mwsasser said:How are you guys using Astronomy in your games? I'm drawing a blank on this one to be honest.
I still prefer the more mundane version - predicting eclipses, calculating the position of the Moon over a 19 year cycle, using his calculations to construct tide tables and almanacs for sailors and farmers during down time, and ephemerides for the mumblers and astrologers of the court while he trains explorers in navigation by the stars.soltakss said:Looking at the skies for signs, performing divinations, noticing a new star/comet/planet/whatever and drawing conclusions on what it means, deciphering ancient riddles ...
That's partly because the real world has no actual magic and gods, in a fantasy world where astrology actually works, people will pay more attention to it.alex_greene said:Seriously, the mundane version of astronomy is the older and less modern version - not that pseudomystical astrology garbage. The oldest astronomy concerned itself with predicting the turn of the seasons, agriculture and the Spring flooding of the Nile delta.
It actually does have real magic and gods. We invented the idea, enough to have believed in it in the past. Humans could not live in a world where gods really did walk the earth. But if you imagine magic as being something human beings do, either individually or collectively through Pacts, the existence of non-existence of the gods can become just another Mystery of Faith thing, just as it is in this real world.PhilHibbs said:That's partly because the real world has no actual magic and gods, in a fantasy world where astrology actually works, people will pay more attention to it.alex_greene said:Seriously, the mundane version of astronomy is the older and less modern version - not that pseudomystical astrology garbage. The oldest astronomy concerned itself with predicting the turn of the seasons, agriculture and the Spring flooding of the Nile delta.
alex_greene said:your characters can learn Lore (Astronomy) - might as well call it that, rather than Astrology
alex_greene said:The "death of kings" stuff came out when people realised they could mix in a bit of nonsense and bilk money in floods from a gullible public.
Mixster said:Because basically it would suck if a player had a high shiphandling skill and assumed his character knew his way around a ship, only to find out that the GM wont let him find out where he is or where he is supposed to go if his character hasn't learned about the stars from an academic association.
PhilHibbs said:... the real world has no actual magic and gods, in a fantasy world where astrology actually works, people will pay more attention to it.
:shock:alex_greene said:It actually does have real magic and gods.
Oh, yes the real world has the idea of magic and gods, but not the actual, real, functioning magic and active deities themselves.alex_greene said:We invented the idea, enough to have believed in it in the past.
You could say the same about magic - in the real world, what people thought of as "magic" was all trickery, psychology, and secret knowledge (e.g. stunning a snake so it appeared to be a staff, then releasing the paralysis to "turn your staff into a snake"). So, if you discard astrology in your fantasy roleplaying game, why not discard magic as well, because they are both based on real-world nonsense?alex_greene said:The "death of kings" stuff came out when people realised they could mix in a bit of nonsense and bilk money in floods from a gullible public.
*sigh Yet another attempt to gain the high ground, like this is a game of chess*PhilHibbs said:PhilHibbs said:... the real world has no actual magic and gods, in a fantasy world where astrology actually works, people will pay more attention to it.:shock:alex_greene said:It actually does have real magic and gods.
Again, applying modern thinking to very unmodern minds.PhilHibbs said:Oh, yes the real world has the idea of magic and gods, but not the actual, real, functioning magic and active deities themselves.alex_greene said:We invented the idea, enough to have believed in it in the past.
Lemnoc said:I thought about this, too. The Shiphandling skill doesn't mention any navigational ability of any sort, yet we *know* it must be there. Meanwhile, one's ability to glean direction from the stars is not limited to the sea alone.
I'd probably be inclined to allow free improvement rolls on Astronomy Lore in connection with improvements in Shiphandling. It's not exactly a skill that, if improved, is subject to inflation or player abuse. Ancient mariners were notorious sky watchers....
Since the dawn of the study of astronomy, it has been considered the very epitome of predictability.Simulacrum said:As for Astronomy - I think how you use it rather depends on what the heavenly bodies are in your setting. Using it as a mundane/non magical skill presupposes the subject of study is itself mundane and entirely predictable.
DrBargle said:And, even if it is a sphere flying through space, if the peoples of that fantasy world do not believe it to be a sphere flying through space, then their assumptions about the way in which the heavens work will prevent them from assigning anything but magical or divine explanations to the way that celestial objects move around the sky.
alex_greene said:If only for the sake of the players' sense of fair play and enjoyability, the worlds you inhabit have to be consistent.
Sure, if you extend the whim of the gods to something that is evidently very consistent, such as gravity, then you do make a mockery of the concept. But, apply it to earthquakes, lightning, or tsunamis, and it's entirely plausable that they are the work of petulant deities.alex_greene said:"It's the Will of the Gods."
Eugh. I hate sloppy world design.
The players might like a slip sliding world that shifts around, where gravity depends on whether the God of Gravity is paying attention today, but Games Masters don't have that luxury.