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   DIR Return to: 2015 Errata Discussion
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       #Post#: 777--------------------------------------------------
       Re: Master Set Instruction Slots
       By: Zaud Date: April 20, 2015, 7:19 pm
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       I like the idea that a 'free slot' is given for having a Master
       Skill but do not see a need to change how the Instruction skill
       is valued. I would keep it the same 'for now' and change it next
       year if it is needed. Being able to teach 'any' of your
       skills/languages is a pretty cool thing and it is kept special
       by making it be a commitment in CP to get the three slots.
       If a mage wanted to wait for the 'free' slot for after he made
       it to Master he could, otherwise he could get Instruction and be
       able to get to Master faster with the trading of spells on the
       way up. (or do they only need a certain number of spells for
       'High magic master'... anyway...I do not think a change needs to
       be made to Instruction, it is used a great deal and there fore
       does not need changing to have value to the players.
       #Post#: 784--------------------------------------------------
       Re: Master Set Instruction Slots
       By: Selerik Date: April 23, 2015, 4:59 pm
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       I rather feel that those who are interested in teaching their
       skills should invest in Instruction regardless of mastery. Just
       because you can do doesn't mean you can teach, after all. It
       isn't a big character point investment either.
       #Post#: 798--------------------------------------------------
       Re: Master Set Instruction Slots
       By: Zaud Date: April 24, 2015, 4:14 pm
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       I'd still vote for 'Masters' getting 1 slot to teach the skills
       in their 'Master' but it is not a big deal to me.  (I see Master
       Electricians who do not have 'teaching skills' but are still
       able to teach apprentices and journeymen how to be Electricians)
       I will say though that giving Mentor an ability to 'grant' an
       instruction slot to others seems like a neat idea.
       #Post#: 799--------------------------------------------------
       Re: Master Set Instruction Slots
       By: Selerik Date: April 24, 2015, 4:28 pm
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       Hrmm. Maybe what people are after is an Apprenticeship system,
       when some takes a particular pupil and they learn through
       practice?
       Example: I'm a Master Fanoodler. I take on Bob, Apprentice
       Fanoodler. At check out, Bob can use me as justification to
       learn a skill in Fanoodling, without instruction.
       #Post#: 802--------------------------------------------------
       Re: Master Set Instruction Slots
       By: Zaud Date: April 24, 2015, 5:27 pm
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       Ah, Apprenticeship would be perfect.
       #Post#: 808--------------------------------------------------
       Re: Master Set Instruction Slots
       By: Selerik Date: April 27, 2015, 4:47 pm
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       Apprenticeship I've seen used in other games where things like
       instruction just don't exist. To really make something like
       apprenticeship meaningful however, it needs to be more than just
       doing what instruction does.
       I can see a lot of ways to achieve that. Requiring tasks (minor
       quests), milestones (achievements), a CP buffer per month (Ex: 3
       CP skill takes 3 months to learn), materials (Gold spent), or
       simple time (X hours present at game not questing, but
       training).
       It could also come with minor perks for the apprentice or
       mentor, ranging from early access to a skill to a bonus to XP
       gain or even something unique to each form of mastery. This
       would give reason for mastery and apprenticeship to both be in
       demand, especially if the bonus increases the longer the
       teaching relationship exists. With such a route, however, it
       would make sense to require CP expenditures along some set path
       in order to prevent people taking on the apprenticeship strictly
       for perks and then investing points elsewhere.
       Another option is that the mentor system, though I'm partial to
       it, could be disassembled and the concept used for this. You
       would have to be a content master (>_>) in order to achieve the
       same effects, but it would make the concept of having teachers
       more broad within the game.
       So yeah, lots of options.
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