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Critical Research Failure is a disambiguation page


* CriticalResearchFailure: Uncharacteristic for a GDW game and Frank Chadwick, there is a relatively basic one. Contrary to what it says in the main book about possible inventions, monoatomic hydrogen gas would not increase lift by 50% (the effect is more like 4%).

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* AudienceAlienatingPremise: It is easy to imagine that Victorian science fiction seemed a bit silly (it isn’t, though) for the average science fiction role-player in 1988. Now genre-busting role-playing and steampunk has built up steam. Also, a relatively idealistic take on Victorian adventure stories in a time when the general trend was that heroes and stories got darker and grittier.
* OnlyTheAuthorCanSaveThemNow: In [[spoiler: Beastmen of Mars]], the player characters are captured by an ancient powerful being and they have no idea how to get out at first. Fortunately the ancient is not going to kill them until he is bored with them giving them time to find a risky way to get out if things get desperate. When he is no longer interested in the player characters and decided to kill them he will warn them in advance and be surprised when they flee in the spaceship he left unlocked. Well, the guy is nuts and very absent-minded, so sort of justified. Sure sounds like a dumb deus ex machina though.
* ValuesDissonance: If you're playing a human in this game, you're almost certainly playing a colonialist, with all the racism, land-theft, and culture-smashing that entails. The game makes neither denies nor apologizes for this, however, the adventures do not particularly emphasize those parts.

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* AudienceAlienatingPremise: It is easy to imagine that Victorian science fiction seemed a bit silly (it isn’t, though) for the average science fiction role-player in 1988. Now genre-busting role-playing and steampunk has built up steam. Also, this was a relatively idealistic take on Victorian adventure stories in a time when the general trend was that heroes and stories got darker and grittier.
* CriticalResearchFailure: Uncharacteristic for a GDW game and Frank Chadwick, there is a relatively basic one. Contrary to what it says in the main book about possible inventions, monoatomic hydrogen gas would not increase lift by 50% (the effect is more like 4%).
* DefaultSettingSyndrome: The vast majority of adventures are set on Mars.
* OnlyTheAuthorCanSaveThemNow: In [[spoiler: Beastmen of Mars]], the player characters are captured by an ancient powerful being and they have no idea how to get out at first. Fortunately the ancient is not going to kill them until he is bored with them them, giving them time to find a risky way to get out if things get desperate. When he is no longer interested in the player characters and decided decides to kill them them, he will warn them in advance and be surprised when they flee in the spaceship he left unlocked. Well, (Well, the guy is nuts and very absent-minded, so sort of justified. absent-minded.) Sure sounds like a dumb deus ex machina though.
* ScienceMarchesOn: An odd version. Frank Chadwick explains flying ships and space travel by making the 19th-Century ether theory correct in the world of ''Space: 1889''. Also, Mars is fairly close to what some, though certainly not all, 19th-Century scientists actually thought. There are no signs of other erroneous scientific theories of the late 19th century, such as ''élan vitale'' (life force) or recapitulation theory.
* ValuesDissonance: If you're playing a human in this game, you're almost certainly playing a colonialist, with all the racism, land-theft, and culture-smashing that entails. The game makes neither denies denials of nor apologizes apologies for this, this; however, the adventures do not particularly emphasize those parts.
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Values dissonance


* ValuesDissonance: If you're playing a human in this game, you're almost certainly playing a colonialist, with all the racism, land-theft, and culture-smashing that entails. The game makes no apologies about this.

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* ValuesDissonance: If you're playing a human in this game, you're almost certainly playing a colonialist, with all the racism, land-theft, and culture-smashing that entails. The game makes no apologies about this.neither denies nor apologizes for this, however, the adventures do not particularly emphasize those parts.
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*ValuesDissonance: If you're playing a human in this game, you're almost certainly playing a colonialist, with all the racism, land-theft, and culture-smashing that entails. The game makes no apologies about this.
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Spelling


* AudienceAlienatingPremise: It is easy to imagine that Victorian science fiction seemed a bit silly (it isn’t, though) for the average science fiction role-player in 1988. Now genre-busting role-playing and steampunk has built up steam. Also, a relatively idealistic take on Victorian adventure stories in a time when the general trand was that heroes and stories got darker and grittier.

to:

* AudienceAlienatingPremise: It is easy to imagine that Victorian science fiction seemed a bit silly (it isn’t, though) for the average science fiction role-player in 1988. Now genre-busting role-playing and steampunk has built up steam. Also, a relatively idealistic take on Victorian adventure stories in a time when the general trand trend was that heroes and stories got darker and grittier.
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NOW it\'s fixed.


* AudienceAlienatingPremise it is easy to imagine that Victorian science fiction seemed a bit silly (it isn’t, though) for the average science fiction role-player in 1988. Now genre-busting role-playing and steampunk has built up steam. Also, a relatively idealistic take on Victorian adventure stories in a time when the general trand was that heroes and stories got darker and grittier.
* OnlyTheAuthorCanSaveThemNow in [[spoiler: Beastmen of Mars]], the player characters are captured by an ancient powerful being and they have no idea how to get out at first. Fortunately the ancient is not going to kill them until he is bored with them giving them time to find a risky way to get out if things get desperate. When he is no longer interested in the player characters and decided to kill them he will warn them in advance and be surprised when they flee in the spaceship he left unlocked. Well, the guy is nuts and very absent-minded, so sort of justified. Sure sounds like a dumb deus ex machina though.

to:

* AudienceAlienatingPremise it AudienceAlienatingPremise: It is easy to imagine that Victorian science fiction seemed a bit silly (it isn’t, though) for the average science fiction role-player in 1988. Now genre-busting role-playing and steampunk has built up steam. Also, a relatively idealistic take on Victorian adventure stories in a time when the general trand was that heroes and stories got darker and grittier.
* OnlyTheAuthorCanSaveThemNow in OnlyTheAuthorCanSaveThemNow: In [[spoiler: Beastmen of Mars]], the player characters are captured by an ancient powerful being and they have no idea how to get out at first. Fortunately the ancient is not going to kill them until he is bored with them giving them time to find a risky way to get out if things get desperate. When he is no longer interested in the player characters and decided to kill them he will warn them in advance and be surprised when they flee in the spaceship he left unlocked. Well, the guy is nuts and very absent-minded, so sort of justified. Sure sounds like a dumb deus ex machina though.

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Fixed. Also not YMMV.


AudienceAlienatingPremise it is easy to imagine that Victorian science fiction seemed a bit silly (it isn’t, though) for the average science fiction role-player in 1988. Now genre-busting role-playing and steampunk has built up steam. Also, a relatively idealistic take on Victorian adventure stories in a time when the general trand was that heroes and stories got darker and grittier.

CreatorThumbprint typical of Frank Chadwick and GDW (who have created such things as Traveller, Twilight 2000 and 2300 AD) is a well-created world, well-researched and realistic in many details even if the basic premise of the game is not realistic, science fiction with much emphasis on the military, original or unique when created inspiring others to come up with similar ideas later, tie-in with well-written boardgames but the role-playing game itself has simple and not very good rules. These rules also have similarities with other GDW role-playing games, such as a system for NPC motivation, even if Space 1889 uses two dices instead of a deck of cards.

OnlyTheAuthorCanSaveThemNow in [[spoiler: Beastmen of Mars]], the player characters are captured by an ancient powerful being and they have no idea how to get out at first. Fortunately the ancient is not going to kill them until he is bored with them giving them time to find a risky way to get out if things get desperate. When he is no longer interested in the player characters and decided to kill them he will warn them in advance and be surprised when they flee in the spaceship he left unlocked. Well, the guy is nuts and very absent-minded, so sort of justified. Sure sounds like a dumb deus ex machina though.

to:

* AudienceAlienatingPremise it is easy to imagine that Victorian science fiction seemed a bit silly (it isn’t, though) for the average science fiction role-player in 1988. Now genre-busting role-playing and steampunk has built up steam. Also, a relatively idealistic take on Victorian adventure stories in a time when the general trand was that heroes and stories got darker and grittier.

CreatorThumbprint typical of Frank Chadwick and GDW (who have created such things as Traveller, Twilight 2000 and 2300 AD) is a well-created world, well-researched and realistic in many details even if the basic premise of the game is not realistic, science fiction with much emphasis on the military, original or unique when created inspiring others to come up with similar ideas later, tie-in with well-written boardgames but the role-playing game itself has simple and not very good rules. These rules also have similarities with other GDW role-playing games, such as a system for NPC motivation, even if Space 1889 uses two dices instead of a deck of cards.

grittier.
*
OnlyTheAuthorCanSaveThemNow in [[spoiler: Beastmen of Mars]], the player characters are captured by an ancient powerful being and they have no idea how to get out at first. Fortunately the ancient is not going to kill them until he is bored with them giving them time to find a risky way to get out if things get desperate. When he is no longer interested in the player characters and decided to kill them he will warn them in advance and be surprised when they flee in the spaceship he left unlocked. Well, the guy is nuts and very absent-minded, so sort of justified. Sure sounds like a dumb deus ex machina though.
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Going against the darker and grittier trend


AudienceAlienatingPremise it is easy to imagine that Victorian science fiction seemed a bit silly (it isn’t, though) for the average science fiction role-player in 1988. Now genre-busting role-playing and steampunk has built up steam.

to:

AudienceAlienatingPremise it is easy to imagine that Victorian science fiction seemed a bit silly (it isn’t, though) for the average science fiction role-player in 1988. Now genre-busting role-playing and steampunk has built up steam.
steam. Also, a relatively idealistic take on Victorian adventure stories in a time when the general trand was that heroes and stories got darker and grittier.
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Expanding creator thumbprint


CreatorThumbprint typical of Frank Chadwick and GDW (who have created such things as Traveller, Twilight 2000 and 2300 AD) is a well-created world, well-researched and realistic in many details even if the basic premise of the game is not realistic, science fiction with much emphasis on the military, original or unique when created inspiring others to come up with similar ideas later, tie-in with well-written boardgames but the role-playing game itself has simple and not very good rules.

to:

CreatorThumbprint typical of Frank Chadwick and GDW (who have created such things as Traveller, Twilight 2000 and 2300 AD) is a well-created world, well-researched and realistic in many details even if the basic premise of the game is not realistic, science fiction with much emphasis on the military, original or unique when created inspiring others to come up with similar ideas later, tie-in with well-written boardgames but the role-playing game itself has simple and not very good rules.
rules. These rules also have similarities with other GDW role-playing games, such as a system for NPC motivation, even if Space 1889 uses two dices instead of a deck of cards.

Added: 617

Changed: 745

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Creator Thumbprint


OnlyTheAuthorCanSaveThemNow in [[spoiler: Beastmen of Mars]], the player characters are captured by an ancient powerful being and they have no idea how to get out. Fortunately the ancient is not going to kill them until he is bored with them. When he is he will warn them in advance and be surprised when they flee in the spaceship he left unlocked. Well, the guy is nuts and very absent-minded, so sort of justified. Sure sounds like a dumb deus ex machina though.

to:

CreatorThumbprint typical of Frank Chadwick and GDW (who have created such things as Traveller, Twilight 2000 and 2300 AD) is a well-created world, well-researched and realistic in many details even if the basic premise of the game is not realistic, science fiction with much emphasis on the military, original or unique when created inspiring others to come up with similar ideas later, tie-in with well-written boardgames but the role-playing game itself has simple and not very good rules.

OnlyTheAuthorCanSaveThemNow in [[spoiler: Beastmen of Mars]], the player characters are captured by an ancient powerful being and they have no idea how to get out. out at first. Fortunately the ancient is not going to kill them until he is bored with them. them giving them time to find a risky way to get out if things get desperate. When he is no longer interested in the player characters and decided to kill them he will warn them in advance and be surprised when they flee in the spaceship he left unlocked. Well, the guy is nuts and very absent-minded, so sort of justified. Sure sounds like a dumb deus ex machina though.
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Space 1889 YMMV

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AudienceAlienatingPremise it is easy to imagine that Victorian science fiction seemed a bit silly (it isn’t, though) for the average science fiction role-player in 1988. Now genre-busting role-playing and steampunk has built up steam.

OnlyTheAuthorCanSaveThemNow in [[spoiler: Beastmen of Mars]], the player characters are captured by an ancient powerful being and they have no idea how to get out. Fortunately the ancient is not going to kill them until he is bored with them. When he is he will warn them in advance and be surprised when they flee in the spaceship he left unlocked. Well, the guy is nuts and very absent-minded, so sort of justified. Sure sounds like a dumb deus ex machina though.

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