Teaching and Apprenticeship¶
Design Goals¶
Teaching should help new or weaker players catch up in a world without character levels. It should also give advanced players a meaningful social and economic role.
Core Rule¶
Teachers should accelerate learning, not replace practice.
No teacher should be able to directly transfer mastery into a student. The student must still perform the relevant actions, crafts, drills, or expeditions.
Browser-Fit Rule¶
Because this is a browser game, teaching should be asynchronous and system-supported. It should not depend on both players being online and chatting live for long periods.
Teaching Modes¶
Free Mentorship¶
Friends, guildmates, or helpful veterans can sponsor lessons with no fee.
Paid Lessons¶
Teachers can list training offers for a fee. This creates a legitimate social market for expertise.
Apprenticeship Contracts¶
Longer mentorship agreements can track goals over several days, jobs, or production cycles.
Guild Academies¶
Guilds can sponsor communal training, loan tools, and subsidize teacher fees for recruits.
What Teaching Can Do¶
Teaching should be able to:
- improve early and mid-band skill gains
- unlock guided practice tasks
- reduce waste on beginner crafting attempts
- improve safety on early combat or gathering drills
- let students learn better combat habits, recipes, or route methods sooner
- increase retention by giving new players direction
What Teaching Should Not Do¶
Teaching should not:
- grant raw mastery without action
- bypass material or tool requirements
- replace expedition or crafting practice entirely
- power-level alts infinitely through one repeated loop
Teacher Requirements¶
Teachers should need:
- a strong proficiency band in the target skill
- a minimum
Teachingskill band - acceptable local or guild reputation
- no recent abuse or fraud flags
Some advanced instruction may also require a training building, guild hall, workshop, or field school.
Student Requirements¶
Students should need:
- lower proficiency than the teacher in the target skill
- access to the required tools or training site
- available time window for the lesson or apprenticeship
- agreement to the fee and duration if the lesson is paid
Lesson Types¶
Drill Session¶
Short training aimed at one skill, usually in a town or guild facility.
Examples:
- shield wall practice
- archery form correction
- apprentice forge basics
- herb sorting and medicine prep
Guided Field Work¶
The teacher links a real activity to a lesson plan.
Examples:
- escort a novice on a wolf-control hunt
- supervise a first ore extraction job
- guide a student through a short caravan route
- coach an apprentice through ration preservation
Apprenticeship Track¶
A longer relationship with progress goals, milestone rewards, and teacher review windows.
Examples:
- apprentice smith
- trainee surveyor
- junior caravan clerk
- novice warden healer
Fee Models¶
Teaching can be:
- free
- fixed-fee
- per-session
- milestone-based
- guild-sponsored
- tool-loan plus revenue share
This lets benevolent players teach for free while still supporting a professional teacher economy.
Skill Gain Model Under Teaching¶
Teaching should apply modifiers such as:
- better early proficiency gains
- faster understanding of role habits and combat decision patterns
- fewer beginner mistakes on craft or drill jobs
- increased quality floor on supervised output
- safer failure outcomes in training contexts
The largest benefit should be in the lower and middle proficiency bands. Once a student approaches the teacher, the gains should taper.
Reputation and Lineage¶
Teaching should create social signals.
Potential records:
- teacher rating
- completed apprenticeships
- notable students trained
- guild academy prestige
This helps legitimate teachers stand out from exploiters.
Anti-Abuse Rules¶
- no direct mastery transfer
- diminishing returns for repeated teacher-student spam
- lesson benefits capped by skill gap and student progress band
- fee and lesson logs recorded for moderation
- lesson effects only apply to relevant actions
- same-account or linked-account abuse should be monitored
Technical Model¶
Core Records¶
Store:
teaching_offerteaching_sessionapprenticeship_contractlesson_planteacher_reputationstudent_progress_checkpointskill_gain_modifier
Command Flow¶
Support commands such as:
- create teaching offer
- accept lesson
- start training session
- attach lesson plan to activity
- complete apprenticeship milestone
- settle fee and reputation updates
Resolution Pattern¶
Teaching sessions should resolve like other jobs:
- validate participants and requirements
- reserve fee or sponsorship if needed
- attach lesson modifiers to the targeted skill actions
- settle the session on completion
- write skill gain and reputation results
NPC Instruction Caps by Skill¶
NPC instructors can teach up to a specific band before the student must find a player teacher to progress further. Skills that are purely practical (no abstract theory) tend to have lower NPC caps. Skills with significant knowledge or arcane components tend to have higher ones.
| Skill | NPC Cap | Notes |
|---|---|---|
| Blades | Skilled | Veteran+ requires live sparring with a player teacher |
| Axes and Hammers | Skilled | Same as Blades |
| Polearms | Skilled | Same as Blades |
| Shielding | Veteran | Drills are well-codified; Expert+ requires real combat experience |
| Heavy Armor | Familiar | Fit and adjustment only; burden management must be learned in the field |
| Light Armor | Familiar | Same as Heavy Armor |
| Evasion | Practiced | Drill basics transferable; higher bands require real encounter refinement |
| Endurance | Familiar | Cannot be meaningfully taught; must be built through doing |
| Combat Judgment | Practiced | Conceptual framing only; Skilled+ requires live leadership experience |
| Archery | Skilled | Form and distance; Veteran+ requires field conditions |
| Tracking | Practiced | Basic sign reading; Skilled+ requires real-world trail experience |
| Arcane Theory | Expert | Well-documented knowledge discipline; Master requires personal breakthrough |
| Elementalism | Veteran | Theory and basic channeling; Expert+ requires field encounter shaping |
| Restoration | Veteran | Techniques teachable; Expert+ requires real emergency experience |
| Warding | Veteran | Same as Restoration |
| Ritualism | Skilled | Site protocols teachable; Veteran+ requires accumulated site knowledge |
| Field Medicine | Skilled | Procedure-heavy and teachable; Veteran+ requires real injury volume |
| Routefinding | Practiced | Basic navigation; Skilled+ requires route experience in real terrain |
| Surveying | Practiced | Method teachable; Skilled+ requires field calibration |
| Cartography | Skilled | Conventions and notation; Veteran+ requires accumulated tile coverage |
| Campcraft | Practiced | Camp setup basics; Skilled+ requires field adaptation |
| Waterfinding | Familiar | Zone-specific knowledge; cannot be usefully drilled indoors |
| Weather Sense | Practiced | Pattern reading teachable; Skilled+ requires season exposure |
| Animal Handling | Practiced | Approach and care basics; Skilled+ requires real animals |
| Pack Handling | Familiar | Weight-balance basics; higher bands require real cargo loads |
| Caravan Handling | Practiced | Protocol and route basics; Skilled+ requires live convoy experience |
| Scavenging | Familiar | Cannot meaningfully be taught; must be built through doing |
| Logging | Practiced | Technique teachable; Skilled+ requires specific timber knowledge |
| Mining | Practiced | Safety and technique; Skilled+ requires vein-specific experience |
| Quarrying | Practiced | Same as Mining |
| Herbalism | Skilled | Identification and harvest teachable; Veteran+ requires regional variety |
| Fishing | Practiced | Technique teachable; Skilled+ requires zone-specific conditions |
| Hunting and Trapping | Practiced | Method teachable; Skilled+ requires prey-specific experience |
| Farming | Practiced | Basics teachable; Skilled+ requires seasonal cycle experience |
| Salvage Recovery | Familiar | Cannot meaningfully be taught; site-specific |
| Smithing | Veteran | Technique well-documented; Expert+ requires personal refinement |
| Carpentry | Veteran | Same as Smithing |
| Leatherworking | Veteran | Same as Smithing |
| Clothworking | Veteran | Same as Smithing |
| Cooking | Skilled | Recipes and method teachable; Veteran+ requires material variety |
| Preservation | Skilled | Techniques teachable; Veteran+ requires material-specific knowledge |
| Alchemy | Expert | Deep knowledge discipline; Master requires personal formulation |
| Tinkering | Skilled | Method teachable; Veteran+ requires problem-specific refinement |
| Masonry | Veteran | Well-codified trade knowledge |
| Artifice | Practiced | Prerequisite concepts only; Skilled+ is inherently personal |
| Trade | Practiced | Commerce basics teachable; Skilled+ requires real market exposure |
| Appraisal | Skilled | Grading standards teachable; Veteran+ requires material volume |
| Negotiation | Familiar | Concepts only; must be built through real transactions |
| Stewardship | Skilled | Administration teachable; Veteran+ requires real management responsibility |
| Leadership | Familiar | Concepts only; cannot be taught in a classroom |
| Teaching | Skilled | Meta-skill; session management teachable; Veteran+ requires real students |
| Scribing | Veteran | Format and conventions teachable; Expert+ requires content mastery |
| Mount Riding | Practiced | Stable-supervised drills; Skilled+ requires real expedition use |
| Beastbonding | Familiar | Approach safety only; must be built with real animals |
| Taming | Cannot be NPC-taught | No NPC at launch has active taming expertise |
| Mount Husbandry | Practiced | Stable care basics; Skilled+ requires real condition management |
| Mount Training | Practiced | Basic exercise plans; Skilled+ requires animal-specific knowledge |
| Wilderness Handling | Familiar | Concepts only; must be built on real expedition terrain |
Teaching Use Cases by System¶
Combat¶
Veterans can coach weapon handling, shield use, healing discipline, or combat drills.
Gathering¶
Experts can lead supervised extraction, route finding, survey work, and safe salvage.
Crafting¶
Masters can teach recipes, workshop flow, material roles, finishing steps, and repair logic.
Trade and Governance¶
Experienced merchants or stewards can teach appraisal, negotiation, bookkeeping, and town reserve management.
Related Systems¶
- skill catalog
- character progression and roles
- guilds and clans
- social, trade, and governance