157 lines
5.3 KiB
Plaintext
157 lines
5.3 KiB
Plaintext
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ONE SOLAR SYSTEM? WHAT GOOD IS THAT? by John M. Ford
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(This article originally appeared in ROLEPLAYER #11.)
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John Ford wrote this as commentary/contribution for GURPS Space - but
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unfortunately, as we fought to get the final manuscript down to ``only'' 128
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pages, it didn't make it. So here it is . . . some comments and suggestions
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for the GM who wants a science-fiction campaign set in a single solar system.
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* * * * *
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Space opera usually spans vast interstellar distances, with dozens or
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hundreds of inhabited worlds. But it doesn't have to. The exploration of one
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solar system - ours, or another reached by colony ships - is material enough
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for centuries of epic adventure.
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The one-system background is excellent if the GM and players prefer a
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``hard science'' story. FTL travel is not needed; if the system is not
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Earth's, it was reached the hard way, by a generation ship, or perhaps by a
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ship traveling so close to light speed that only a short time passed aboard.
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Or perhaps FTL exists, but is so expensive that it can only be used to send
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colonists on one-way trips. Or stargates go only one way. Or the colonists are
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exiles and can't go home.
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The whole campaign can be set at the top end of Tech Level 7. Still, with
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developments of present-day science technolgy, this could include better hand
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weapons, clean fusion plants, a ``beanstalk'' space elevator from planetary
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surface to orbit. In particular, this campaign needs breakthroughs in space
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propulsion. To go somewhere, you must still accelerate a reaction mass and
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throw out the back of the ship. The mass may be bulky and cheap - water
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flashed to steam by a nuclear reactor - or dense and expensive - heavy metals.
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The result is the same: the faster you want to get where you're going, the
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more of the ship's mass is taken up with fuel.
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The cheapest, slowest way to get around in-system is along a Hohmann
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transfer orbit, an ellipse with foci at the origin and destination worlds.
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Hohmann data for the Solar System is available in reference books, including
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the CRC Handbook of Chemistry and Physics, or ``Rubber Bible.''
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Notice we said ``slow.'' A one-way Hohmann trip from Earth orbit to Mars
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orbit takes about 260 days - and the launch window for a trip this short
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occurs only once every two years. To travel any faster, or at another time,
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requires a lot more energy. If the characters aren't to spend most of their
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lives either on one world or in transit (not that that would be a bad idea),
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you may want to allow the ``torchship,'' with a highly efficient system that
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produces 1-G thrust for as long as necessary. 1-G thrust is wonderfully fast;
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with a mid-course turnover (accelerating halfway, decelerating halfway; it
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feels just the same aboard ship) you can get from Earth to Mars in less than
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four days. But this requires power and materials we don't (yet) have, or any
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useful idea how to make, so it's TL8 at a minimum.
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Instead of a star map, the one-system campaign uses an orrery - a set of
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orbital tracks with markers to show the planet's locations. Move the planets
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at intervals appropriate to their year; Earth might move every 10 days,
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Jupiter every year or so. Planetary motions can also be programmed on a home
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computer, with any level of precision you choose. (One advantage to using the
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real Solar System is the huge amount of very precise data available,
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especially for the inner planets.)
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One common SF theme is ``mining the asteroid belt.'' This is usually
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compared to the California gold rush, with lots of lone-wolf miners in their
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one- or two-person ships, wandering through a cloud of space rocks, staking,
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digging and jumping claims. Unfortunately, the reality is very different. The
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asteroids are at least half a million miles apart, invisible from one another.
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And once you get there, most of them are just rock, and most of the rest are
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just iron. If civilization needs a lot of asteroidal iron, the cheap way to
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get it will be to send one mission to find a big lump, and set up a mass
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driver to bring it slowly home.
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If you still want a Belt civilization, you could set up a system with a
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much denser asteroid belt, or just ``salt the mine'' with something widely
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scattered (justifying all those little missions) but very valuable. Metals
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like iridium, for instance, are much more common in space material than in
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Earth's crust. Larry Niven posited that ``magnetic monopoles'' might be the
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remnants of an inhabited planet, with alien artifacts scattered through it.
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(Incidentally, our own Belt is almost certainly not a shattered world; there's
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not enough matter there. Sometimes science is a real spoilsport.)
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Given all these restrictions, what sort of adventures can you have in one
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system? The same sort that real explorers and settlers have always had: The
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excitement of trying to survive in a strange new environment, making society
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and government work under new circumstances, and every now and then finding
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something that no one ever saw before. That's at least as exciting as
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slaughtering aliens with particle beams.
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Quit, List, or number to read :
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