TrippyHippy said:
Well, yes, possibly. Say somebody wants to play someone who is at the forefront of, say, Xenology in a game. Just having 'Life Science' on his character sheet won't cut it. Moreover, Xenology (study of aliens) quite probably has a mix of biology and social science in it. Indeed, you could argue that aspects of biology (psychology; ecology) are indeed social sciences in effect.
If you came to me asking for this as a player in my game, I would just give you Science (Xenology)-3 or 4 and then start to panic trying to think of how to add this into the game so you would have fun playing this "Rising Star" of Xenology. :wink:
TrippyHippy said:
A 'science' is literally a 'knowledge' (etymology 'scientia' from latin = 'knowledge'). Just like the Language skill, there can be an open-ended amount of different specialities. In the core rules they have currently listed 16, but there could be a million+.
Yes, I agree, but in my opinion we are discussing modeling real life and that is not what a role playing game does. We have a single skill called Electronics (Computer) that covers the programing, use, and repair of every computer from the Commodore 64 to the state of the art AI main frame. Yet we, the gamers, seem ok with the lack of granularity. It is ok that the same skill used to program a game for the Play Station 20 would be used to repair a space ships main frame. So what does this have to do with Science? Simple. When you think science, you think of real life. You see the shades of color that is the wide and vast fields of science. Just like the vast number of real and fictional computers covered by the Electronics skill.
What I am suggesting is that while having millions of specialties for Science, while maybe accurate from a real life perspective, it just is not playable nor realistic for the level of game play 99% of the games I have seen or played in.
TrippyHippy said:
The core sciences we teach today (Physics, Chemistry, Biology, Social) are really just broad churches of inter-related ideas. Indeed Chemistry is a branch of Physics, Biology is a broad church of all sorts - a geneticist won't necessarily know much about botany, for example, but at least on one level is a branch of chemistry. Social Science, again on one level, is just applied biology. All are applied maths and applied philosophy in terms of the induction/experimentation.
Again, I would never argue with this statement, but Role Playing Games really never can model real life. They offer a fictional frame for fun by those at the table. I propose that while those four "core sciences" really are just inter-related, we could use them to cover the basic ideas that most gamers would need to play in their games. Thus cutting the specialties down to four from sixteen. Now of course this assumes someone really wants to cut the specialties down as well as the number of skills. While it seems that is what they have done, I do not know that it is really a goal of the design team.
TrippyHippy said:
If you want to simplify it, you could do what they did in the Languages skill and point out that there are a multitude of sciences out there - but these are the most common....Physics, Chemistry and Biology. However, if you do that, you should at least mention a bunch of other examples too.
Truth is, if it were up to me I would try and simplify it, but down to how many, I don't know. But it is not up to me.
Of course maybe Science is the exception to prove the rule. Reduce skills and specializations on many of the skills, but allow science to remain with 16 (or 17 if they add in the Astronomy that was pointed out is missing). :mrgreen: