CREATING EDUCATION
Education: a course of study resulting in achievement or mastery of a new skill.
Creating Education Paths
☐ EDUCTIONAL GOAL
What is the goal of the education path?
☐ EDUCATIONAL IMPROVEMENTS
What can be improved through this course of study and instruction?
☐ EDUCATIONAL TIME REQUIRED
How much time required to complete the course of study and instruction?
☐ EDUCATIONAL INVESTMENT / COST
What cost, resources, and materials are needed to complete the course of study or instruciton?
☐ EDUCATION STAGES OF IMPROVEMENT
What improves and by how much at each stage of the education?
☐ EDUCATIONAL MAXIMUM GAIN
What is the maximum amount of improvement possible?
Progressing through Education Paths
☐ PRE-GENERATED
The Adventurer's Education may be pregenerated as part of a specific campaign.
☐ RANDOM
The Player may roll their Adventurer's starting Education from a table.
☐ TEMPLATE
The Player may choose their Adventurer's starting Education from a preset menu of options.
☐ POINT-BUY
The Player may spend points from a pool to purchase their Adventurer's starting Education.
☐ MILESTONE
The Adventurer's Education starts at a pre-defined point and progresses at certain story-driven points through the campaign.
Education Paths By Setting
How much schooling can Adventurers get while growing up?
Fantasy Education
- Apprenticeships
- Religious Service
- Nobility
Modern Education
- Self-Study
- Apprenticeships
- Private Schools
- Trade Schools
- Military Academies
- Colleges and Universities
Futuristic Education
- Self-Study
- Focus Schools