Science Is Wrong: Difference between revisions

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{{trope}}
[[File:xkcd-tesla_coiltesla coil-sciencewrong.png|link=Xkcd|frame|For scientists this can be the hardest thing about dreams.]]
 
{{quote|''"Do not believe what the scientists tell you. The natural history we know is a lie, a falsehood sold to us by wicked old men who would make the world a dull gray prison and protect us from the dangers inherent to freedom. They would have you believe our planet to be a lonely starship, hurtling through the void of space, barren of magic and in need of a stern hand upon the rudder."''|''[[Exalted]]'' 1st edition rulebook}}
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This can also contradict one of the most prevalent sub-tropes of [[Science Is Bad]], namely, [[Technology Is Evil]]. After all, evil technology presumably ''works'', which means that at least ''that'' science wasn't (empirically) wrong. One possible way to have both tropes is [[Aesoptinium]]; ''because'' science is wrong, the technology became evil in a way the scientists didn't intend, though we can still say Science Is Bad because the scientists [[Genre Savvy|should have known better]] than to make something with [[Potential Applications]].
 
Often any [[Agent Scully]] questioning the magic isn't really using ''science'' but rather a belief in machines. A ''good'' scientist wouldn't only complain that something isn't possible upon discovering something that contradicts previous knowledge. They'd explore the implications, test why the result is happening, see if it can be replicated, and list the various causes and effects that can be observed related to the event -- althoughevent—although, admittedly, many would be quick to dismiss any claims of the supernatural out of hand, because the supernatural is kind of by definition stuff that ''shouldn't'' work. TL;DR: If Science is Wrong is proven, it becomes ''a scientific worldview''.
 
Obviously, good scientists are [[Idiot Ball|rare]] where this trope is invoked.
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* ''[[Good Omens]]'' fits this pretty nicely, since within the book the universe really is about 6000 years old (having been created in 4004 BC), [[The Bible]] is pretty literally correct, etc. Scientists aren't exactly portrayed as ''bad,'' just kind of pointless. ("The whole business with the fossilized dinosaur skeletons was a joke the palaeontologists haven't seen yet.")
** Let's not forget that by the end {{spoiler|it's been proven that even the immortal creatures who have existed more or less since the dawn of time (the angels and demons) don't really have any idea what's going on either; they're just better at pretending they do.}} As the book puts it,
{{quote|"God does not play dice with the universe. He plays an ineffable game of His own devising, which might be compared, from the perspective of any of the other players ,<ref>i.e., everybody </ref>, to being involved in an obscure and complex version of poker in a pitch-dark room, with blank cards, for infinite stakes, with a Dealer who won't tell you the rules, and who ''smiles all the time''."}}
* In ''[[American Gods]]'' one character comments on the pity he feels for confused scientists when they find a skull or skeleton which doesn't quite fit the established patterns in the area. This is because the scientists are completely ignorant of the real reasons these objects are there: Egyptians landed in America thousands of years ago. He insinuates that they will always be incorrect because their scientific reasoning will not allow them to reach this conclusion.
* Aversion (and possibly deconstruction): ''Distress'' by [[Greg Egan]] has [[Strawman Political|characters]] attempting all three originally mentioned attacks on science, and corresponding defenses of science. His repudiation of the notion of science "only being valid for white men in Europe" is given in a speech by a black South African physicist, who points out that what she and all her colleagues have discovered applies equally to every cubic Planck in the observable universe and that logic doesn't care what gonads you have.
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== Stand-Up Comedy ==
* Deconstructed by Dara O'Briain in one of his live shows, where he discusses homeopathy and his irritation with it. He points out that the real-life accusation levelled at science that "it doesn't know everything" is inherently flawed because the whole point of science is that scientists are ''fully aware'' that they don't know everything, and if they did "it'd stop" -- there—there would be no point in continuing.
** [http://www.youtube.com/watch?v=uDYba0m6ztE&feature=related Enjoy!] Don't drink while he's talking.
* ''[[Tim Minchin]]'' really hates this trope and will often go on rants about homepathy but perhaps the best example of this would be his beat poem [http://www.youtube.com/watch?v=ujUQn0HhGEk Storm]
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** In ''[[Hunter: The Vigil]]'', there ARE scientific approaches to fighting the supernatural that are highly effective. Task Force VALKYRIE and The Cheiron Group both rely on scientific understanding of the supernatural in order to produce high-tech weaponry or magical surgery. The Null Mysteriis have even invented [[Fantastic Science]].
** The compact Null Mysteriis consists of rationalists who apply the scientific method to supernatural phenomena. A small subgroup of Null Mysteriis is devoted to finding answers to supernatural phenomena that fit already established scientific law; they're presented as being horribly misguided and are often given disproportionate screen time. Other members of Null Mysteriis are really on-the-nose on some topics, comparatively speaking (such as [[Slasher Movies|slashers]]): in ''Witch Finders'' a unified theory of magic is presented as something of a holy grail, while in ''Spirit Slayers'' they're excited to have proven that spirits and werewolves ''[[Reality Is Out to Lunch|violate conventional physics]].''
* In ''[[Genius: The Transgression]]'', Wonders are inherently non-repeatable phenomena, which causes a problem for anyone trying to scientifically test then verify with additional tests. This might be because mad science is inherently unexplainable but it could just as easily be because [[Mad Scientist|Mad Scientists]]s are explicitly not any good at proper science. On the other hand, ''sane'' scientists are assumed to be right but simply haven't come across mad science.
*** However, it's just as explicitly mentioned that Wonders must at least be nominally possible and follow basic logic: for example a [[Cool Car]] still needs proper wheels and a proper engine, and they will work on principles similar to normal engines and wheels but they will be much more effective than they "should" be. On the other hand, stuff like telekinesis rays do not work on ''any'' real life principles. The proportion of real science to mad science also gets smaller as the Genius gains greater Inspiration, eventually culminating in wonders that will only appear scientific anymore at first glance and run mostly on Mania.
* An ''[[Old World of Darkness]]'' example: ''[[Mage: The Ascension]]'' (usually) posits that ''all'' Science is Wrong -- exceptWrong—except when enough people believe that it's not. The Technocracy convinced humanity that science is right during the Enlightenment, though, so mundane reality works on observable principle as long as people believe it does. The whole point of the game is that Awakening allows the True Mage(tm) to flip mundane reality and the collected observers the bird and do things through "discredited" systems of magic/faith/pseudo-science. The mere presence of mundanes who believe in conventional science also tends to make True Magic go awry in non-repeatable and/or fatal ways, making it basically impossible to objectively observe magic.
* Ironically, while ''[[Exalted]]'' exemplifies the trope in the page quote (which appears on the back cover of both the first and second edition core rulebooks), the setting itself generally subverts it through heavy use of [[Magitek]] and [[Functional Magic]]. It's not that the setting is unscientific, it's just that it takes place in a world where the [[Rule of Cool]] is ''encoded into the laws of physics.'' Most of the setting's most powerful artificers, spellcasters, and thaumaturges are described as having approached their trades with a decidedly scientific mindset; powerful artificers are even called 'Sorcerer-Engineers'.
* Similarly, the ''[[Planescape]]'' setting. Science can't really cope with stuff like a spire of infinite length with a city at the top. Since the entire setting runs on [[Clap Your Hands If You Believe]] and [[Your Mind Makes It Real]], well... The Guvners are trying to find the laws of the Planes, only there is an opposite faction that believes there aren't any. This complicates matters.
* In ''[[Unknown Armies]]'', science and magic and reality have a very complicated relationship. For the most part, science is completely accurate until it butts up against magic, which is run by [[Your Mind Makes It Real]] -- magic—magic users are literally so obsessed with their worldview that they impose themselves upon reality. It's also implied that science is only accurate ''because'' of [[Clap Your Hands If You Believe]]. That is to say, as civilizations rose and people began thinking in more orderly terms, the world settled down into something that can be defined by science, and magic significantly weakened. Modern scientific positivism was basically the death knell for "easy" magic, meaning you now have to be quite insane to actually pull off magic of any real power anymore.
* Science ''was'' wrong in ''[[Cthulhu Tech]]''; emphasis on the past tense, there. The discovery of [[Magitek|arcanotechnology]] and the associated theory merely expanded what science knew, to include things like sorcery and the thermodynamics-breaking D-Engine. Of course, these new developments tend to drive researchers crazy, but that's a problem with the human mind, not science.
* The premise behind the occult RPG [[Nephilim]] is "History is a lie. Science is a delusion"; pretty much everything you learned in school is a deliberate falsehood by a race of immortal supernatural beings to keep humans as passive prey. Scientists either intentionally falsify data, or are members of the Grand Conspiracy.
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== Other ==
* Believers in the paranormal-- [[Psychic Powers]], [[Alien Abduction]], and other [[New Age]] ideas-- oftenideas—often criticize science for being too closed-minded to accept their ideas.
* The jury is still out on whether [[wikipedia:Paul Feyerabend|Paul Feyerabend]] is an example of this trope. On one hand, he heavily criticizes the "scientific method", claiming that scientists give less attention to results that challenge their notions (and even siding with creationists for some time). However, in ''The Trouble With Physics'', Lee Smolin argues that Feyerabend's disdain actually stems from [[Stealth Mentor|a devoted preoccupation with scientific inquiry]].
* Played with by paranormalist author Charles Fort, who spent most of the 1920s and 1930s cataloging various accounts of "damned things," or phenomena which "science" categorically explains away as nothing of any significance. These included topics like [[Psychic Powers]], spontaneous combustion, [[Transporters and Teleporters|teleportation]], and many other similar matters. However, as Fort himself wrote, he didn't believe anything he wrote of, but merely felt that everything we take for granted (religion, politics, scientific positivism) should be questioned constantly to keep them vital and relevant (a position [[Robert Anton Wilson]] would come to describe as "ideal skepticism").
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