Space Science specialization issue

I've always taken the "xeno" part to refer to the unknown - as in types of creature, plant or whatever the "xeno" tag is attached to, which is unlike that which is already known... whereas the plain science, let's say Psychology, refers to that which is known - in this case, how a given group will react because they will have studied existing case studies and read papers on the various groups and so can extrapolate the approximate reaction of a given group based on that information.

The Xenopsychologist would be able to determine the likely reaction of any group they encounter based on such things as locomotion, predatory or grazing tendancies, local pressures and so on, but unless they've studied Psychology too (which is likely) they won't be able to tell you any of the behaviour of a given group without first studying the characteristics of that group.

In a similar vein, I've always viewed Xenobiology as a full understanding of the way Biology works and then to be able to work out how it is likely to adapt under unique circumstances, to produce unseen results.

Of course, it's up to you if you want to combine the two and it would certainly be understandable to do so, but it might be good for separating specialist Biologists, for example, from doctors and the like who don't necessarily need to know how to understand new life forms, just the standard ones they train for...
 
rust said:
Even today the specialization in the various fields of science has already
reached a point where "generalists" are becoming the exception and spe-
cialists the standard. There are already comparatively few biologists who
did not specialize to become botanists, entomologists, geneticists, marine
biologists, microbiologists, zoologists ... - there are dozens of specializa-
tions in biology. I very much doubt that this will change in the future, in
my view the number of specializations is far more likely to increase as
more and more knowledge is added.

Agreed - we're seeing this in IT all the time now, as in other fields - although we do need to limit how many we use - if only to retain what shreds of sanity we are still clinging to... :)
 
In RL it is indeed the case that general areas tend to evolve (or devolve ;) ) into specialties - as the market demands (ala IT example) as well as knowledge and technology expands... so where does one draw the line - is that an aquatic entomologist or an agricultural entomologist? Just about every branch of research or human endeavor could be broken down into numerous sub-designations.

Sure, one could take Sensors and create specialties for each type of sensor... or use a separate Gun Combat specialty for shotguns or something silly ;).

However, for a game, while titles and roles might be explicit - i.e. Botanist, Entomologist, etc. - do skills really need this level of detail (at least for general rules)? This forces more qualitative judgement for when to apply DMs, etc. based on a specialty... (player/Ref contention for some folks - and something extra for a Ref to deal with).

A player might chose to be an expert in 'Menden Vargr Ticks' for roleplay purposes (and might even get a special DM for related task checks), but as a skill specialty that would just be a headache (and mostly useless).

The balance of specialties also becomes an issue - the more specialized the less useful it becomes to have higher levels of a particular skill as opposed to another skill. This is already the case for a number of skills.
 
BP said:
However, for a game, while titles and roles might be explicit - i.e. Botanist, Entomologist, etc. - do skills really need this level of detail (at least for general rules)?
I think it depends on the specific setting and campaign. For example, my
campaigns usually are rather "science and technology heavy", and so I
prefer to have a more detailed selection of science and technology skills
than usual for the characters. At the same time my campaigns are quite
"combat light", and all the combat skills it needs are Firearm, Melee and
Unarmed.
 
rust said:
Jame Rowe said:
I actually agree with Apoc; by the 57th century, I would think that biologists would be trained to handle as many different types of biology as is known to the 3I, even if only enough to reduce the penalty to -1. Same for doctors, biochemists and etc.
Even today the specialization in the various fields of science has already
reached a point where "generalists" are becoming the exception and spe-
cialists the standard. There are already comparatively few biologists who
did not specialize to become botanists, entomologists, geneticists, marine
biologists, microbiologists, zoologists ... - there are dozens of specializa-
tions in biology. I very much doubt that this will change in the future, in
my view the number of specializations is far more likely to increase as
more and more knowledge is added.

Okay, I think that my objection can be also thought of as ...

"This is getting too many skills for my Traveller characters!"

Does that work for you? :P
 
rust said:
BP said:
However, for a game, while titles and roles might be explicit - i.e. Botanist, Entomologist, etc. - do skills really need this level of detail (at least for general rules)?
I think it depends on the specific setting and campaign. ...
Most certainly! Your home rules make excellent sense and certainly benefit from added levels of detail.

In terms of official general rules though, it can easily become overkill (ala Jame Rowe's summarization ;) ) and also, from a game mechanic standpoint, fraught with innate inconsistency and easily becoming unbalanced. As the examples in this thread are indicative of - it is also very easy to end up with overlapping skills (especially when one adds individual interpretation), resulting in a very real potential for debate during game time as to what skill is actually applicable to a task...
 
thesmiths4 said:
Now I wish I could change the title to more reflect where this went...
I believe you can by editing your first post and changing the subject line text.
 
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