12-28-2011, 03:20 PM | #11 | |
Join Date: Nov 2004
Location: Flushing, Michigan
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Re: Expert Skill (Pneumatology) and Hidden Lore (Spirits)
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Hobby Skill: This means you have knowledge and/or productive skill that has very limited practical value (and often no practical value) but may effect how others react to you--fellow hobbyists may be impressed; depending on your hobby, some other people may think you're weird. This is the primary game effect. You hobby might justify some other skill at a -3 default. Any defaults should be worked out when the skill is initially described and taken by the character. For example, Hobby (Knitting) means you can knit, which makes people go oooo! and ahhhh! when they get a beautiful hand-crafted sweater. You can also talk about yarn, etc. intelligently. This makes people who like knitted things go ooo! and ahhh! A generous GM might interpret this as providing a skill like like Connoisseur (Textiles) at a -3 default. Professional Skill: You know some craft or profession, specifically in a manner that would let you earn a living at it. This is the primary game effect. It gives you something to do between adventures. However, it may also impress people, either members of your professional community or people who depend on you. There may be times when it will offer adventure-related abilities and/or provide some other more adventure-related skill at a -3 default. And it may give you an excuse to meet people, be in their houses, etc. For example, Professional Skill (Exterminator) lets you...well, it lets you kill vermin. You can go into a building and get rid of anything from centipedes to raccoons. If someone's house was infested with vermin, they probably will be grateful and perhaps impressed at your prowess and maybe your bravery, too, depending on the vermin in question. It probably is not too much of a stretch to say that both Traps and Poisons would default to this skill at -3. You also know all kinds of little tidbits of knowledge that might be useful under rather bizarre circumstances, such as the fact one of the best weapons for handling wasps in an enclosed area is a shop-vac. Expert Skill: You have an in-depth knowledge of a subject, in-depth enough that you could make a living at it (if there was a call for your expertise) and enough that even if you lack a practical skill you could answer questions in ways that would guide those with more practical abilities. Your skill usually involves some kind of advanced training, often drawing on several other fields, which is why it is not simply a Professional skill. Obviously, you may impress people, too, depending on circumstances. People are often impressed by experts, even if they will never need to take advantage of that particular expertise, often simply because of they are aware that it took brains and hard work to achieve that expertise. Some other skills will default at -3. For example, someone with Expert (Hydrology) could make a living as an expert on ground water, flooding, etc. and could direct someone with Driving (Construction Equipment) who needed to dig an irrigation ditch or someone with Merchant, Strategy, etc. who needed to find out if a piece of land was suitable for certain uses. By the way, anything that is a hobby can also be a Connoisseur specialty--if you take it as Connoisseur instead of Hobby, it means you know the subject well enough to buy and sell items with a +1 to Merchant skill. Hobby (Comic Books) means you can impress other comic book readers; Connoisseur (Comic Books) means you know which issues are valuable, how condition should affect price, etc...if you also had Merchant, you could make a living buying and selling comic books. Taking it as an Expert skill means you might have a Connoisseur skill as part of your expertise, if it would be appropriate. Also, you never need Expert (Place)...that's Geography. For example, Geography (France) should let you answer all kinds of questions about resources, culture, industry, political boundaries, current affairs, exports, etc. related to France. History (France) probably defaults at -3. Last edited by Mgellis; 12-28-2011 at 03:26 PM. |
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12-29-2011, 08:41 AM | #12 | |
Join Date: Aug 2008
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Re: Expert Skill (Pneumatology) and Hidden Lore (Spirits)
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Secondly, Hidden Lore is an (IQ/A) skill, but Expert Skill is (IQ/H). If they are essentially the same thing, why the difference in difficulty?
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12-29-2011, 08:48 AM | #13 | |
Join Date: Mar 2006
Location: Silver Spring, MD
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Re: Expert Skill (Pneumatology) and Hidden Lore (Spirits)
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My guess would be that it's because Expert Skill involves lots of learning, reading, and research, whereas Hidden Lore involves...observing spirits in their natural habitat, but not necessarily writing it down in ways that others can learn from. I have no idea if that makes any actual sense, though. |
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12-29-2011, 02:17 PM | #14 | ||
Join Date: Oct 2005
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Re: Expert Skill (Pneumatology) and Hidden Lore (Spirits)
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One possible explanation is that the practical effects one gets out of Hidden Lore are less abstract and easier to comprehend. After all, if all you need to know is to make sure you summon the thing inside a pentegram, but not why, that's easier. If it bugs you, and you're running a high-magic or magic as technology game where spirits are so common that they might be encountered by everyday people (such as the demons that run the gadgets on Discworld), then dealing with them might reach the level of an IQ/A Professional Skill, somewhat analogous to training horses.
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An ongoing narrative of philosophy, psychology, and semiotics: Et in Arcadia Ego "To an Irishman, a serious matter is a joke, and a joke is a serious matter." Last edited by Lord Carnifex; 12-29-2011 at 02:35 PM. |
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12-30-2011, 07:23 AM | #15 |
Join Date: Aug 2008
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Re: Expert Skill (Pneumatology) and Hidden Lore (Spirits)
Thanks for the feedback. My setting is rife with spirits, so I'm definitely leaning toward Pneumatology. I'll probably completely disclude Hidden Lore (Spirits), as well as its other varieties, too. It feels weird, though, since Hidden Lore is such a nice name....
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12-30-2011, 07:41 AM | #16 | |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: Expert Skill (Pneumatology) and Hidden Lore (Spirits)
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The 500 rules on how to deal with a Ferengi would be easy at worst, but still be hidden lore if Ferengi are only known by a few government officials. |
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12-30-2011, 03:05 PM | #17 | |
Join Date: Oct 2005
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Re: Expert Skill (Pneumatology) and Hidden Lore (Spirits)
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And that's not even considering that, for some games, the topics covered by Hidden Lore are about things so outside the human experience that they make no sense, appear inconsistent or illogical, or are only ever explicable in terms of metaphors, allegories, symbolism, or cryptic nonsense.
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An ongoing narrative of philosophy, psychology, and semiotics: Et in Arcadia Ego "To an Irishman, a serious matter is a joke, and a joke is a serious matter." Last edited by Lord Carnifex; 12-30-2011 at 03:09 PM. |
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12-30-2011, 08:15 PM | #18 | ||
Join Date: Jun 2006
Location: Spain —Europe
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Re: Expert Skill (Pneumatology) and Hidden Lore (Spirits)
Agreed.
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Something like this is a GM's choice, and it can be a bit tricky to handle since the player paid points for such skill/s. According to the doctrines and opinions of authors like Jung and followers of him, like Campbell. Quote:
A problem with GURPS Theology skill is that it encompasses things that aren't actually reducible to a religious point of view (the same happens with the Religious Ritual skill), like Taoism and reserved facets inside things that undoubtedly are religions, like the case of taṣawwuf inside Islam, or Kabbalah inside Judaism. Since these things aren't isolated disciplines, for portraying an actual Taoist knowledge, or Hinduist, even Buddhist or regarding Islamic tasawwuf . . . per the current Basic Set's rules is needed to heap the current Basic Set's skills: Occultism, Theology, Religious Ritual, Hidden Lore —and partly even Thaumatology and Expert Skills such as: Natural Phylosophy, Thanatology . . . Besides, names like "occultism" or "theology" don't fit well in many cases (they are OK in certain contexts, particularly modern ones, like Occultism for paranormal investigators, occultist organizations like the Golden Dawn, Blavatskian Teosophism and its many derivations; and Theology for religious characters with a solid but limited understanding of the contents of a religious revelation), the former term because its specific modern connotations, and the later because it's not always about the religious and mostly "monotheistic" notion of God, or at least there is not a limit placed at such ontological level. Thus, these things should be modeled or handled in a different way, but it's not easy to do: it could require the addition of new skills to the Basic Set, likely something along the lines of "Esotericism (IQ/Very Hard)" —maybe it could be a sort of non necessarily cinematic wildcard skill—, and likely differentiating between such skill/s possessed by a scholar character and the same skill/s possessed by an actual practitioneer/knower character (rarely it's the same thing, and such differentiation still makes sense with the current skills in GURPS Basic Set already mentioned here): I handle such distinction by making some of the following advantages mandatory for the later case: Power Investiture, True Faith, Blessed along with disadvantages like Pact, Disciplines of Faith —even if in many cases it's not about faith, in the sense of belief or personal conviction. An additional issue is that some GURPS Theology specializations too easily can be mistaken for specializations in the GURPS Philosophy skill, which isn't suitable either: for instance, many people regards things like Taoism as a Philosophy or as a Religion, but it is none of both, since a dialectical expression not always demonstrates that it is the case of a philosophy, and the involvement of the supernatural, by itself, neither defines a discipline as religious —western classifications don't work well for things beyond the scope of what has been produced by the western thought. (It goes without saying that a GURPS 4e Religion book would be a good opportunity for addressing issues like these, but it would be very hard to write due to its many pitfalls caused by the current understanding of these subjects.)
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"Let's face it: for some people, roleplaying is a serious challenge, a life-or-death struggle." J. M. Caparula/Scott Haring "Physics is basic but inessential." Wolfgang Smith My G+ |
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12-31-2011, 10:34 PM | #19 | |||
Join Date: Oct 2005
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Re: Expert Skill (Pneumatology) and Hidden Lore (Spirits)
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A problem with GURPS Theology skill is that it encompasses things that aren't actually reducible to a religious point of view (the same happens with the Religious Ritual skill), like Taoism and reserved facets inside things that undoubtedly are religions, like the case of taṣawwuf inside Islam, or Kabbalah inside Judaism.[/QUOTE] Sure. But in GURPS, that's largely the difference between Theology and whatever skills you're using for your magic/powers/divine influence. Lets postulate a game world where it's actually possible to build a golem. Someone with Theology (Judaic) might be able to describe in rough terms how that's supposed to happen. But it takes someone with the various Enchantment school spells, Ritual path skill, or whatever the GM decides is necessary to actually perform the ritual and create a golem.
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An ongoing narrative of philosophy, psychology, and semiotics: Et in Arcadia Ego "To an Irishman, a serious matter is a joke, and a joke is a serious matter." |
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01-01-2012, 08:55 AM | #20 | ||||
Join Date: Jun 2006
Location: Spain —Europe
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Re: Expert Skill (Pneumatology) and Hidden Lore (Spirits)
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Rather, what I was talking about is the attainment or the realization of an spiritual station —by its own nature, beyond time and space, and thus, beyond phenomena happening in the order of action (2)—, a goal unreachable by means of religion or philosophy, both regarded as profane (even if theology is and was regarded as pertaining to a different order than philosophy): moreover, there were many different, partial degrees before the actual attainment of such station —sometimes called "Enlightenment" as well—, which was reflected in the doctrines of "spiritual hierarchies" inside these contexts (there are known examples in Islamic tassawuf, in Masonry, with Lodges and Rites having for instance 33 degrees or "levels of spiritual achievement"), hierarchies that not always were reflected into the external society, not even in religious institutions (3). Most often than not, all this is and was simply secret, unavailable for outsiders. Thus, what GURPS skill could portray that spiritual knowledge-attainment? I can't find any . . . Part of it could be an advantage —however I see the "advantage treatment" as more applicable to the spiritual station, even if it's partial—, but since it covers many things proper of a skill —for instance, the theoretical part that is applicable for the own achievement, for teaching others and for many other situations— it should be a skill before all else. On the other hand, things like blessings/power investiture, etc . . . definitely are and were required, but bestowing them to the apprentice by means of a rite isn't considered magic nor a magical phenomenon, and strictly speaking it can't be called phenomenon . . . it's a completely different thing —it is not psychology, either; things like these, along with many others, aren't understood at all by Comparative Religion nor Anthropology. Of course I understand that there are different ways of producing magical effects according the GURPS rules, but that wasn't my point since the perspective I'm talking about is focused in spiritual knowledge and attainment of wisdom, a realization of the "divine mysteries" or "universal principles" beyond the human reasoning —but not beyond the intellect, which in itself isn't regarded as human. What I mean is that Kabbalah, for instance, isn't official "religious Judaism", but a different thing: it's linked to Judaism, but it's not religious Judaism. The same happens with tassawuf regarding Islam. To assimilate "spiritual realization" (I don't like this expression, but . . .) with "religion" is an error (4). There is a huge lack of accuracy both in most academic perspectives/resources and in fiction, which usually turns an enlightened sage into a "mere" sorcerer with magical powers, which is wrong because in this way, the spiritual dimension is ignored or falsified, substituted by sorcery: in many cases, the wielder of powers was the antithesis of the sage. So, assimilating "spiritual realization" with "magic" is another error as well. When I said: Quote:
Since we GURPSers ask for accuracy regarding bow and firearms damage, edge protection for armor rules, subtleties more or less covered in books like Social Engineering or Tactical Shooting and lots of details that make a lot of sense for some people —while others are fine avoiding their use—, I see a point in asking for better treatment of an aspect that certainly would be more than helpful for modeling a number of GURPS characters. And if after all there are people wanting to model Hermetic sages or Buddhist monks as characters wielding magic and/or psychic powers, of course it would be possible to do, but it would be a choice and not the norm. Another instance of the perspective that I'm trying to clarify here would be the (Ancient, Operative) Masonic doctrine, that still survives in some Obediences, Rites and Lodges: Masonry —however I'm avoiding here its modernist, widespread acceptation— is an spiritual path, but it's not a religious one; it is not a theological discipline, and it is not a philosophy, even if its members can have a good level in such skills (and it's not about magic, nor about psychology: these things owes absolutely nothing to psychoanalysis, Freudian, Jungian or any other variation). This dimension is the same that the proper of Jewish Kabbalah, Islamic tassawuf, Hindu Shaivism . . . , but I'm mentioning Masonry (a "spiritual path" based on crafts) because seemingly there are some difficulties in differentiating between the spirituality proper of "mysteries" (gnosis) and "mere" religion (faith); and Theology per se derives from a religious perspective, not being applicable beyond it's point of view. Thus, what I mean is: what would be the GURPS skill covering that? For answering to this question, is necessary to understand, at least in theory, what is the dimension what I'm pointing to with these clarifications. - (1) According to the example you are mentioning, all things related to the golem pertained to the field of Jewish Kabbalah, which is a quite complex issue; I'm saying this because Kabbalah can't be assimilated to Jewish Theology: it's a different thing. . . .(By the way, Gustav Meyrink's 1914 novel Der Golem is more related to modern occultism than to actual Jewish Kabbalah, and in any case the golem is a complex theme that is not worth to expand here.) (2) Occasionally, there was in order to make miracles and such things, but it was the exception. (3) Between other things, I suggested at least brief mentions to these contexts —limited to their social aspects—, in the Social Engineering playtest, by various means, including showing the GURPS Cabal model of Degrees/Ranks for a secret society, since we have a sort of example with the minisociety of "a mage's guild" in Social Engineering p.14, which in part was modeled after craft-based societies and guilds like Masonry [there are the first degrees of apprentice (Rank 0), journeymen (Rank 1) and Master (Rank 3+)], although I repeat that the point that I'm trying to make isn't about magic. (4) The study of Theology (Islam) was forbbiden to Shaik Ahmad al-Alawi (1869–1934) by his own spiritual master because that wasn't the point of tassawuf, and it was regarded as a waste of time, a distraction. (5) On the other hand, if one wants it's possible to extend the applicability of that "unknown skill" for relating it to some sort of Magic-Hidden Lore specialities-Expert Skills, as well, but that would be a very secondary application of these kind of knowledges, that in themselves aren't intended to work in such sense. (The development of these secondary applications seriously endangers the attainment of any spiritual station. When the "supreme spiritual station" is achieved, there is no danger henceforth, however.)
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