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Page "Elves in fantasy fiction and games" ¶ 42
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science and fiction
Writers of this class of science fiction have clearly in mind the assumptions that man can master the principles of this cause-and-effect universe and that such mastery will necessarily better the human lot.
On the other hand, the bright vision of the future has been directly stated in science fiction concerned with projecting ideal societies -- science fiction, of course, is related, if sometimes distantly, to that utopian literature optimistic about science, literature whose period of greatest vigor in the late nineteenth and early twentieth centuries produced Edward Bellamy's Looking Backward and H. G. Wells's A Modern Utopia.
In Arthur Clarke's Childhood's End ( 1953 ), though written after the present flood of dystopias began, we can see the bright vision of science fiction clearly defined.
Considering then the optimism which has permeated science fiction for so long, what is really remarkable is that during the last twelve years many science-fiction writers have turned about and attacked their own cherished vision of the future, have attacked the Childhood's End kind of faith that science and technology will inevitably better the human condition.
Because of the means of publication -- science-fiction magazines and cheap paperbacks -- and because dystopian science fiction is still appearing in quantity the full range and extent of this phenomenon can hardly be known, though one fact is evident: the science-fiction imagination has been immensely fertile in its extrapolations.
There is, of course, nothing new about dystopias, for they belong to a literary tradition which, including also the closely related satiric utopias, stretches from at least as far back as the eighteenth century and Swift's Gulliver's Travels to the twentieth century and Zamiatin's We, Capek's War With The Newts, Huxley's Brave New World, E. M. Forster's `` The Machine Stops '', C. S. Lewis's That Hideous Strength, and Orwell's Nineteen Eighty-Four, and which in science fiction is represented before the present deluge as early as Wells's trilogy, The Time Machine, `` A Story Of The Days To Come '', and When The Sleeper Wakes, and as recently as Jack Williamson's `` With Folded Hands '' ( 1947 ), the classic story of men replaced by their own robots.
Not all recent science fiction, however, is dystopian, for the optimistic strain is still very much alive in Mission Of Gravity and Childhood's End, as we have seen, as well as in many other recent popular novels and stories like Fred Hoyle's The Black Cloud ( 1957 ) ; ;
and among works of dystopian science fiction, not all provide intelligent criticism and very few have much merit as literature -- but then real quality has always been scarce in science fiction.
`` The human ego being what it is '', I put in, `` science fiction has always assumed that the creatures on the planets of a thousand larger solar systems than ours must look like gigantic tube-nosed fruit bats.
It is not through space nor time that the time machine most approved by science fiction must travel for a visit to the permanent prehistoric past, or the ever-existent past-fantasy future.
Significantly, Huxley also worked for a time in the 1920s at the technologically advanced Brunner and Mond chemical plant in Billingham, Teesside, and the most recent introduction to his famous science fiction novel Brave New World ( 1932 ) states that this experience of " an ordered universe in a world of planless incoherence " was one source for the novel.
Until recently, androids have largely remained within the domain of science fiction, frequently seen in film and television.
The term " droid ", coined by George Lucas for the original Star Wars film and now used widely within science fiction, originated as an abridgment of " android ", but has been used by Lucas and others to mean any robot, including distinctly non-human form machines like R2-D2.
" The term made an impact into English pulp science fiction starting from Jack Williamson's The Cometeers ( 1936 ) and the distinction between mechanical robots and fleshy androids was popularized by Edmond Hamilton's Captain Future ( 1940 – 1944 ).
For example, Heinlein was the " dean of science fiction writers " because he was " the scientist " of science fiction.

science and role-playing
Forgotten Futures is a role-playing game created by Marcus Rowland to allow people to play in settings inspired by Victorian and Edwardian science fiction and fantasy ( i. e. Steampunk ).
Gamma World is a science fantasy role-playing game, originally designed by James M. Ward and Gary Jaquet, and first published by TSR in 1978.
In more recent decades, the idea has become a staple of the science fiction and adventure genres, appearing in print, in film, on television, in comics, in role-playing games, and in many animated works.
Soon after the release of the movie Logan's Run in 1976, rudimentary live role-playing games based on the movie were run at US science fiction conventions.
* Hobbies, games, and activities that are described as obsessive and " immature ", such as trading cards, comic books, television programs, films, role-playing games and other things relating to fantasy and science fiction.
The Ringworld science fiction role-playing game was published by Chaosium in 1984, using the Basic Role-Playing system for its rules and Larry Niven's Ringworld novels as a setting.
The Ringworld role-playing game is not a ' full ' science fiction RPG, like Traveller, including, for example, rules for starship construction, space combat, travel to different planets and systems, and so forth.
Shadowrun is a science fantasy role-playing game set in a near-future fictional universe in which cybernetics, magic and fantasy creatures co-exist.
Star Frontiers is a science fiction role-playing game produced by TSR beginning in 1982.
Founded in 1980, six years after the birth of Dungeons & Dragons, and before the height of role-playing games, SJG created several role-playing and strategy games with science fiction themes.
Participation in science fiction fandom often overlaps with other similar interests, such as fantasy role-playing games, comic books and anime, and in the broadest sense fans of these activities are felt to be part of the greater community of SF fandom.
Traveller is a series of related science fiction role-playing games, the first published in 1977 by Game Designers ' Workshop and subsequent editions by various companies remaining in print to this day.
Originally, Traveller had no established setting, and was promoted as a rules system for running general science fiction role-playing games.
Originally scheduled for May / June 1977 but first published one month later on a bimonthly schedule with an initial ( and speculative ) print run of 4, 000, White Dwarf continued the fantasy and science fiction role-playing and board-gaming theme developed in Owl and Weasel but, owing to the increase in available space, began to produce reviews, articles and scenarios to a greater depth than had previously been possible.
2300 AD is a hard science fiction tabletop role-playing game created by Game Designers Workshop, originally offered as an alternative to the space opera portrayed by the company's leading science fiction role-playing game, Traveller.
is a series of science fiction open world role-playing video games produced by Square, now Square Enix.
The Morrow Project is a science fiction role-playing game created by Kevin Dockery, Robert Sadler and Richard Tucholka and published by TimeLine Limited.
Psionics usually appear in science fiction or contemporary settings, although it is sometimes seen in medieval fantasy as well ( mostly in role-playing games ), sometimes with both magic and psionics existing side by side as two distinct phenomena.
Trinity is a science fiction role-playing game published by White Wolf Game Studio in 1997 ( and later by the ArtHaus imprint ), first in the Trinity Universe series of games ( the two others being Aberrant and Adventure!
Fading Suns is a science fiction space opera role-playing game published by Holistic Design.
Langford wrote the science fiction and fantasy book review column for White Dwarf from 1983 to 1988, continuing in other British role-playing game magazines until 1991 ; the columns are collected as The Complete Critical Assembly ( 2001 ).

science and game
* The Ark is one of four relics that must be recovered in the 1996 science fiction adventure game Drowned God: Conspiracy of the Ages.
A variant of counting-out game, known as Josephus problem, represents a famous theoretical problem in mathematics and computer science.
In the video game Gray Matter a magicians club is named Daedalus, with a winged statue in the lobby in possible relation to him being an icon of magic, science or both.
Doom ( typeset as DOOM in official documents ) is a 1993 science fiction horror-themed first-person shooter video game by id Software.
Doom, a science fiction / horror themed video game, has a background which is given in the game's instruction manual ; the rest of the story is advanced with short messages displayed between each section of the game ( called episodes ), the action as the player character progresses through the levels, and some visual cues.
When the game design phase began in late 1992, the main thematic influences were the science fiction action film Aliens and the horror film Evil Dead II.
When, three years later, 3D Realms released Duke Nukem 3D, a tongue-in-cheek science fiction shooter based on Ken Silverman's technologically similar Build engine, id Software had nearly finished Quake, its next-generation game, which mirrored Dooms success for the remainder of the 1990s and significantly reduced interest in its predecessor.
The game includes rules, three adventures and four adventure outlines, a wargame by Matthew Hartley, a long section on the ' science ' of Flatland which attempts to explain aspects of the world and its natives, and the original book.
Today, however, game theory applies to a wide range of class relations, and has developed into an umbrella term for the logical side of science, to include both human and non-humans, like computers.
* Marek M. Kaminski: Game Theory and Politics-syllabuses and lecture notes for game theory and political science.
Gernsback's importance to science fiction was acknowledged by video game developer BioWare, who named a vessel after him in the game Mass Effect 2.
He concludes that " Perhaps there will ultimately be some serious contribution from the traditional smoke-and-mirrors social science treatment of IQ, but for now Rushton's framework is essentially the only game in town.
Other science fiction authors have devised their own variants of Niven's Ringworld, notably Iain M. Banks ' Culture Orbitals, best described as miniature Ringworlds, and the ring-shaped Halo structure of the video game Halo.
Scott Murphy and Mark Crowe, who had already worked together on the Sierra game The Black Cauldron, wanted to create a funny science fiction adventure game.
The game was inspired by such classic science fiction stories as the Dumarest Saga series by E. C. Tubb, the Foundation stories of Isaac Asimov, H. Beam Piper's Space Viking, Larry Niven's Known Space, Jerry Pournelle's CoDominium, Poul Anderson's Polesotechnic League and several other works of science fiction literature.

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