Genres: Genres In Space: Difference between revisions
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=Genre Advancement= | =Genre Advancement= | ||
Nations here consist of a multitude of differing ''genres'', which broadly encompass certain fictional tropes and technical advancement levels. | Nations here consist of a multitude of differing ''genres'', which broadly encompass certain fictional tropes and technical advancement levels. The type of nation created by a genre does not have pre-set aesthetics. A nation with high levels of Space Opera and High Fantasy can as easily be Warhammer 40,000 as it could be Spelljammer, for example. | ||
==Space Opera== | ==Space Opera== |
Latest revision as of 16:39, 18 September 2010
This is the placeholder page for an experimental universal nation-SD system for broad nations. There probably need to be some more magical genres placed in later and maybe one or two I forget, but for now this works as an experiment.
Genre Advancement
Nations here consist of a multitude of differing genres, which broadly encompass certain fictional tropes and technical advancement levels. The type of nation created by a genre does not have pre-set aesthetics. A nation with high levels of Space Opera and High Fantasy can as easily be Warhammer 40,000 as it could be Spelljammer, for example.
Space Opera
The space opera genre covers starships, pew pew beam guns, and whatnot. Advancement in this genre generally means bigger ships with bigger guns, glowier laser swords, and more glowy lines on technology.
Transhumanist Fiction
Transhumanist fiction covers the idea of becoming more than human, via whatever means possible. As advancement in this genre increases, the ability to exceed human limits becomes ever more common.
Technothrillers
Technothrillers are all about the wonder-weapons, network-centric synergistic buzzwordium, and badass commandos. Advancement in this genre increases the capability of your spy services and your special forces, and in addition may add benefits to doctrine and such.
Heroic Epic
Nations whose primary genre is "heroic epic" are about hotbloodedness, bravery, and personal skill being successful no matter the odds. Advancement in this genre improves the quality of your generals (who are badass), your elite units (who are badass), and your heroes (who are ALSO badass). At high levels your nation is made of the baddest asses ever to ass bad.
High Fantasy
Nations which have high fantasy as their primary genre tend to be more magical in nature, and improvement in this genre increases the scope and power of magic in the nation, from minor cantrips to rituals that can alter the fate of worlds. Nations with high levels of this become ever more divorced from science.
Magical Realism
Nations with magical realism as a genre happen to have magic as an everyday occurrence. Magical realism levels increase the availability of magical ability, reducing the cost of mages (although powerful ones are still extremely costly) and increasing the commonality of magic. High magical realism is a necessity for magitech.
Superhumans
Nations with superhumans as a genre are greatly influenced by extremely powerful beings, whether they're gods, extremely advanced aliens, immortal god-kings with weapons fused onto their souls, or good old superhero types. Increasing this genre increases the power and scope of these superhumans. Unlike transhumanist fiction, superhumans as a genre does not assume common modification, but assumes a degree of power.
Examples
(Primary Genres in bold, assuming 1-5 scale)
Exalted: High Fantasy 5, Superhumans 5, Magical Realism 3, Heroic Epic 3, Transhumanist Fiction 1
Star Wars: Space Opera 5, Heroic Epic 3, High Fantasy 2, Magical Realism 1
Polityverse: Technothriller 5, Space Opera 5, Transhumanist Fiction 2
Halo: Technothriller 3, Space Opera 3, Heroic Epic 2