@Lotherio said in Space Games and Travel Time? Why? Why Not?:
Taking onto feeling of big versus actual grid big. Most of those follow one group/crew, there is lots of new planets, but the central focus is a space port or ship or some such.
I think this is an important point. Firefly, Star Trek, Star Wars (within a particular set of movies), etc. - they had the whole galaxy as their playground, sure, but the story being told focused on a group of characters who were together in that playground. (Occasional side quests and away team missions aside.)
There are TV shows that can make disjointed storytelling work - GoT for instance, where characters are quite often in completely different parts of the world doing their own thing. But on a MUSH, that physical separation limits the population of players you can RP with at any moment, and imposes additional burden on the storytelling staff, who now have to manage multiple parallel storylines/casts.
@Ghost said in Space Games and Travel Time? Why? Why Not?:
So if I'm right, this has less to do about the desire for coded space flight, but the desire to move away from light systems in favor of something crunchier and more technical.
I think this is at the heart of the issue, yeah. I was talking to someone about that demo Firefly site I set up, and we got to talking about the fact that it doesn't have a gear system. But the thing is - a gear system can't exist in isolation. What does the gear do? How do you acquire the gear? You go down that rabbit hole and pretty soon you're talking a fully integrated economy/space/weapons system. There's nothing wrong with that, but these systems need to be in balance somehow.