I've avoided Sci-Fi RPGs over the years because of the over reliance on fantasy RPG standards. Why MUST their be magic or an equivelant there of? Same goes for all RPGs quite frankly. But with Sci-Fi RPGs it just seems like they're taking a fantasy RPG and slapping on a futuristic 'skin' to make it Sci-Fi. Sure, you can explain it away why it works all you want (parasitic creatures, the force, mass effect, etc.) but it all comes down to the same thing, magic.
VilgeDuin
Personally, I agree. I think most sci-fi rpgs as are only superficially science fiction, but are inherently a fantasy rpg. You're essentially battling orcs and dragons in space while looking for one holodisk to rule them all. But none the less, examples are few and far between that try to adhere to its science fiction root. Most sci-fi rpgs usually have some equivalency to magic in them. But why? Is that what people want? LOTR in space? I don't particularly think so, but I think part of the reason for magic duping has been a commercial interest. It's hardly arguing,but fantasy rpgs are the leader in rpg gaming. Using magic in them though, is because of the world they are crafted in. There is ranged, melee, and magic attacks (ranged and magic being hand in hand in their roots). But these are because of one, the world they are in, and two, the technological limitations. In fantasy, being a non magic user means you must use earthly weaponry, and you want to find and use the strongest one. In sci fi, or even a modern day setting, melee is almost obsolete. Guns are prevalent, and guns are ranged, and melee is tactically obsolete. In fallout, I found that melee just didn't cut it at all after the early stages of the game. Dont bring a knife to a gunfight.
So perhaps the choice of magic equivalency was chosen to offer a wider variety of combat attributes available to a wider audience. Star Wars, arguablythe, or a least one of the leading cult following of sci fi has magic in it. But conversely, Star Trek did not. So that proves that the existence of magic or an equivalency to it is not required to makeit popular. After all, if you're going to be playing a sci-fi rpg, you should be realizing that the world is going to tend to be gun heavy. If you're not a fan of laser pistols, then a sci fi rpg probably isnt for you.
Myself, in the idea I am constructing, am feeling that combat can still offer a wider range within the universe of a sci fi origin. Laser weapons, bullet ammunition style weapons, bomb construction, vehicle combat (both ground and space), melee (both hand combat and knife-esque combat). Even droid construction and maintanence. But I feel that rpgs are more, or at least should be, more than just be combat oriented. Melee should be for more of an assassin/stealth choosing of gameplay. And perhaps other skills to compliment other skills. Perhaps a smart suit for melee people, but it only works as well as how stealthy you are and how versed in the technology of the suit you actually are. How well the technology actually works is based off the level of your skill set. Or demolition, the ability to craft and individualize a couple hundred bombs types. From explosive to chemical to biological to electrical. Or for the computer hacker, the ability to create viruses that are special to them, that can knock out security cameras, tounlocking all door, to making turrets fire on their own owners, depending on their level of skill.
There is a slew of potential combat orientations that one can choose. I just think that game designers are not thinking deep enough into the environment the RPG is based.I honestly think that there are more combat classes available to a sci fi rpg than in fantasy. But are gamers really ready for a much deeper involvement within a game? An interface that allows for more in depth actions and choices? To dwell closer to virtual reality?
:)
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