Training: Difference between revisions
David.moore (talk | contribs) No edit summary |
David.moore (talk | contribs) No edit summary |
||
(One intermediate revision by the same user not shown) | |||
Line 25: | Line 25: | ||
:* Magical or technical characters may prefer to attend lectures, symposiums, debates or demonstrations, generally led by other players; aside from training, this can often convey valuable insights into the [[The World#Cosmology|cosmology]] of the world (tutors can also sometimes be ''wrong'', providing the opportunity to uncover new truths). |
:* Magical or technical characters may prefer to attend lectures, symposiums, debates or demonstrations, generally led by other players; aside from training, this can often convey valuable insights into the [[The World#Cosmology|cosmology]] of the world (tutors can also sometimes be ''wrong'', providing the opportunity to uncover new truths). |
||
:* More martial characters, in turn, may be more comfortable |
:* More martial characters, in turn, may be more comfortable taking part in drills or exercises, or playing tactical games or boardgames; aside from training, these sessions can help the player hone their real-world skills in combat or tactics. |
||
It’s not strictly necessary for the sessions a character attends to directly relate to the skill they’re trying to learn. It’s an extreme example, but a character ''can'' spend study units on the [[Body Development]] skill by playing chess – perhaps the mental discipline aids them in their physical training! Players are invited to roleplay their own rationale for why a particular session grants insight into the skill they’re learning. |
It’s not strictly necessary for the sessions a character attends to directly relate to the skill they’re trying to learn. It’s an extreme example, but a character ''can'' spend study units on the [[Body Development]] skill by playing chess – perhaps the mental discipline aids them in their physical training! Players are invited to roleplay their own rationale for why a particular session grants insight into the skill they’re learning. |
||
Line 35: | Line 35: | ||
On meeting the [[Character Progression#Study Units|study units]] target, the character will be awarded the new ability, which will appear either on their [[Character Creation#Character Cards|character card]] next event or via an individual card for that ability. If the ability doesn’t appear in the rulebook, the player may also be given a lore sheet or card with the mechanics of their ability printed on it for reference. |
On meeting the [[Character Progression#Study Units|study units]] target, the character will be awarded the new ability, which will appear either on their [[Character Creation#Character Cards|character card]] next event or via an individual card for that ability. If the ability doesn’t appear in the rulebook, the player may also be given a lore sheet or card with the mechanics of their ability printed on it for reference. |
||
Abilities learned through training are always '''permanent''', requiring no upkeep |
Abilities learned through training are always '''permanent''', requiring no upkeep. |
||
==Experience Points== |
|||
Trained abilities don’t ''cost'' experience points; the character earns them by attending training sessions, represented by the [[Character Progression#Study Units|study units]] they allocate to the project. |
|||
But they do have a ''value'' in experience points, equal to the normal cost of learning that skill. These points are awarded to the character with the skill, and count against the character’s [[Character Progression#Points Cap|points cap]]. |
Latest revision as of 14:14, 15 November 2024
Training is provided by the Bastion, an unaligned institute of learning that offers instruction to people of all factions. Other in character organisations may offer training in future, some secret and some public.
These organisations are always facilitated by a training referee, a staff member who logs participation and tracks progress – usually while also playing a tutor non player character in the game – although most organisations also make use of player volunteers to support and oversee activities.
Training Objectives
Training can provide any of the standard general or archetype skills. Some unique skills may become available through specific organisations.
What it cannot do is allow a character to invent their own abilities – characters must choose a skill from a list offered by the organisation training them.
Registering for Training
To begin training, a character must register with a training referee. The referee will then discuss available abilities with them, tell them the experience point value of the ability (so they can check whether it will take them over the points cap) and a likely timescale for completing training, and open a project.
Most trained abilities have prerequisites, which the character must meet before learning them.
All training is tracked by study units. By default, characters are assumed to be spending the full 5 study units every day on one project; if a character is pursuing multiple projects, whether training or research, they will have to decide how to split their 5 study units between them.
Training Sessions
Every organisation holds one or more training sessions per day at posted times. Sessions generally last around an hour. To spend study units, a character must be logged in by the attending staff member, and take part in the activity. A trainee need only attend one session per day to spend their study units, although they may attend more if they wish.
Training sessions take many forms:
- Magical or technical characters may prefer to attend lectures, symposiums, debates or demonstrations, generally led by other players; aside from training, this can often convey valuable insights into the cosmology of the world (tutors can also sometimes be wrong, providing the opportunity to uncover new truths).
- More martial characters, in turn, may be more comfortable taking part in drills or exercises, or playing tactical games or boardgames; aside from training, these sessions can help the player hone their real-world skills in combat or tactics.
It’s not strictly necessary for the sessions a character attends to directly relate to the skill they’re trying to learn. It’s an extreme example, but a character can spend study units on the Body Development skill by playing chess – perhaps the mental discipline aids them in their physical training! Players are invited to roleplay their own rationale for why a particular session grants insight into the skill they’re learning.
Above all, training sessions should be fun, at least to those attending. The session represents in character effort, but LARP is still a hobby, and we’d much rather have you playing king of the hill for half an hour than doing fifty press-ups in armour.
Completing the Training
On meeting the study units target, the character will be awarded the new ability, which will appear either on their character card next event or via an individual card for that ability. If the ability doesn’t appear in the rulebook, the player may also be given a lore sheet or card with the mechanics of their ability printed on it for reference.
Abilities learned through training are always permanent, requiring no upkeep.
Experience Points
Trained abilities don’t cost experience points; the character earns them by attending training sessions, represented by the study units they allocate to the project.
But they do have a value in experience points, equal to the normal cost of learning that skill. These points are awarded to the character with the skill, and count against the character’s points cap.