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Worlds of Design: The Price of Advancement
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<blockquote data-quote="Laurefindel" data-source="post: 8853737" data-attributes="member: 67296"><p>I haven't found a satisfactory answer to training in D&D. I came into the game with 2e AD&D fresh out of the presses so train-to-level-up is not a thing I ever used or was imposed on. The closest I ever got to it was in the Elder Scrolls series, but even at the time I moslty saw it as an artifact to explained why high-level NPCs were scattered all over the Forgotten Realms. My bigger problem is more like if you spend two years in downtime training, what experience do you get?</p><p></p><p>Today's training is pretty disassociated from work. You get into a trade school, graduate, then find a job elsewhere. Most of the training in pre-industrial world was done by companionship. Master artisan would get one or more apprentices, "graduate" those who had the potential to live up to their name as companions and kick the others out. But the trained artisans were expected to work with their mentor until they themselves became masters or were sent to more famous or influential patrons. Guilds also worked similarly offering both training and employment but expected exclusive membership (and professional secrecy) out of their trainees.</p><p></p><p>Adventurers should work the same; established adventurer takes a young apprentice under their wing, or perhaps bring them to one of their adventurer friends. Then the older adventurer would die or retire, and the cycle would continue. Kind of stable-boy to page to squire to knight under the same suzerain. That's how it's done in many works of fiction too. But In D&D and RPGs in general, you don't want to play the young adventurer lurking in the shadow of a much more powerful and experienced NPC, and there's this band thematic that is also less compatible with companionship.</p><p></p><p>So yeah, I still don't know.</p></blockquote><p></p>
[QUOTE="Laurefindel, post: 8853737, member: 67296"] I haven't found a satisfactory answer to training in D&D. I came into the game with 2e AD&D fresh out of the presses so train-to-level-up is not a thing I ever used or was imposed on. The closest I ever got to it was in the Elder Scrolls series, but even at the time I moslty saw it as an artifact to explained why high-level NPCs were scattered all over the Forgotten Realms. My bigger problem is more like if you spend two years in downtime training, what experience do you get? Today's training is pretty disassociated from work. You get into a trade school, graduate, then find a job elsewhere. Most of the training in pre-industrial world was done by companionship. Master artisan would get one or more apprentices, "graduate" those who had the potential to live up to their name as companions and kick the others out. But the trained artisans were expected to work with their mentor until they themselves became masters or were sent to more famous or influential patrons. Guilds also worked similarly offering both training and employment but expected exclusive membership (and professional secrecy) out of their trainees. Adventurers should work the same; established adventurer takes a young apprentice under their wing, or perhaps bring them to one of their adventurer friends. Then the older adventurer would die or retire, and the cycle would continue. Kind of stable-boy to page to squire to knight under the same suzerain. That's how it's done in many works of fiction too. But In D&D and RPGs in general, you don't want to play the young adventurer lurking in the shadow of a much more powerful and experienced NPC, and there's this band thematic that is also less compatible with companionship. So yeah, I still don't know. [/QUOTE]
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