Hard Science
There's No Place Like Home
James MaliszewskiDecember 5, 2000
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Like RPGnet itself, I haven’t ceased to exist; I’ve just been busy
dealing with the embarrassment of riches that is my freelance writing career
these days. I cannot complain, of course. This is what I want to do with
my life, but I have to admit that I’m a bit taken aback by the success I’ve had
in the past few months. I just completed the first of three contracts for White Wolf and am hard at work on
projects for Dream Pod 9, Steve Jackson, and Green Knight, among others. It certainly
appears that 2001 will be a good year for me. My little girl turn 1 year old
and I can actually begin to call myself a “writer” with a straight face. Rest
assured, your favorite SF RPG columnist won’t be abandoning RPGnet. As long as
it’s here, I’ll be here as well. One of the commonest criticisms I get about my column (besides “Why do
you hate cyberpunk? Don’t you know Gibson is a genius?”) is that I too often
equate “science fiction” with “space opera.” While that’s not completely
accurate (we’ll talk about why next month), I must confess my critics have a
point. My knee-jerk conception of SF does revolve around space travel in the
future. Most other SF genres tend to fall through the cracks, much to the
chagrin of their fans. There are a couple of reasons why I’m guilty of this. The first, quite
simply, is that I was raised on Star Trek
and Star Wars. When I think
of science fiction, I reflexively think of Captain Kirk or Darth Vader. I’ll
grant that that’s a narrow perspective, but I’m sure I’m not the only one who
lapses into this kind of thinking. The other reason I do this is pretty simple
as well. This column is about science fiction roleplaying games. But for
a few exceptions, almost every SF RPG in print today (never mind those out of
print) includes FTL travel in some form or other, even if it’s not the primary
focus of the game. Consequently, I tend to focus on this conception of SF,
since that’s where the games are. Now, science fiction is an exceedingly broad genre. Indeed, it’s
awfully hard to pin down exactly what constitutes science fiction. There’s no
universally accepted definition and the definitions that do exist cause as many
arguments as they resolve. At the very least, I think it’s safe to say that
science fiction must deal with the effects of science and technology upon
society and culture. Beyond that, all bets are off. Most SF takes place in the
future, but there’s no reason it need do so. A game about aliens landing on
Earth could just as easily be set in 2000 as it could in 2100. In fact, there’s
something a lot more intriguing about a SF RPG that uses the present day as its
timeframe –– at least for certain types of scenarios. Which brings me to this month’s installment: the role of the Earth in
SF RPGs. More specifically, I’m thinking about entirely earthbound games.
Rather than traveling at FTL speeds across the galaxy, the characters spend
their time stuck on good ol’ terra firma, the Mother of us all. Do such
games exist? And how do they treat the Earth? Most obviously, both cyberpunk and post-apocalyptic
games are almost always set on Earth, usually in the 21st century.
The nature of these settings is dark and pessimistic. The Earth suffers
horrendous mistreatment, either as a result of war or corporate mismanagement
or both. Cyberpunk settings occasionally include space travel, as the
corporations and wealthy prepare to abandon the Earth they’ve damaged beyond
repair. Blue Planet follows a parallel train of thought, in that the
Earth is badly damaged that colonizing another world offers a fresh start.
Interestingly, Blue Planet doesn’t provide as much detail on the Earth
as it does on the eponymous Poseidon, meaning that it’s not a game that places
Earth at its center. Once we eliminate the cyberpunk and post-apocalyptic genres, we aren’t
left with many options when it comes to earthbound SF. In fact, I’m hard
pressed to think of any that don’t fall into either of those two categories.
The main exceptions are games where there’s a sourcebook for Earth in what is
otherwise a star faring setting, although even these are rare. I can think of
only a handful of them as well and most, like the Earth/Cybertech Sourcebook
for 2300 AD, are for games long defunct. If I am correct in my
assessment (and I’ll glad admit I’m not –– use the forum to tell me so), the
question must be asked: why is Earth the focus of SF RPGs only when it’s going
to be trashed or otherwise abused? Is our home planet fit for nothing more? This is a tricky question to answer, since it requires getting into the
heads of game designers, always a dangerous undertaking and one I don’t
recommend for the squeamish. More seriously, there are some possible
explanations. One is that all drama thrives on conflict and the simplest type
of conflict to model in a roleplaying game is violence. Thus, trashing the
Earth creates a ready-made source of conflict for a game, one that doesn’t
require much thought or effort. Now, I know for a fact that’s not the whole
story. I’d never accuse the good folks at Pinnacle,
for instance, of creative laziness because they decided to set Deadlands:
Hell on Earth on, of all places, Earth. Nevertheless, there’s a grain of
truth in what I said. It’s always easier to destroy than it is to create. When
it comes to the development of dramatically interesting game settings,
destruction is rarely a bad way to go –– at least for starters. Another explanation is that science fiction often focuses on change. In
order to make it easier to recognize and appreciate that change, a baseline is
needed, something that everyone already understands. There can be few things
human beings recognize as readily as the world in which they live. By taking
that world as a baseline and changing it according to various principles,
writers (whether of SF stories or SF RPGs) hope their readers will be better
able to approach the setting they’ve created. After all, setting a story or
game on a totally alien world demands a great deal from those who read
it. While I remain convinced that SF fans are quite capable of such flights of
fancy, the fact remains that an alien world adds an another level of complexity
to a story, thereby removing its impact from the same level of immediacy one
would get by setting it on Earth. As a derivative medium, roleplaying games
require that immediacy all the more. If you doubt this assertion, consider a related point. Most SF is also
profoundly conservative in its predictions. If it’s not, it’s conservative in
the application of its predictions. Take a look at Star Trek. While it’s
possible (though not likely) that technology will progress as far as the TV
series shows by the 24th century, society will certainly progress
(or, if you prefer, “change”) just as much. Yet, Star Trek’s human
society isn’t all that different from the one you and I inhabit. The technology
hasn’t affected society nearly as much as it should –– or will. Why is this? Is
it because the series writers are lazy? Maybe, but, again, it’s more than that.
If Star Trek showed a human society as greatly changed as its technology
is advanced, the familiarity needed for good storytelling would be lost.
Certainly it could be overcome with effort and excellent writing, but the
medium of television tends to work against these factors. The same is true of
roleplaying games. By emphasizing the familiar and adding changes here and
there, it becomes much easier to tell interesting stories. In the end, I think that’s why Earth gets treated the way it does in SF
RPGs. This isn’t to say that other possibilities don’t exist, but they’d
require effort to succeed. The writer of such a game would, first and foremost,
have to find a way to create drama without overt violence. A happy, utopian
Earth could offer sources of dramatic conflict. However, they wouldn’t be as
easily translated into a gaming context as violence. That’s why you don’t see
such game on the shelves of your friendly local gaming store. Even if you did,
would anyone buy them? Would you find an earthbound setting in which the
characters are diplomats working toward the creation of a world government as
compelling as one in which they’re corporate mercenaries in an ecologically
damaged planet? Would you play a game in which Earth becomes a refugee camp for
aliens fleeing the destruction of their homeworld? Or would you prefer
one in which you’re a masterless man wandering the radioactive deserts in
search of ancient technology? These are the questions I’m sure lots of game designers have asked
themselves over the years. In the end, I think we know what sorts of answers
they came up with. Too bad. | ||
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