How do portray technical stuff with less techno-babble?
Depending on the game, characters may not even care about the 'how'. I'm in a sci-fi game where one character seems obsessed with developing 'upgraded' tech...like, the default weapon fires a projectile that carries an energy charge. He keeps trying to come up with plasma weapons that are stable, don't require a massive energy supply, and won't be instantly detectable to anyone scanning for an active energy source. He's the ONLY character in the game who cares about how this stuff works...the rest of the characters are content with the fact that they point the weapon, pull the trigger, and what they're aiming at typically goes 'boom' to a greater or lesser extent (depending on its composition and contents).
The GM 'shortcuts' descriptions of alien weapons, in many ways...we've faced 'plasma' grenades that look like ionized plasma...but behave in very specific ways that plasma typically wouldn't. Or another alien weapons which, once again, 'looks like' plasma...but it's like a weird hybrid variety that clings to stuff and eats away at solid materials. There's no 'how' to it...it's alien, and we haven't had a chance to thoroughly evaluate either one. We just know what they do, not how they do it. None of the PCs in the game (aside from the inventor mentioned above) is any sort of researcher of that sort...so, even though we know how to use the weapons (and some actually carry them, despite the concerns voiced by others), we don't know how they work, how often they can fire, how many shots you get out of a charged power cell, etc...
If your game doesn't have characters that would have a reason to know the hows and whys of the technology, it doesn't need to be explained, beyond the barest levels. There's a reason, in Star Trek, that it's always Scotty (or LaForge, or O'Brien, or whoever happens to be the engineer-du-hour) who's giving the scant explanation that the dilithium crystals are depleted/cracked/out of alignment/whatever...they know, but they also know that 95% of the rest of the crew wouldn't understand the explanation, so don't bother with the full story unless someone specifically requests it. And if one of your characters IS analogous to Scotty or his counterparts, you can give them all the gory details in a PM and let THEM boil it down to an explanation for everyone else.
Another example? Firefly. Kaylee would explain that a part was broken...nobody else got it, beyond the fact that something was broken and the ship wouldn't work. We never got any explanations about HOW the drive system of a Firefly-class transport worked, they didn't address questions about how weapons worked in different atmospheric environments (aside from Vera needing to fire inside a spacesuit because the ammo required oxygen), they didn't explain how any of Simon's medical imaging equipment worked...the characters who needed that information had it, the rest didn't need it or care about it, they just wanted it to do what it was designed to do. Unless your game is populated by tech-geek characters, most of them are in that, "What is it supposed to do, and how well does it do it?" school of thought.
This message was last edited by the user at 06:24, Wed 23 Nov 2016.