I definitely agree that "Firefly" was a scientific/technological mess. The storytelling was so good that I managed to get past it, but I winced a lot. It's too bad, as setting up a plausible 'verse for the same narrative would have been relatively easy. I ended up just retconning a lot in my head. :)

And yes, the two-part recipe for role-playing happiness is:
  1. The GM and players are in rough agreement about the style of game they want.
  2. Within the expectations and conventions of that style, the GM keeps things mostly consistent and predictable, so that the players can suspend disbelief enough to experience the world their characters inhabit.
It happens that the closer the game world is to our world, the easier it is (on average) to keep things mostly consistent and predictable. Even a careful, conscientious GM is going to have problems when too much magic (or magical technology) is involved. In Traveller, why doesn't every serious war involve cracking planets with near-c rocks? In a lots-of-magic fantasy setting, why do e.g. armies of foot-soldiers and walled cities exist?* And so forth. Every step you take away from well-known history (or the present day), from well-known science, is an opportunity to accidentally introduce contradictions and paradoxes that send suspended disbelief crashing to the ground. Successful games either involve players who are more interested in "living" in the world as it's presented without too much questioning and envelope-pushing, or a GM who is really, *really* good at thinking on their feet and steering players away from situations that make the problems obvious.

* My brother actually took an interesting run at answering this question.

On Tue, Feb 6, 2018 at 6:06 PM, Kelly St. Clair <xxxxxx@efn.org> wrote:
On 2/5/2018 9:02 PM, Kurt Feltenberger wrote:
On 2/5/2018 1:59 PM, Catherine Berry wrote:
Joss Whedon once said that spacecraft in "Firefly" travel at the speed of plot. That to me captures perfectly the narrative approach to role-playing. The GM decides how long the trip should take, within broad parameters of plausibility and consistency, and the players take that as a given and create their narrative within that framework. "Gaming" players would instead start pulling out rulebooks and calculators to second-guess the stated duration.

While I tend to agree with this (despite despising Whedon), there must be some framework for future continuity or the "world" (i.e. the system, stellar arm, etc.) suddenly ceases to have any real form other than GM fiat.


I used to be a Whedon fan; now I'm not.
One of the reasons for this, though minor compared to some of the others, is that he loves to throw in little teasing bits of accurate detail about space travel... and then completely fudge and handwave the other stuff, per the quote, resulting in a setting which is (to me) a maddeningly inconsistent casserole of mildly hard SF and not-even-close.

According to what we presently know about astronomy and planetology, the star system(s) in which Firefly takes place is about as realistic, and requires as much divine fiat, as the Discworld.  And you know that PTerry at least put some thought into the latter, and the implications, rather than just "eh, whatever."

Oh look, we circled back around to "celestial configuration"...

ObTrav:  figure out what tone, level of hardness, etc etc you're going for and /stick with it./

--
---------------
Kelly St. Clair
xxxxxx@efn.org


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