It’s a bit off the main topic, but considering it is still a system that can be used to implement an “expertise” type growth mechanic, I might as well expound a bit on how it ran in practice. As if a GM needs and excuse to ramble on about their old games, haha!
Anyways, I introduced this in my custom Warp Shell campaign and found it highly engaging to the players, to the point it could probably help build your games based purely on player goals. If you have a “home base” to work from, it actually works really well as you can have NPCs that request items, give quests, or even make it a mission to recruit more specialists. Here’s an example of how it went from my game:
After a hard mission, it was going to be several weeks of deep-space travel before they reached the next spaceport, meaning the party had 7 Attempts to work with. Each Attempt would play out as a turn for the player, letting them decide how much (or how little) they wanted to role-play their efforts: a Timer 7 worked well to track this.
The first player in the turn order really wanted to use a 2-handed blade, so he decided he was going to the on-ship blacksmiths so he could learn about what he needed and roll his Attempt to craft a hard-light great sword. He ended up role-playing heavily with the smiths, which drew the other players in as the loud and “friendly” hill giants Mull and Grull forged crude but powerful gear to bellowing hymns about eating and killing foes. Everyone got in on the role-playing, making it by far the longest turn of the Downime Attempts, but the party was engaged and eventually all decided they would start questing to get better forge materials, ancient enchantments, and high-tech gear to help the smiths grow and eventually make them and the crew formidable futuristic enchanted armaments.
Anyways, in regards to the original player’s specific goal; when he got around to making the rolls on his turns, he kept botching his Attempts. Each subsequent turn involved the smiths learning from and giving short advice for his next Attempt, giving a bit of role-play to flavor it up but still keep things moving to the next player’s turn. He ultimately finished it after several tries, but because he failed so many times, I gave it an additional trait as well.
- Refractable: This blade of light is relatively solid, but when striking reflective surfaces the light will scatter wildly (and dangerously), making an Attack against all CLOSE characters including the wielder.
(Fun Fact: He found out what that trait did by attacking a polished shield in the smithy…)
The next player wanted to customize her room to a workshop then change her Titan’s “Drain Star” class loot to be a ranged heal: after a couple hearts of effort, she was able to spend its charges to heal an Ally in NEAR range, not just herself. She did this solo in her room, mixing a role play of meditation and tinkering. It was much less immersive/engaging, but also faster and more focused. Because it was a simple mechanics change, it worked out and it didn’t bog down the game. It also let her quickly establish that her next Downtime Activity goals were to modify her Drain Star to do extra healing and boost its range to FAR allies.
Another spent their attempts also altering their room, but they made it into a tropical beach paradise for relaxing. Oh yeah, I should probably explain that whole “room customization” thing. That’s actually another Downtime Activity I had in this Warp Shell game: the ship had fully customizable subspace living quarters for each crew member. You could exchange an Attempt to automatically change yours however you saw fit to match your character. It became a very popular choice, even for customizations that gave minimal or even no mechanical benefits, as players were given free reign to unleash their creativity and leave a bit of themselves in the ship. Anywho, after customizing it like so this player did, they could exchange 1 Attempt per downtime to get a temporary (non-recoverable) heart on future missions. This sort of thing was flavored as a player purely relaxing during their downtime; they could be sipping margaritas in a hammock while listening to the waves lapping at the shore, immersing that sore and achy dragonhide in soothing magma, taking off that EVA suit and letting some fresh mercury wash over the gills, etc.
The last two combined their turns and went to the onboard medic together to start learning basic medical training, which is where the bonuses to specific injuries came from and the “expertise” options got fleshed out. They also found out that getting specific materials could help expand what she could give them in their medkits for missions as well as expand what things she could teach them (and operations she could perform).