Is it wrong...?
13 February 2007 18:31![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Is it wrong that I'm delving quite deeply into theoretical physics as research for a game? Actually, to clarify that question a bit, is it wrong that I'm delving quite deeply into theoretical physics as research for a game that isn't Transhuman Space, or even another SF game?
I mean, it's entirely likely that I won't use proper scientific theories in the game un-butchered - but I feel it's only proper that if I'm going to butcher something I should at least know what it is first, and understand it enough to identify the main features.
I'm going to be butchering science for entertainment. The way I see it, it's a bit like butchering an animal for food - if I don't know what it is or what it looks like, how am I going to start. If I wanted to butcher a chicken (taking it as an assumption that there are no butchers around and I have to do the job myself) and cook it for my tea, I don't just go outside with knives and butcher something at random on the offchance that it will turn out to be a chicken.
I'd first make sure I knew how to identify a chicken... It's a stupid feathery ball of visciousness with two legs, two wings and (usually) one head. Usually brown or white. A creature designed to create more of the same and to feed predators or scavengers. If I miss out that crucial first step I might end up with something like "poubelle a l'orange" or "fillet au motocyclette" or something.
Of course, I'm only actually writing the science butchery into the game bible, which no player will ever read (unless I decide to release it after I've run a few games). It's mainly there so I can ensure internal consistency of stuff and not confuse myself in terms of what does what.
I mean, it's entirely likely that I won't use proper scientific theories in the game un-butchered - but I feel it's only proper that if I'm going to butcher something I should at least know what it is first, and understand it enough to identify the main features.
I'm going to be butchering science for entertainment. The way I see it, it's a bit like butchering an animal for food - if I don't know what it is or what it looks like, how am I going to start. If I wanted to butcher a chicken (taking it as an assumption that there are no butchers around and I have to do the job myself) and cook it for my tea, I don't just go outside with knives and butcher something at random on the offchance that it will turn out to be a chicken.
I'd first make sure I knew how to identify a chicken... It's a stupid feathery ball of visciousness with two legs, two wings and (usually) one head. Usually brown or white. A creature designed to create more of the same and to feed predators or scavengers. If I miss out that crucial first step I might end up with something like "poubelle a l'orange" or "fillet au motocyclette" or something.
Of course, I'm only actually writing the science butchery into the game bible, which no player will ever read (unless I decide to release it after I've run a few games). It's mainly there so I can ensure internal consistency of stuff and not confuse myself in terms of what does what.