OpenQuest: Tutors and Trainers

Posted: 2025-09-07
Last Modified: 2025-09-28
Word Count: 2854
Tags: openquest openquest-content rpg

Table of Contents

This work is based on the OpenQuest System Resource Document (found at https://openquestrpg.com/srd), a D101 Games product developed, authored by Newt Newport with Paul Mitchener. OpenQuest System Resource Document © 2021 by Newt Newport with Paul Mitchener is licensed under Attribution 4.0 International. To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/

The following text is © 2025 by Frank Mitchell. All rights reserved.

RuneQuest 2nd edition had rules for learning skills by finding a private tutor or an organization that taught the skill. By spending time and money, a player character could raise their skill. Later editions dropped those rules because the mechanics for raising skills by using them proved more effective.

For various reasons, I would like to house-rule a similar mechanic – increasing skills during downtime with a tutor – into OpenQuest.

Mechanics

Growth Points From Tutors

In OpenQuest a character usually raises skills by earning Growth Points. Growth Points come from completing Quests, advancing or achieving personal goals, and ad-hoc Referee rewards for specific Quests. Skills in particular cost an increasing amount of Growth Points for each +5%: one to raise the skill between 0% and 25%, two between 26% and 50%, and so on.

So let’s propose a simple rule for tutors and trainers:

One tutor or trainer grants one Growth Point to a specific skill for every 90 days of part-time instruction.

The Referee may always rule that some skills may not be taught, only learned through play.

Limits on Growth Points From Tutors

For the sake of verisimilitude and game balance, we will set limits on learning from tutors or trainers:

  1. Growth Points must be used for a specific skill, stated at the beginning of the tutorial period.
  2. The tutor cannot raise a character’s skill past his or her own. A tutor with 50% in a skill will be easier to find, and cheaper to hire, than one with 75%.
  3. The character may not benefit from a tutor while they are recuperating from wounds. (A lenient Referee may make exceptions for purely INT-based skills and a tutor who makes house calls.)
  4. If the character does not have to earn a living during the tutorial period, they may study full-time with as many as three (3) tutors.

The last rule prevents tutors from replacing Quests as the primary means of gaining Growth Points. The minimum number of Growth Points one can earn from a one session Quest is two.1

ADDED 2025-08-29

Instead of characters training one or more skills in their free time, characters may learn through on-the-job training in an appropriate profession. Characters presumably make enough silver at this job to pay basic expenses. They increase their skills as apprentices to more experienced practitioners. Naturally, skills trained must make sense for the specific job. Such training provides no more than two (2) Growth Points worth of appropriate skill advancement for every full 90-day period of employment.

In general, any activity outside studying and training reduces the effective Growth Points of skill improvement from training. Activities may include jobs to earn a living, carousing, research, investigation, and side projects. The table below summarizes the maximum Tutor Growth Points possible under various tutoring and training scenarios.

Training / Tutoring Other Activities Tutor Growth Points per 90 days
Part-time study w/ tutor(s) Yes 1
Full-time study w/ tutors Yes 2
Full-time study w/ tutors No 3
Full-time on-the-job training Yes 1
Full-time on-the-job training No 2

In the table above, “part-time” means four to six hours per day, and “full-time” means seven or more hours per day. Thus a full-time student with no activities other than their training, including time with a tutor or trainer and subsequent reading or practice, spends nearly every waking moment on increasing their skills.

Characters may use general Growth Points obtained through Quests alongside skill-specific Growth Points obtained through tutoring during down time.

Costs of Tutoring

The cost of tutoring, according to economics, is what the market will bear. This answer sheds little light, but it does suggest that the cost of a tutor depends on the skill being improved.

Average food and lodging for 90 days costs about 140 silvers. Students and tutors alike must pay for food and lodging if nothing else, so a full-time tutor would require at least 140 silvers for a 90 day course, and almost certainly more.

Below are some possible costs. Here the median 90-day course costs as much as an ox or bison (200 silvers). This assumes a rigorous regime of teaching and practice at adequate facilities. Some skills would require less one-on-one involvement from the tutor, e.g. Culture and Language. Others require more one-on-one involvement or reflect esoteric knowledge, e.g. magic skills, Deception, Engineering, Healing, Influence, and Trade.

Skill Silver Pieces per Growth Point
Athletics 200
Close Combat 200
Craft 200
Culture (most) 100
Deception 300
Dodge 200
Driving 200
Engineering 300
Healing 300
Influence 300
Language (most) 100
Lore (most) 100 to 300
Mechanisms 200
Natural Lore 200
Performance 200
Personal Magic Casting 300
Ranged Combat 200
Religion (some) 300
Riding 200
Sailing 200
Sorcery Casting 300
Streetwise 300
Trade 300
Unarmed Combat 200

Multiply cost by 1.5 if the tutor or trainer has a skill of 75% or more. Double the cost if the tutor or trainer has a skill of 100%. Many such tutors will prefer services (e.g. Quests) over money.

Skills I assume that that can’t be taught by a tutor include Perception, Persistence, Resilience, Shamanism, and Wealth, as well as Membership from the OpenQuest Companion. Depending on the religion, Religion (Other) may have no tutors, or at least none outside the religion who can raise it higher than 30%. Some Culture (Other) and Language (Other) tutors may be rare or nonexistent, depending on the cultures involved, and some Lore may be too esoteric to find willing tutors. Characters only increase these skills through play under the rules as written.

Referees should feel free to add fees for renting facilities or equipment, the cost of materials for skills such as Craft or Healing, the cost of excursions for skills like Natural Lore or Sailing, or the overhead of an educational institution if the tutor works for one. Some institutions, like a gymnasium, school, academy, college, or university may charge a flat fee for the use of their facilities in addition to the charges per class the student takes. Some or all of those fees might be waived if player characters undertake a Quest for the institution.

Tutors With Multiple Students

If a tutor has multiple students, the tutor must divide their time among those students. The tutor can provide information through lectures and reading assignments, assuming the students can read, but depending on the skill the tutor will also need to provide one-on-one, hands-on experience. Some tutors may delegate work to “teaching assistants”, but that may lower the maximum to which a student can raise their skill.

As a general rule tutors can effectively teach no more than three groups of up to a dozen students each. This assumes part of their teaching involves lectures, or the students cooperate on a task (e.g. Sailing). More than a dozen students will require multiple tutors or “assistant” tutors. Formal educational institutions divide the work of education among multiple teachers and assistants, but that may not be appropriate to a Bronze Age, Iron Age, or Early Medieval society.

Learning Spells From Tutors

The Referee must decide whether tutoring can teach a character spells. If so, the cost in Growth Points from a tutor is the same as Growth Points from experience.

A tutor cannot teach Divine Magic spells and any spells that a religion, sorcery school, or other society keeps secret. Characters must instead join those organizations and perform services for them in return for that knowledge.

Testing Our Assumptions

Below I’ve worked examples with the premise that characters acquire certain skills through tutors or formal schooling during childhood and early adulthood. The assumption that one can acquire one Growth Point worth of education from one part-time tutor over 90 days leads to mostly reasonable results.

Calculations below assume all attributes are 11.2 In reality, attributes range between 8 and 13 (or more) using point-based allocation, and the average INT using random methods is 13, yielding defaults somewhere between 18 and 23 (or more). “Average Growth Points” thus assume defaults between 21 and 24, or 11 and 14 for skills based solely on INT. Actual Growth Points required will vary.

The following examples do not address the cost of this education. It may be subsidized by the state, financed by wealthy nobles or priests, or paid for by students. Figuring out the real cost of these institutions is left as an exercise for the reader.

The Imperial Academy

In one setting I’m working on, a theocratic empire has instituted academies to train young nobles and exceptional (or exceptionally wealthy) commoners. To graduate, a character must possess the following:

How many Growth Points would this take, assuming all characteristics are 11 and all skills start at defaults?

Skill Start (default) End Avg. Growth Points
Language (Own) 61% (INT+50) 81% 16
Religion (Own) 21% (INT+10) 41% 8
skill 1 21% (various) 51% 13
skill 2 21% (various) 51% 13
skill 3 21% (various) 51% 13
TOTAL 63

Note that if one or more of the three skills are Lore (any), they would require an extra 2 Growth Points to advance to 50% or more.

So, assuming each student studies full time for 270 days a year starting at age 13, a good student should meet the standards in 7 years, or about age 20.

Mythendria University

The city-state of Mythendria established a “university” where mature adults of sober disposition and deep pockets can improve their skills by attending classes. This Royal University only accepts students 20 years or older.

The University offers individual classes three degree programs: Bachelors, Masters, and Doctorate, described below:

Degree Requirements
admission Language (Mythendrian) 80%
Bachelors admission, three skills at 50%3
Masters Bachelors, one skill at 75%
Doctorate Masters, one skill at 90%

First we must consider the requirement of being literate in Mythendrian. Assuming they had a tutor, our average INT 11 person would have to study intently depending upon whether they were an illiterate Mythendrian native, a foreigner already fluent in Mythendrian, or a foreign student just learning the language.

Skill Start End Avg. Growth Points Avg. Quarters
Mythendrian native 61% 81% 16 6
fluent in Mythendrian 51% 81% 22 8
Mythendrian as a second language 11% 81% 37 13

The Quarters column assumes no more than 3 Growth Points worth of learning per quarter (90 days).

Assuming they had three tutors (or one very dedicated one), and studied for a solid four quarters a year, a student in each category would have to study less than two, exactly two, or a little more than three solid years to become fully literate.

Once admitted to the University, the table below shows how long our average person (all characteristics 11) would take to complete each degree program, assuming they started at a default skill:

Skill Start End Avg. Growth Points Avg. Years
Bachelors
- skill 1 21% 51% 13
- skill 2 21% 51% 13
- skill 3 21% 51% 13
- subtotal 39 5
Masters 51% 76% 17 2
Doctorate 76% 91% 15 2
TOTAL 63 9

The Years column assumes 3 Growth Points worth of learning per quarter, or 9 points per year with summers off to rest and recuperate. Partial years are rounded up.

So a student can go from Bachelors to Doctorate under this system in nine years. That’s a little fast by real-world standards, but this calculation presumes the student has no part-time job and knows exactly what their doctoral thesis will be … which I suppose is also unrealistic.

Temple Schools

Temples to the gods of Mythendria already had Sixthday4 schools to indoctrinate young children into their religions. Learning of the Imperial Academies and the new University, they decided to institute schools for children 6 and up.

A temple school prepares the student to become an Initiate if they so desire, and teaches them valuable skills if they choose a secular life. Graduates must demonstrate the following skills:

Calculating from the “average student”, the total Growth Points required are as follows:

Skill Start End Avg. Growth Points
Language (Own) 61% 81% 16
Religion (Own) 21% 41% 8
religious skill 21% 26% 2
Craft / Trade 21% 31% 4
skill 1 21% 31% 4
skill 2 21% 31% 4
TOTAL 38

Due to the protests of parents who need their children to help out with the family business, school is part time, and must accommodate fall harvest and spring planting, so students acquire only three Growth Points per year. At that rate, children will graduate in a little less than thirteen years, at the age of 19.

A little less than half that time is spent on learning to read and write their own language. A little more than three years is spent on Religion and a religious skill.

Scribe Apprenticeships

Mythendria’s scribe caste must learn to write in at least two languages and understand mathematics, primarily arithmetic and geometry. Trainees must apprentice with an experienced scribe in return for lessons during slow periods and after hours.

Skill Start End Avg. Growth Points
Language (Own) 61% 81% 16
Language (Other) 11% 81% 37
Lore (Mathematics) 11% 31% 6
TOTAL 59

Through tutoring and practice, apprentice scribes can manage to acquire two Growth Points worth of education per quarter (90 days). Apprenticeships last about ten years, from age 13 through 23.

Boarding Schools

Nobles of Mythendria pooled their resources to found boarding schools where their children can quickly learn all the skills young nobles need. These boarding schools instruct their students on rhetoric, the arts, all combat techniques, a foreign language, and at least two academic subjects.

Skill Start End Avg. Growth Points
Language (Own) 61% 81% 16
Influence 21% 31% 4
Performance 21% 31% 4
Close Combat 21% 31% 4
Ranged Combat 21% 31% 4
Unarmed Combat 21% 31% 4
Language (Other) 11% 51% 15
Lore (any) #1 11% 31% 6
Lore (any) #2 11% 31% 6
TOTAL 63

Boarding schools with no distractions (theoretically) grant nine Growth Points per year with winter and summer breaks. Nobles complete their schooling in seven years, from ages 13 through 20.

Appendix: Calculating Growth Points for Skill Increases

The following table is reproduced from the OpenQuest SRD:

Skill Expertise Growth cost Per +5%
0-25% Novice 1
26-50% Apprentice 2
51-75% Veteran 3
76-99% Expert 5
100% Master 10 to reach 100%

Throughout this article we use an “average” character with 11 in all characteristics. The default for most skills is either two characteristics added together or one characteristic added to 10. The following skills default to only one characteristic (INT): Culture (Other), Language (Other), Lore (any), Religion (Other), Sorcery Casting. One skill, Personal Magic Casting, defaults to POW × 3.

This table presents the cost to raise a skill at each increment of 5% and cumulatively from starting points of 11%, 21%, 31%, 51%, 61%, and 76%.

skill 16 21 26 31 36 41 46 51 56 61 66 71 76 81 86 91 96 99 100
from 11 16 21 26 31 36 41 46 51 56 61 66 71 76 81 86 91 96 99
cost 1 1 2 2 2 2 2 3 3 3 3 3 5 5 5 5 5 5 10
@ 11 1 2 4 6 8 10 12 15 18 21 24 27 32 37 42 47 52 57 67
@ 21 2 4 6 8 10 13 16 19 22 25 30 35 40 45 50 55 65
@ 31 2 4 6 9 12 15 18 21 26 31 36 41 46 51 61
@ 51 3 6 9 12 17 22 27 32 37 42 52
@ 61 3 6 11 16 21 26 31 36 46
@ 76 5 10 15 20 25 35

  1. The OpenQuest SRD recommends that Referees award two Growth Points per session of play. Add to that at least one Growth Point from bringing a Motive into play, and/or one or more Growth Points from Critical Successes or Fumbles. ↩︎

  2. Originally I used 10, but since it’s divisible by five characteristics at exactly 10 the Growth Point estimates were overly optimistic. ↩︎

  3. This approximates an American “liberal arts” program, which typically aims for a broad education in multiple subjects rather than a single specialization. ↩︎

  4. The Mythendrian calendar has twelve months, each with five weeks of six days, plus festival days at each equinox, a two day festival at the Winter Solstice, and one or two days at the Summer Solstice. ↩︎