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