Fantasy Sciences

zilch

First Post
I planned on having a couple of scientists in my campaign. Until I hit a wall: How could any scientists exist in my world?

Does anybody have any idea of what science would be like in a medieval fantasy world?
I would think they study monsters, maybe magic and psionics, possible something to do with the planes? Maybe astronomy (or astrology? I get the two confused.). Have I missed anything?

What kind of equipment would they use? Alchemy would probably play a part in this. Maybe some steampunky/clockwork stuff.

Any help?
 

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"Science", defined as the process of rational enquiry into the natural world, can work just fine in the presence of magic. It just so happens that the laws of nature will work a bit differently in such a world, compared to the real world. Steampunk/clockwork frills aren't necessary, although they may be evocative.

Google on "Roger Bacon" for some pages on one of the definitive medieval scientists.
 

astronomy vs. astrology

astrology-predicting the future or believing that the constellations and their alignment have some kind of effect on reality

astronomy-the study of the stars and interstellar space etc.

astronomy would be in it's most base infancy in a medievil world (unless of course they could find a way to hit high orbit with magic) Astrology however could be used in couplet with Divination magic to (in a game) accurately predict the future.
Let's not forget about the steretypical medieval "science" of alchemy. Hmmm....maybe one should explore the possibilities of using magic to touch off the fusion that would be neccesary to actually turn led to gold.
 

Wizards = Scientists in my mind.

They're scientists of magic, studying and learning the rules and laws that govern it.

And because, in a fantasy world, magic suffuses every part of life, they've got a lot of little divisions for everything.

So many Wizards I play dabble in some science or another. Alchemey would make mixtures. Divination would enhance spellcasting. Geology might be popular for psionicists.

Oh, and don't forget the classic image of the gnome with his little mechanical familiar....or the dwarf with their steam engines and gunpowder. :)
 

Wizards come to mind but also alchemist. You also have create magical items that a wizard could use to create wild science. You also can have them use magic to combine animals to produce an effect, say a bug grown to fist size that hooks to your arm and shoots acid.

I would devolop it as a Prestige Class.
 

You could use medieval science or Aristotle's Physics pretty straight up as your model for fantasy science. These people focused heavily on geometry and what could be discovered through pure operations of the intellect.
 

Sure you could have science in your campaign world! You mentioned studying monsters for one. There is an example guild in the WoTC class book "Song and Silence" called the College of Arcanobiological Studies that studies monsters. You also mentioned astronomy and someone else posted that with magic you could possibly study the stars. You could use the example who suggesting you could travel to the edge of the atmosphere and study. Also, don't forget scrying and communion type spells. Study of the planes is perfectly feasible. And while the typical D&D setting is roughly medieval there isn't any hard and fast rule saying you can't introduce something "modern" into your campaign. Even in the standard setting there is some scientific kind of stuff like necromancy. I think if you and your players like that kind of roleplay you should run with the idea. Good Luck!
 

Re: astronomy vs. astrology

Niccademus said:
astronomy would be in it's most base infancy in a medievil world (unless of course they could find a way to hit high orbit with magic) Astrology however could be used in couplet with Divination magic to (in a game) accurately predict the future.
Let's not forget about the steretypical medieval "science" of alchemy. Hmmm....maybe one should explore the possibilities of using magic to touch off the fusion that would be neccesary to actually turn led to gold.
Actually, I would think that in a D&D world, Astronomy and Astrology would not be seperate. Consider that science is mostly composed of Fact and Theory, and that, in our world, Astrology has no provable basis under scientific process, and is not considered to be the same thing.

However, in a D&D world, Astrology (at the DM's discretion) can (and likely does) function correctly in a more tangible manner. Thus, in said world, Astrology wouldn't likely be considered a "non-science" and thus not be viewed seperately.

On the subject in general, I found a rather interesting "paper" on Elemental Atomic Theory at Mimir.Net once that described the four general atoms (Elements), and how these atoms combine to each other. In addition, these atoms gain a degree of spin (Positive and Negative). Extremely interesting, and I even adopted it as the basis of Alchemy in my campaign.

Also, my campaign is somewhat psi-centric, and evolution of the mind and body are recurring themes throughout, with divine influences taking a back seat (to an extent, deities are viewed mostly as invaders and interlopers that don't have enough sense to leave the world alone).
 

Well, whether scientists study magic or not depends on whether you treat magic as an application of the physical laws of the setting or as a specialized means to break those laws.

Also, remember that magic can take the place of some of the technological developments that led to modern science. For example, the existence of druids and the spreading of their knowledge might help lead to the rise of ecology as a science long before it did in the real world.

[shameless plug mode] If you want a more complete discussion of how science and technology interact with a magical world, there is plenty of material on it in Steam-trains & Sorcey, which is on track for a late summer/early fall release. [/shameless plug mode]
 

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