07-18-2018, 04:56 PM | #11 | |
Join Date: Aug 2010
Location: The Land of Enchantment
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Re: Weird Science: realistic or not?
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I'd need to get a grant and go shoot a thousand goats to figure it out. |
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07-18-2018, 06:12 PM | #12 |
Join Date: Aug 2004
Location: Austin, TX
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Re: Weird Science: realistic or not?
I know a DVD full of white noise is a OTP. I also know that people don't routinely use DVDs full of noise for OTPs, because even though the cost and convenience of creating, using, and maintaining a OTP is as low as its been in history, it's still a hassle to make sure that everyone you want to communicate with has a matching DVD. Public key encryption isn't nearly as secure, but the convenience factor makes up for a lot.
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07-18-2018, 06:17 PM | #13 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Weird Science: realistic or not?
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Not a specialized area of scientific study, but the art of generating hypotheses regarding new or unknown phenomena. In general, it should be treated as a cinematic skill like Computer Hacking or larger-than-life martial-arts skills – one not available in realistic settings. Weird Science rolls grant bonuses to inventing and understanding weird devices, and to investigating weird natural phenomena. The GM may allow an Unusual Training perk (Power-Ups 2, p. 21) to grant access to Weird Science in a realistic campaign. The “believable circumstances” may be that the researcher had good luck in hitting on a fruitful speculation (such as Watson and Crick’s model for the structure of DNA) or has a talent for wild ideas (Richard Feynman might be an example).
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Bill Stoddard I don't think we're in Oz any more. |
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07-18-2018, 06:30 PM | #14 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Weird Science: realistic or not?
The realistic version of Weird Science is Expert: Weird Science, and it covers familiarity with the various crackpot theories out there. If the campaign changes in some way to introduce actual functional weird science, that skill would likely become Weird Science.
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07-18-2018, 07:13 PM | #15 |
Join Date: Aug 2004
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Re: Weird Science: realistic or not?
In Chinese Elemental Powers, we’re given five skills that have both a cinematic use and a more mundane use: Alchemy, Erotic Art, Esoteric Medicine, Fortune Telling (Feng Shui), and Herb Lore. I don’t see why Weird Science couldn’t work the same way, with the mundane use being something along the lines of “you know a lot of mostly useless trivia about fringe science and pseudosciences”. In a setting where its cinematic functionality isn’t available, it’s not a particularly cost-effective skill choice; but then, if you suddenly get transported to a setting where it is available, you don’t have to relearn it as you would if you insisted on treating the mundane version as a separate skill, like the aforementioned “Expert Skill (Weird Science)”.
Last edited by dataweaver; 07-18-2018 at 09:43 PM. |
07-18-2018, 08:49 PM | #16 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Weird Science: realistic or not?
It could with some rephrasing. Currently, weird science has some specific mechanical effects, but those could be noted as being setting-specific.
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07-18-2018, 09:25 PM | #17 |
Join Date: Aug 2004
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Re: Weird Science: realistic or not?
Or cinematic.
Basically, I'm suggesting that the existing Weird Science write-up in Basic Set be treated as the cinematic use of the skill, while the non-cinematic use would be equivalent to Hobby or Profession (Weird Science), depending on whether you can take a living off of bizarre scientific theories. Last edited by dataweaver; 07-18-2018 at 09:34 PM. |
07-18-2018, 10:03 PM | #18 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Weird Science: realistic or not?
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07-18-2018, 10:08 PM | #19 | |
Join Date: Aug 2004
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Re: Weird Science: realistic or not?
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I'm assuming that you'd let Weird Science encompass nearly every Science skill, but only for the purpose of fringe specialties? Basically, like Science! but only for the really weird stuff, and without negating familiarity and TL penalties. |
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07-18-2018, 10:26 PM | #20 |
Join Date: Feb 2016
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Re: Weird Science: realistic or not?
Weird Science should never be in a realistic game (and it is actually not that useful in a cinematic campaign if you have Gadgeteer because it does not negate any penalties, only gives +1 to skill rolls when using Gadgeteer, and gives really bad side effecfs). It is, paradoxically, a cinematic skill for realistic campaigns (or a poor version of Gadgeteer in cinematic campaigns). In general, I ban it from my campaigns because it just is not worth the effort of changing it.
That being said, I could see Weird Science instead being like Ritual Magic or Thaumaturgy for scientific forms of magic and creating gadgets. If you removed the 'primary' use and said that it was the core skill for scientific magic and allowed scientific magicians to spend points to create gadgets, then it would be worthwhile. |
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