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!!{rovides examples of:

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!!{rovides !!Provides examples of:
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''Sufficiently Advanced'' is a tabletop roleplaying game that reaches for the outermost limits of what we think is achievable. Grounded in hard science, but speculating incredible advances, ''SA'' looks at a future in which nanotechnology, computing, medicine, and other fields have advanced to the limit of our current understanding — and just a bit beyond. It’s a look at what these technologies might do to the world and what societies might form around them. It is a game about responsibility and the drive for a better future. It is a game fundamentally about humanity, as well as some of its descendants.

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''Sufficiently Advanced'' designed by Colin Fredericks is a tabletop roleplaying game that reaches for the outermost limits of what we think is achievable. Grounded in hard science, but speculating incredible advances, ''SA'' looks at a future in which nanotechnology, computing, medicine, and other fields have advanced to the limit of our current understanding — and just a bit beyond. It’s a look at what these technologies might do to the world and what societies might form around them. It is a game about responsibility and the drive for a better future. It is a game fundamentally about humanity, as well as some of its descendants.

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Sufficiently Advanced is a tabletop roleplaying game that reaches for the outermost limits of what we think is achievable. Grounded in hard science, but speculating incredible advances, Sufficiently Advanced (or S.A. for short) looks at a future in which nanotechnology, computing, medicine, and other fields have advanced to the limit of our current understanding — and just a bit beyond. It’s a look at what these technologies might do to the world and what societies might form around them. It is a game about responsibility and the drive for a better future. It is a game fundamentally about humanity, as well as some of its descendants.

Most importantly, SA is a game of exploration and political machination set in a universe where everyone has nearly godlike capabilities at their disposal — and the world wasn’t destroyed by it.

SA is about technology as far beyond what we have now as we are beyond the cavemen. It's about a world truly changed by this technology, not merely today's world enhanced. It's about a cultural milieu created by the dregs and lunatic fringe of the 21st century. It's about the line between freedom and chaos. It's about trusting that someone who knows and changes the future is keeping a place for you in it. SA is the story of humanity in all its myriad forms, and the thousand things it might become.

So far, they have released the following:
* Sufficiently Advanced 1st Edition
* Travelogue: For the 1st Edition, comes with new civilizations, societies, cargo cult ideas, among others.
* Sufficiently Advanced 2nd Edition
* Chronotech: For 2nd Edition, for all the time related and sci-fi style prophecies technology.

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Sufficiently Advanced ''Sufficiently Advanced'' is a tabletop roleplaying game that reaches for the outermost limits of what we think is achievable. Grounded in hard science, but speculating incredible advances, Sufficiently Advanced (or S.A. for short) ''SA'' looks at a future in which nanotechnology, computing, medicine, and other fields have advanced to the limit of our current understanding — and just a bit beyond. It’s a look at what these technologies might do to the world and what societies might form around them. It is a game about responsibility and the drive for a better future. It is a game fundamentally about humanity, as well as some of its descendants.

Most importantly, SA ''SA'' is a game of exploration and political machination set in a universe where everyone has nearly godlike capabilities at their disposal — and the world wasn’t destroyed by it.

SA ''SA'' is about technology as far beyond what we have now as we are beyond the cavemen. It's about a world truly changed by this technology, not merely today's world enhanced. It's about a cultural milieu created by the dregs and lunatic fringe of the 21st century. It's about the line between freedom and chaos. It's about trusting that someone who knows and changes the future is keeping a place for you in it. SA is the story of humanity in all its myriad forms, and the thousand things it might become.

A fantasy version called ''Sorcerously Advanced'', has also appeared.

So far, they have released the following:
following as appeared:
* Sufficiently Advanced 1st Edition
''Sufficiently Advanced'' (first edition)
* Travelogue: For ''Travelogue'', for the 1st Edition, comes first edition, with new civilizations, societies, cargo cult ideas, among others.
ideas and other materials
* Sufficiently Advanced 2nd Edition
''Sufficiently Advanced'' (second edition)
* Chronotech: For 2nd Edition, ''Chronotech'', for all the time related second edition, covering time-related and sci-fi style prophecies technology.



!!This transhumanist sci-fi tabletop RPG provides examples of:

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!!This transhumanist sci-fi tabletop RPG provides !!{rovides examples of:
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* {{Teleportation}}: Mostly averted. You can wormhole from place to place (at phenomenal cost in energy), but the only way to "teleport" short of that is to (destructively) read yourself into a replicator in one place and print yourself out in another.

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* {{Teleportation}}: Mostly averted. TeleportationWithDrawbacks: You can wormhole from place to place (at phenomenal cost in energy), but the only way to "teleport" short of that is to (destructively) read yourself into a replicator in one place and print yourself out in another.
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* FakeWizardry: The Technomagi specialize in hiding their tech and making its use look like magic. They're a combination of con-artists, mystics and master engineers, and all three are part of the same whole.
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* FasterThanLightTravel: This is impossible in theory but not in practice. The usual way to get around is through a wormhole, and the [[https://en.wikipedia.org/wiki/Alcubierre_drive Alcubierre warp drive]] is an advanced stringtech drive that allows a ship to be accelerated in a gravity bubble at effectively FTL speeds without breaking the lightspeed barrier in its own spacetime.

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* FasterThanLightTravel: This is impossible in theory but not in practice. The usual way to get around is through a wormhole, and the [[https://en.wikipedia.org/wiki/Alcubierre_drive Alcubierre warp drive]] AlcubierreDrive is an advanced stringtech drive that allows a ship to be accelerated in a gravity bubble at effectively FTL speeds without breaking the lightspeed barrier in its own spacetime.
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* CoolStarship: Starships are not actually very useful if you have wormhole technology. The Stardwellers use them anyway because they're cool.


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* GenerationShip: Spacers travel on slower-than-light generation ships that were originally planned for colonization, but after the Diaspora have turned into space nomads.
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* FasterThanLightTravel: This is impossible in theory but not in practice. The usual way to get around is through a wormhole, and the [[https://en.wikipedia.org/wiki/Alcubierre_drive Alcubierre warp drive]] is an advanced stringtech drive that allows a ship to be accelerated in a gravity bubble at effectively FTL speeds without breaking the lightspeed barrier in its own spacetime.
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[[quoteright:350: ]] [[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/sa2_new_front_cover_small.png]]

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->We left Earth behind, though we will never forget it.\\
Once we reached for the stars. Now we have them. What we do with them is up to us.

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->We left Earth behind, though we will never forget it.\\
[[quoteright:350: ]]
[[caption-width-right:350:
Once we reached for the stars. Now we have them. What we do with them is up to us.
us.]]

->We left Earth behind, though we will never forget it.
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Official site [[http://suffadv.wikidot.com/ here]].

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Official site [[http://suffadv.wikidot.com/ here]].
here]]
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Official site: [[http://suffadv.wikidot.com/]]

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Official site: site [[http://suffadv.wikidot.com/]]
com/ here]].
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* WetWareCPU: The culture of the United Planets of Mechanica believes in the brain being the sole signifier of one's humanity and so they varied from normal organic humans to cyborgs to brains in a jar in a robotic body.
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Added some magic- and comics-related things

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* ClarkesThirdLaw: It's literally the name of the game.


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* HumansArePsychicInTheFuture: Seems that way from the outside. In actuality, everyone just has a BrainComputerInterface.


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* MagicalGesture: If you don't have a BrainComputerInterface, you use special gestures and words to activate your more dangerous technology (so that you don't trigger it by accident). Wave your hands, chant some words, and voila - lightning bolt!


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* MugglesDoItBetter: The game tries to balance high-stat characters and low-stat characters by giving the players of low-stat characters more ability to warp the plot.


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* PersonOfMassDestruction: Oh my goodness gracious yes.


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* WordsCanBreakMyBones: Not exactly, but they might get you to stop, or run, or relax, via a Metatech technique called the Voice of Peace. If you research someone enough you can pull an IKnowYourTrueName and get better hooks into them.
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* TechnologyLevels: There are five techs in both editions. 10 levels in the 1st Edition. 5 or 6 levels in the 2nd Edition with a sixth tech with the Chronotech supplement.
** Biotech - Biological technologies
** Cognitech - Brain related technologies
** Metatech - Social sciences
** Nanotech - Nanotechnology and material sciences
** Stringtech - Physics related technologies
** Chronotech - Temporal related technologies
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* Nanomachines: I mean, one of the basic stats in the game is Nanotech...

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* Nanomachines: {{Nanomachines}}: I mean, one of the basic stats in the game is Nanotech...



* Teleportation: Mostly averted. You can wormhole from place to place (at phenomenal cost in energy), but the only way to "teleport" short of that is to (destructively) read yourself into a replicator in one place and print yourself out in another.

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* Teleportation: {{Teleportation}}: Mostly averted. You can wormhole from place to place (at phenomenal cost in energy), but the only way to "teleport" short of that is to (destructively) read yourself into a replicator in one place and print yourself out in another.
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Added a bunch of tech things

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* ArtificialAfterlife: The foundation of the Builders of the Great Beyond's entire civilization. Their minds are recorded while they live, and they run in simulation after they die.


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* BrainUploading: Possible, but not quick.
* DeflectorShields: Averted. Force fields are listed as an "impossible technology."


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* EnergyWeapon: Compression beams, transmutation beams, inversion beams, plain old lasers...
* GreyGoo: One of the standard nanotech weapons is the nanophage, a Grey Goo with limited duration.


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* InvisibilityCloak: Not quite played straight or averted - yes, you can make invisibility devices, but they're limited in the frequencies of light they can hide... and because so many people can see outside the usual "visible" spectrum, it might just make you stand out worse.
* MatterReplicator: Yup. Used especially by the Association of Eternal Life (a.k.a. the Replicants), who are more than happy to replicate themselves.
* TheMetaverse: Every world has an Infosphere, so named because it's as all-pervasive as the atmosphere. Nearly everyone has continuous access to it.
* Nanomachines: I mean, one of the basic stats in the game is Nanotech...
* OrganicTechnology: ...and another one of them is Biotech.
* OurWormholesAreDifferent: Different settings for the 2nd edition have different rules for how wormholes work.
* ReactionlessDrive: Averted.
* SufficientlyAdvancedBambooTechnology: Not really, but it can look however you want, so groups like the Tao of History (a historical recreation society) have ancient-looking things that function just as well as everyone else's futuristic stuff.
* Teleportation: Mostly averted. You can wormhole from place to place (at phenomenal cost in energy), but the only way to "teleport" short of that is to (destructively) read yourself into a replicator in one place and print yourself out in another.
* TimeMachine: Mostly averted. You can make one with a wormhole (in certain settings), but Chronotech does its job purely with data transfer, not with moving large objects.

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* DreamingOfThingsToCome: Some low-level Chronotech works this way, providing unclear prophecies in the user's dreams.
* GroundhogDayLoop: Used to explain a skill bonus from Chronotech-based expertise: you're basically repeating an action until you get it right, then letting things move forward.




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* YouAlreadyChangedThePast: Used to explain why the Transcendentals don't change the past: they already did. In fact, from their point of view, they currently are, by talking to you.
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* Travelogue: For the 1st Edition, comes with new civilizations, societies, cargo cult ideas, among others.
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None


Once we reached for the stars. Now we have them. What we do with them is up to us.\\

to:

Once we reached for the stars. Now we have them. What we do with them is up to us.\\
us.
Is there an issue? Send a MessageReason:
None


* Chronotech: For 2nd Edition, for all the time and sci-fi style prophecies technology.

to:

* Chronotech: For 2nd Edition, for all the time related and sci-fi style prophecies technology.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

->We left Earth behind, though we will never forget it.\\
Once we reached for the stars. Now we have them. What we do with them is up to us.\\

Sufficiently Advanced is a tabletop roleplaying game that reaches for the outermost limits of what we think is achievable. Grounded in hard science, but speculating incredible advances, Sufficiently Advanced (or S.A. for short) looks at a future in which nanotechnology, computing, medicine, and other fields have advanced to the limit of our current understanding — and just a bit beyond. It’s a look at what these technologies might do to the world and what societies might form around them. It is a game about responsibility and the drive for a better future. It is a game fundamentally about humanity, as well as some of its descendants.

Most importantly, SA is a game of exploration and political machination set in a universe where everyone has nearly godlike capabilities at their disposal — and the world wasn’t destroyed by it.

SA is about technology as far beyond what we have now as we are beyond the cavemen. It's about a world truly changed by this technology, not merely today's world enhanced. It's about a cultural milieu created by the dregs and lunatic fringe of the 21st century. It's about the line between freedom and chaos. It's about trusting that someone who knows and changes the future is keeping a place for you in it. SA is the story of humanity in all its myriad forms, and the thousand things it might become.

So far, they have released the following:
* Sufficiently Advanced 1st Edition
* Sufficiently Advanced 2nd Edition
* Chronotech: For 2nd Edition, for all the time and sci-fi style prophecies technology.

Official site: [[http://suffadv.wikidot.com/]]

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!!This transhumanist sci-fi tabletop RPG provides examples of:

* BrainComputerInterface: The Mesh works like this and is necessary for anything Cognitech 3 and above.
* TranshumanAliens: Due to transhumanist technologies and morphological freedom, plenty of civilizations resulted in alien forms, particularly with the Stardwelling Armada.
* TranshumansInSpace: Obvious with the Stardwelling Armada but every civilization are usually transhuman at some level, except for Cargo Cultists and Old Worlders.

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