Theory vs. Practice

Good Afternoon Ladies, Gentlemen and Sentient Creatures,


Today we are going to once again talk about Science in our game. Now in previous posts we’ve discussed the mechanics of how Theory and Practice work, and the different schools of Science. Today’s post is more general and meant to give people an idea of what it means to have a certain rank of science. Now the game is set in a fantasy world similar to Victorian England, and as such the structure of education is not quite what it is today. In order to better help people understand I will be using current educational models to help you relate. So first, Theory vs. Practice.


Practice is on the job training of specialized manual labor, either through some kind of apprenticeship or just flat out doing it until you get it right.


So Practice 1 is equivalent to taking a semester of Autoshop, or a few Pottery Classes or a First Aid Course. Not a lot of formal training, and after a few months you get the basics of it and can get better on your own.


Practice 2 would be a formal apprenticeship. Now you are fairly competent at making things. Perhaps you had a factory job or you worked in a machine shop. You know things that take a few months to learn and possibly years to master.


Practice 3 now gets to the point where you are highly trained or specialized labor. You are not only competent in your field, you are sought after by people who need this specialized skill as one of the best in the business.


Practice 4 makes you an artisan. You are so good with your hands that you are renown in your particular craft.


Theory is more formal education, rather than hands on. Formal schooling as well as working in a laboratory environment provide you with the knowledge represented by this skill.


Theory 1 would be the equivalent of a High School AP course in the given field. You are above the chaff, but by no means are you an expert in the field.


Theory 2 would be a formal Bachelor of Science degree, a double major, or multiple Bachelor degrees depending on how many ranks of Theory you are picking up in different fields and how you choose to roleplay it. You are highly educated and knowledgeable in your fields of study.


Theory 3 would be the equivalent of a Masters Degree or someone who has previously been published in a scientific journal. You may have managed a laboratory, overseeing other lab technicians to perform your work.


Theory 4 would be a Doctorate. You are a respected specialist in your field and have had several books published within the scientific community.


This is why we placed Theory 1 and Practice 1 on the general list, because there are characters that may have been exposed to some formalized education or training.

Story Development Actions: Research

Good Afternoon Ladies, Gentlemen and Sentient Creatures,


Today’s post will be about how to apply the Research Story Development Action. It’s very important that our players understand that discovery is a huge part of a game, and that is not just limited to finding monsters and ruins in the continent of Antioch. The staff wants the players of our game who are so inclined to attempt to discover and experiment new recipes in any of the skills that allow for crafting (Science, Occult, Alchemy, and Poisons*). With the exception of Poisons, which has its own set of rules, anyone possessing the appropriate rank 1 skill can research new recipes, regardless of class. That’s right; Research is not exclusive to Scientists and Engineers. Those classes can do it better and can research recipes beyond rank 1, but all Science Skills, Occult and Alchemy are available on the general list. This means that anyone with an inkling of inspiration and some basic knowledge can conceive and research a new recipe. Here is how it works:


After attending an event, a player that wishes to research a new recipe submits this request as a Research Story Development Action, citing all applicable skills and ranks that they have. The staff will review the submission and make a determination if the proposed recipe is a) balanced and b) appropriate to the rank being researched. If the recipe is not balanced, the staff will do their best to come up with one or more alternatives that will be in the spirit of the player’s submission. If the recipe is not of the appropriate rank then the player is unable to create the recipe but receives the knowledge that what they are attempting is beyond their ability. This does not mean that the player walks away empty handed. Should they approach another player to collaborate with that does have the appropriate skill, they can submit an assist Story Development Action for that player and add both the bonus for being an assistant AND an additional bonus for their previous research.


Additionally, should a Research action fail (either because of a poor roll or because the player did not have the appropriate skill level), we encourage the player to attempt to test the failing device at the next game they attend as a way of increasing immersion and creating role play scenes for others. Our only restrictions are that the device failure cannot be harmful to any other player in game (you are free to harm yourself in game with your inventions if that is fun for you) and the props used must be safe out of game for everyone (including yourself). Doing this may garner benefits to future research rolls as well as other rewards for creating immersive content.


Once a player has succeeded at creating a recipe, they will receive a schematic for it and a single finished product for crafting skills that create finished products, or a single set of components for those that provide a temporary enhancement.


So what kind of things would you like to research at the game? Tell us all about it below (or send us an email if you’d like to keep it secret for now). We want to hear from you.


*The Poisons skill does not allow for the researching of new poisons, that action is done through Natural Science skills. The Poison skills are used for the crafting, detection and application of poisons.

Aetheric Sciences

Good Afternoon Scientists, Engineers and General Practitioners,

Today’s post is about Aetheric Science in Aurum. This is a field of science that we introduced into the game in order to play into the theme of how science and magic can often intersect in the world of Aurum. Aetheric is the study of Aetheric Forces. Aetheric Forces are unseen to the naked eye and permeate throughout the world of Sha’uru. Like light and heat, Aetheric Forces can shift and change in an environment based on a number of different factors. They can also interact with certain organisms and create Aetheric beings and creatures. Most of these creatures cannot interact outside of their Aetheric fields, but every now and then something happens that can cause these creatures to not only take corporeal form, but become hostile and antagonistic. In ancient times, Aetheric Forces were known as spirits by occultists, and a lot of the research in this science was developed by applying the scientific method to the scraps and theories found within the musty tomes of Occult libraries. Below is an example of the difference between how an Aetheric Scientists views Aetheric Forces and how an Occult Practitioner views the same thing.


The Aether / The Spirit World

This is the general term for the state in which most Aetheric Forces and Entities Exist. / This is where spirits live.


Aetheric Remnant / Ghosts

This is an Aetheric Entity created when a creature expires near a high amount of Aetheric Forces. The creature is imbued with the echo of the living creatures essence, thus mimicking some of the creatures traits. / The spirits of the recently departed.


Agitated Aetheric Remnant / Poltergeists

This is similar to a standard Aetheric Remnant, except that the Aetheric Forces involved in its creation are so great that it can manifest and interact with physical objects in strange ways. / This is an angry spirit that can be very dangerous.


Malignant Aetheric Entity / Demons

This Aetheric Entity that has developed sentience and is actively seeking to form a symbiotic relationship with a physical host, often to the detriment of the host. / Demons are evil and must be banished or destroyed.


Localized Aetheric Disturbance / Gremlins

Small Aetheric disturbances that are created in areas with a large number of machines, interacting with physical forces in a way that interferes with the proper operation of said machines. / These little jerks are proof that the spirits hate machines.


Concentrated Aetheric Fissure / Caern

An area with a high concentration of Aetheric Force that often attracts Aetheric Entities and can influence Aetheric Devices and Crystals. / A site of strong spiritual connection that spirits are often attracted to.