• Welcome to The Campaign Builder's Guild.
 

Versatile Gothic Space Setting

Started by Humabout, August 17, 2011, 07:10:17 PM

Previous topic - Next topic

O Senhor Leetz

as for your FTL travel, I always had the idea of implementing in my not yet made sci'fi setting to have the existance of a 4th dimension that lies within the current 3 dimensions. FTL travel would basically consist of dropping into this 4th dimension, which would have much different rules pertaining to time and distance, travelling to where you THINK you will appear in our dimesion, and then ducking back out of the dimension.

For example, if you travelled for 4 weeks in the 4th dimension, when you emerged, you have travelled 4 light years, or something. However, to keep people from popping up all over the galaxy using a set formula, the 4th dimension would work completely out of proportion with our dimension, so that 4 weeks in another direction could leave you 100 light years away from your original destination instead of just 4. this would also make FTL "map", directions, coordinates, or what have you extremely important and valueable.

Out side of this "dimension jumping", other ships could still use drives that were ever so slightly slower than light for inter-system trade or for your priates cruising around in massive nebulae or asteroid fields lurking for the prey.
Let's go teach these monkeys about evolution.
-Mark Wahlberg

Humabout

Sounds cool.  If you want it to better mesh with quantum mechanics, call it another universe, not another dimension.  Dimensions are just variables in equations.  My unasked for two cents ;)

For actual explanation of my FTL, I was tossing between something very similar to your idea - jumping from our universe to another one and then back again somewhere else, which is pretty math-intensive if you want to pop back in the right spot - or nipping off with the classic "folding spacetime" trope so often advocated by the likes of Heinlein and Herbert.  The monumental equations involved in such astrogation would come from the delightful complexity of special relativity and having to actually accurately know the curvature of spacetime in an area.  As to exactly how that all works would be a bunch of pseudoscientific doublespeak, but that's the gist.

Considering the idea of waystations that trade in measurements to facilitate trade, I was thinking that these would actually end up being nice non-habitable world type colonies in many places, although they'd almost always be near a star, just for the free power.  The resulting network of stations and colonies would actually help populate space with humans and maintain that isolated feel (since you're literally floating around a lifeless star with nothing to keep you alive aside from an artificial habitat).

I have also been considering a rather positive side effect of having so few habitable worlds is that planet-killers are far less likely to ever be employed.  Interstellar wars would feature blockades, sieges, invasions, etc., but no one would want to wipe out a planet they could live on, since such territory is so desperately rare.  Of course, artificial habitats in space are another story all together.  We all know mankind doesn't have many qualms about mass murder in the name of some greater good.

On a side note, I need to start coming up with a name for this setting.  I also need to finish my initial profiles of the populated systems.  And to double-check that the stars I chose (randomly) are actually capable of hosting a planetary system.  (I made that mistake once with Procyon.)
`\ o _,
....)
.< .\.
Starfall:  On the Edge of Oblivion

Review Badges:

O Senhor Leetz

take your time with names. for everything. they can make or break a setting.
Let's go teach these monkeys about evolution.
-Mark Wahlberg

Humabout

Thanks for the advice.  I'm not too great with names, so I'll probably be a while posting any sort of proper setting thread.  In the meantime, I'll just keep dumping ideas here.

I'm in the process of developing a system generator in Excel to facilitate the process of coming up with interesting solar systems.  Once that's ready to go, I'll be able to start posting wikipedia-style planet and star descriptions.  That should help flesh out humanity a bit more.

On another note, I'm finding myself more and more comfortable with certain limited forms of nanotechnology.  I'm fairly okay with the use of genetically engineered microbes to assist in various refinery functions and potentially long-term terraforming.  I'd just prefer to avoid any sort of nanotech-as-magic tropes, as well as nanotech-as-apocolypse type things.  I'd prefer it to be an imperfect tool humanity is trying to develop.
`\ o _,
....)
.< .\.
Starfall:  On the Edge of Oblivion

Review Badges:

LD

I'm still interested in seeing you compile this setting when you're ready! :)

Xathan

I'm going to second what Light Dragon said. :)
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

Humabout

Ha! I haven't forgotten this little gem.  I've just find I make more progress overall if I bounce between a couple of ideas instead of burning out on a single one.  That and RL is kicking my butt at the moment.  For that matter, I might be MIA for a couple of days while I move.

With regard to this setting, I'm still having some minor difficulties rectifying the seeming contradictory ideas of sweaping space opera and gritty, realistic, hazardous human space flight.  I'll sort it out eventually; need more thought on the matter....
`\ o _,
....)
.< .\.
Starfall:  On the Edge of Oblivion

Review Badges:

Xathan

Quote from: Humabout
Ha! I haven't forgotten this little gem.  I've just find I make more progress overall if I bounce between a couple of ideas instead of burning out on a single one.

I cannot begin to describe how much I can empathize with this.

QuoteWith regard to this setting, I'm still having some minor difficulties rectifying the seeming contradictory ideas of sweaping space opera and gritty, realistic, hazardous human space flight.  I'll sort it out eventually; need more thought on the matter....

I think the best tempalte you could use for that would be Firefly - the space flight is gritty, realistic, and hazardous, and while I wouldn't call Firefly or Serenity* "space opera", the ships and methods of travel used would work for Space Opera very well - until you get to the problem of superluminal velocities. For that, something like the Mass Relays from Mass Effect could solve that problem - a series of relays built that are larger than ships that "bounce" ships between them until they reach their intended destination (always another relay), meaning FTL travel is /only/ a factor when moving between relays, never in combat or, well, any other time.

If you want, we could get into a huge discussion of possible ways such a relay could work that doesn't involve the typical "Wormhole!" most Space Operas use, but that depends on how much hard science you want in a space opera - and I advise very strongly that, even in a gritty one, you take hard science up to the point where it works for your setting and no further - don't let the science bog down the fun.
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

Humabout

Oh, I don't have a problem handwaving FTL.  It's more a matter of where to draw the line between giant awesome space battles and how precious delta-v is.  It's hard to have an adventure about getting sucked into a gas giant for lack of delta-v followed by a 4-hour dogfight in deep space.  Then couple that with how devastating weapons are likely to be in space combat....

But all of that could be what creates the fear.  The space opera bit could be the world-hopping, swashbuckling aspects.  That's the balance I refer to.
`\ o _,
....)
.< .\.
Starfall:  On the Edge of Oblivion

Review Badges:

LD

This may be too odd, but why not have no space ships- just have people drift along in space in rocket suits. It's a lonely bleakness out there then. Rocketsuits are necessary b/c ships could not have enough fuel. The suits are like the escape pods in other literature... lonely... floating in nothing and armed with your own arsenal in your suit.

Humabout

Interesting, but it definitely loses the space opera feel.  Perhaps something to stash for another project, though!  The more I think about it, the more I think fragile spaceships would add to the fear factor, really.  No one will want to get into a fight, and if they do, it'll be more about wits and luck than actual firepower.  Sort of like that Star Trek TOC episode where Kirk first encounters a Romulan ship.
`\ o _,
....)
.< .\.
Starfall:  On the Edge of Oblivion

Review Badges:

O Senhor Leetz

You could go the route where armor and defenses (for ships) had developed much further than weapons could. For example, maybe lasers never worked out, but shields did, so spaceships are these massively armored hulks that you have to board to conquer, as two ships could exchange missiles, chaff, and mass-driver weapons for hours and hours without anything big happening.
Let's go teach these monkeys about evolution.
-Mark Wahlberg

Humabout

#42
My god, you just put the most epic picture of space triremes in my head!  I'm not sure about introducing things like shields because of how they would make other aspects of life safer, but it's a beautiful image!  God I want to rip off Edgar Rice Burroughs' Mars novels now!

I'll give this some more thought.  There's got to be a reason such shields wouldn't be used make little, perfectly habitable bubbles of humanity on otherwise hostile worlds...

[EDIT]
Mayhaps something akin to Dune shields would be appropriate?  They stop kinetic weapons but are gas- and energy-permeable, so that nasty aspects fo planets are still threats, but ships can fire railguns into each other all day long to no avail.

This raises the question of how boarding is accomplished?  For starters, ships would have to be on a slow approach or their shields would just bump off of each other.  That's hard to do in space when one side doesn't want to be boarded.  There must be some other technology that permits this but has limited applications outside of ship-to-ship fighting.

How would tractor beams impact society on a whole?  Industrially?  In the home?  In transportation?  etc.?
`\ o _,
....)
.< .\.
Starfall:  On the Edge of Oblivion

Review Badges:

O Senhor Leetz

Quote from: Humabout
I'll give this some more thought.  There's got to be a reason such shields wouldn't be used make little, perfectly habitable bubbles of humanity on otherwise hostile worlds...

Maybe they only work in vacuums. Oxygen could make them implode - think Dune's lasgun + shields = nuclear explosion.
Let's go teach these monkeys about evolution.
-Mark Wahlberg

Humabout

Great minds steal from the same sources, eh?

I'd avoid exploding shields if only to avoid teh perverial Tactical Nuclear Donkey, but there could be some sort of malfunction in atmospheres.  That would greatly disuade planetary invasions, though.  I'm more partial to some other inherent flaw in the shields that just doesn't protect against the actual hazards of living on an alien world.
`\ o _,
....)
.< .\.
Starfall:  On the Edge of Oblivion

Review Badges: