QUOTE (Sma @ Jul 8 2009, 06:01 PM)
While I don't quite see how the underlying problem of more words take up more room on paper can be solved without resorting to a smaller typeface. I'll simply take the ball and run with it.
For our game at home we removed knowledge skills as written and instead introduced 7 knowledge skill categories and hobbies. Every character may pick two of these categories at creation and later buy them up as wanted. Additionally every character can have as many hobbies as he likes.
The Knowledge Groups are: Matrix, Security, Magic Theory, Crime, Engineering, Sociology, Biology and Corporations.
Hobbies are freeform and may give a arbitrary bonus.
Why do that?
Knowledge skills as written are basically a crapshoot in regard to how useful they might or might not be in any campaign. Having a few relatively distinct skills allows the player to be sure that his invested points are going to have a return while the hobbies still allow for the characterisation the knowledge skills were formerly good for.
This also allow a GM to assign specific thresholds (or at least be consistent in off the cuff rulings) to determine knowledge that a player character may or may not have instead of having to make a on the spot runling on the number of successes needed for when player A uses Seattle Street Gangs (Ancients) versus Player B's Criminal Organizations (Elven) without ruling unfairly one way or the other.
We actually have something slightly similar to that. I have always disliked that there are so many KNowledge skills, and yet so many things are not actually covered by them. For the most part, we just tend to choose a general knowledge group and roll with it, or use the closest related one. i.e. someone can either choose to have knowledge of Megacorps in general, or have knowledge of a specific Megacorp, but use that knowledge skill to learn about other corps/subsidiaries/rivals.
IMHO, knowledge skills don't really have a game application, they just help flesh out what the character is most interested in. It is expected, after all, that someone who has learned how to use a gun should know about guns (maintenance, how they work, different models, etc.) even if they don't have the knowledge skill since the two kind of go hand in hand.