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Kotzsu's avatar
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I've been watching a bunch of Mothership (MoSh) playthroughs right now, and this variable calibrations around hand-wavium in sci fi is a recurring thing. Watched several groups sort it out.

On the one hand, the fact that the community isn't locked into specific answers to some questions, or the fact that no one needs to read a novel to start playing is a good thing, a strength. On the other hand, I've seen wildly divergent outcomes from calls on basic tech and sci-fi questions, which might seem like a bad thing to a game designer to have inconsistent results from uncontrolled exterior vectors influencing play. If it makes it any better, it does seem like a surmountable task. Like I think the reason it keeps going on in the MoSh community is because it works fine enough to let each group negotiate this stuff at their own table.

Sci-Fi also winds up with different players having completely different knowledge of the realities of the technology - like if you have a player that works in IT or software Dev, they bring more meta knowledge to the table about hacking and computers than the other players or even the GM. This can make a big difference in arguing for advantage on rolls or what should be possible without a roll. Or if you had someone serve on a submarine in the Navy in the group, they're going to have a lot of pretty sophisticated opinions about the difference between an airlock and a bulkhead that might impact play.

I'm not 100% sure why this doesn't happen in a similar way with medievalism. I could guess. I would guess that it's way less common to have an expert in medievalism at the table, and even if you do, everyone recognizes that as being sort of a separate hobby, and even if it's deemed relevant to play, there's always the fall back on: "Well, a wizard did it."

MoSh in particular leans very much into the "if you're rolling dice you're losing (but losing is fun)" design, so players who aren't ready to panic or die are incentivized to think laterally and make appeals to the Warden to get advantage on rolls or to succeed without a roll. That means they might be even more incentivized to pull from lived experience to mitigate the otherwise punishing dice math in the game. And because of the genre, they're even more likely to have relevant lived experience.

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