To show how thoroughly my brain has been colonized by roleplaying games, my immediate thought, upon seeing the lights dimmed, was of Traveller. In the Third Imperium setting, there's a practice known as jump dimming. What happens is that a pilot dims the interior and exterior lights of his starship for about two minutes before entering jumpspace. During the early days of jump travel, a starship needed every joule of energy to power its computers and jump drives in order to create a stable jump field. That's no longer the case – if it ever was, since it's considered a superstition within the setting – but the practice persists among Vilani pilots, even thousands of years later.
I always thought it was a cool bit of setting detail, the kind of thing that helps bring the Third Imperium alive and distinguishes it from other science fiction settings. I especially liked it because it's described as being a superstition and that's the kind of thing that should exist, even in a sci-fi setting, and yet I rarerly see such things. Instead, most science fiction settings are rather dull and antiseptic, completely ignoring the way that human beings (and, presumably, other intelligent species) attempt to make sense of the universe by imposing on it an order and rationality that isn't always in evidence (and may indeed not even exist). So, score another one for Traveller.
Except that jump dimming is a contrivance created for an adventure. Back in 1986, in the waning days of classic Traveller, before the publication of MegaTraveller, there was a licensed Traveller fanzine called The Travellers' Digest – more on that later this week – that I started reading in high school. Issue #4 includes an adventure called "The Gold of Zurrian" that take place entirely aboard a starship. During the two-minute period when the ship's lights are dimmed in preparation for jump, one of the passengers aboard is murdered. Solving her murder while in jumpspace forms the bulk of the scenario and the superstition of jump dimming was invented solely to provide cover for the murderer to do his dirty work.
The fact that jump dimming didn't exist prior to the publication of issue #4 of The Travellers' Digest does nothing to lessen my appreciation for this bit of worldbuilding. Indeed, I actually think that knowing its origins increases my appreciation for it. The writers at Digest Group Publications succeeded in creating something that felt completely plausible within the context of the Third Imperium setting, even though its ultimate origin was utilitarian: how to have a murder take place aboard a starship without being seen. In the years since, jump dimming has become an accepted, if minor, part of the Third Imperium setting. I doubt many players even know its origins or care.
I won't go so far as to say that something like jump dimming could only have come about in a roleplaying game, but I do think that RPGs frequently punch well above their weight when it comes to good ideas like this. This is especially true in games that are played regularly. Referees need to create all sorts of things in response to player actions or to set things up for a particular kind of in-game situation. I know I've done it countless times and I doubt I'm alone in this regard. To that end, if you've come up with something through play that then "ascended" to become a fixture of a game setting, I'd love to know about it in the comments.
If you want an at least theoretically scfi (as opposed to science fantasy) RPG with weird superstitions related to space travel, it's hard to beat Fading Suns. Of course, some of their superstitions are soundly based on fact. Other-dimensional psychic entities that sure seem to be demons and worse do exist, and without a scrambler going FTL absolutely will result in a trippy mental experience that many folks describe as touching the mind of God or the cosmos or whatever, to the point where there's a heretical religion based on it as a sacrament.
ReplyDeleteYou could also make an argument that Warhammer 40K is a gold mine of goofy superstitions, with the Orks in particular relying more on their personal beliefs (and species-wide psychic gestalt powers) to allow FTL. I have a much harder time accepting that setting as anything but science fantasy though, and a parody at that.
Do the fuzzy dice in the Millennium Falcon's cockpit count as superstition? I know I've been on board ships in Traveller that had a dashboard religious icon or six at the helm station.
A great post, and a perfect example of the importance of 'Yes, and...' improvisational thinking in roleplaying games.
ReplyDeleteThe closest I have seen tradition/superstition was in the recent Battlestar Galactica. There was a tradition of celebrating a pilot's 100th landing.
ReplyDeleteI feel like many things that "ascend" are based on PCs who get retired. For example, in a longish TimeWatch campaign I played Dr. Moreau, who eventually got "kicked upstairs" for various shenanigans. But after this myself and other players made several "manimal" TimeWatch agents, presumably created by Moreau from his new desk job.
ReplyDeleteI liked the early issues of The Traveller’s Digest, before the transition to MegaTraveller, but it felt at the time like they had a role in the setting-altering Rebellion, of which I was not a fan.
ReplyDeleteSince you have noted that lights are dimmed in real life for landings, I wonder if that directly inspired its appearance in Traveller.