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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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