about the cultural and political conflict caused by the colonisation of India, but it wouldn’t be sci-fi (it also wouldn't be good, because I know virtually nothing about the period, but I think that's beside the point .) I think (and this might be just my opinion) that in order for something to be sci-fi, then it has to involve thinking about the consequences of fictional technology. ‘Fictional’ being a key word here- a story written about the introduction of gunpowder to Japan would also look at the consequences of new technology, but I wouldn’t call it sci-fi. I think that in order for something to count as ‘technology’, it needs to theoretically work in a way reasonably congruent with our current understanding of physics- so a weapon that does extra damage because it has been blessed by the lightning god is fantasy, whereas a weapon built to deliver electromagnetic pulses to something is sci-fi (hard sci-fi if a lot of effort has gone into explaining how this works, soft sci-fi if the explanation is just ‘well, it’s magnets and electricity, innit?’) In larp, then I’d say the distinction is in the mechanics, not the characters’ perception of events- if it’s based on electromagnetic pulses, and more or less follows realistic physics, then it’s sci-fi even if the characters believe that it only works by the power of the lightning god. By this definition, Maelstrom is not sci-fi, because there’s no attempt to make things like ‘soul symbols’ or ‘sorcery’ tally with real-world physics. So, in my book it’s fantasy- albeit fantasy with an attempt to make magic into a tool which can be developed, used precisely, and will interact meaningfully with the economy. Sort of like bits of Discworld, or the promising first half of ‘Wicked’ by Gregory Maguire, even if this disappointingly isn’t sustained throughout the book. This means that it has some things in common with well-written sci-fi, but- IMO- it isn’t sci-fi. Ravensbourne (8/10/2006)
Science Fiction is not a genre (although some of the fiction that borrows from it might be.) It is a property that can be found, to a greater or lesser degree, in any piece of fiction, from Shakespeare to The Simpsons, from Homer to Hammer Horror...I'm curious as to which works of Shakespeare you consider to be Science Fiction. I don't know a massive amount about the plays other than what was covered in English A-level, but I can't remember anything that I would consider to be fulfil most of the characteristics on your list. What sort of things were you thinking of? Ravensbourne (8/10/2006)
- contemplation of the unknowable nature of the universe, and similar philosophyI'm not convinced that this is a characteristic of science fiction- it seems to me like any book can contain a brief musing on the unknowable nature of the universe, whether or not it includes any of the other themes on the list. Also, it seems like contemplating the unknowable nature of the universe is antithetical to the aims of science- science is based entirely on the *knowable* bits of the nature of the universe (which is not to say that real scientists or characters in sci-fi *can't* contemplate the unknowable bits too- but they're not doing science when they do that). Ravensbourne (8/10/2006)
Oddly, it's much easier to find a spangly new weapon than a revolutionary new method of cultivating food or keeping your home warm. I like the idea of this- I think I would find it a challenge to try to focus on issues which are more important to your character’s overall life than to the small part of their life which they technically spend at larp events, but it sounds like something which would make the larp feel more real.
Ravensbourne (8/10/2006)
But when I was trying to work out what the ideal SF larp would be, it struck me that the nearest thing I've seen is Maelstrom. (Followed, at a distance, by Omega). Technology, aliens, exploration, consequences, philosophy, all driven by the activity of the players. It's not perfect by any means - the technology is still abstract, and frequently relegated to downtime. But there is still scope to play a scientist or inventor, and spend the whole event pursuing your scientific goals, or dealing with their repercussions. And that's what I think makes good science fiction lrp.I agree that messing around with some bits of the magic system in Maelstrom is in some ways quite similar to doing real science IRL- especially insofar as you can sometimes use something which is *almost* the scientific method. At the last event, a character who’s interested in finding out more about their world asked me a question about my character’s physical capabilities (I play a facet). It wasn’t a question I’d ever considered, but it was an interesting one, so I found something I could test it on and then went to get a ref. The answer turned out to be ‘no, you can’t do that’, for a reason which made a certain amount of scientific sense, but I still enjoyed having the chance to test the issue empirically. On the other hand, there are other bits of the system which aren’t so open to testing- for example, I’m not convinced that it would be a good idea to do a series of almost identical supplications to a god, changing just one thing each time, in order to see which one seems to work best. On the whole, though, I think I’d still consider Maelstrom to be ‘complex fantasy’ rather than sci-fi.
WARNING: the information above may have been subjected to dangerously high levels of ignorance.
OOC (and on Pagga): Carrie
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Prodigal
      
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| I have no objection to you claiming Maelstrom is sci-fi, none at all. I do however object to you claiming that the 'hard' sci fi systems somehow dont count when by your own admissison you dont know anything about them. I agree entirely that the distinction between fantasy and sci-fi is artificial, but it is a distinction that most people understand. The confusion arises when other literature crosses into sci-fi - Margaret Atwood's classic work 'The Handmaids Tale' demonstrates this well. Its a brilliant piece, and it is blatantly sci-fi. She claims otherwise. Another example is alternative history. I like it. So do a lot of people. I consider it to be sci-fi. Some sci-fin fans consider it to be an insult to the genre. This whole concept of 'genre' of literature is relatively new. When some of the classic works were written the concept didnt exist, works like 'The TIme Machine' or 'Frankenstein' or 'The Picture of Dorian Gray' were just works of literature. There is no particular need or value in pigeon holing literature, or anything else, so strictly.
_____________________________________________________ It is not a competition. It is a web forum.
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Wag
      
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| Most of the 'classic literature' mentioned comes under the concept of 'gothic horror' and is often referred to as such. The works of Poe, Lovecraft and others also often get lumped into this category. Gothic horror possibly contained the seeds of what we consider in the modern age to be 'sci fi' and 'fantasy'. I don't disagree with the 'how' aspect and this argument fails to counter my point. As I said, several LRPs do consider the 'how' aspects. The numerous discussions about metaphysics which cropped up on Pagga and other places (not least several discussions with others when I have been designing games and settings) have shown that LRPers do indeed consider the 'How'. Most systems I know of have a fully fleshed out set of rules about 'how the universe works' with plausible rules to dictate 'what exactly happens when a player tries this...'. I have seen pages and pages of information written about this. However, and here is the thing, they are usually written in secret ref documents and so again we come to the requirement for the players to get involved. In order for there to be an interest in how things work, it is up to the players to make the moves to research it. LRP is a co-operative effort - players, crew and refs need to work together. A ref can set up the rules of the universe (warp engines work on this principle, gene therapy works like this to heal wounds, psionics is based on this principle and so on) and even encourage to a certain extent the examination of the rules (by making elements of the plot or character's personal goals dependent upon understanding of them) but it is ultimately the players who need to prod the universe with big stick in order to work out if it is going to explode or not. In a novel or film, the universe is entirely under the control of one or two individuals - it is up to them how deeply they probe the universe and how much they show the reader/viewer. In LRP the universe is not entirely yours to control and how deep the players probe is up to them.
---------------------------------------------------------------------------------------- The Whispering God is your friend... trust the Whispering God... Ruins of Empire 1st - 3rd Feb, 2008, Gladstone scout centre, Chester
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